Sunday, October 28, 2012

Arcane Weapons

So wanted to share this project I wrote a while back, and have successfully used in a campaign (as we as several npc's from a specific guild, my players really love to hate them).

So without further ado: Wizard Options, Arcane Bond: Weapons


Chart of Feat progression

Improved Arcane Bond: Arcane Weapon
The bond you have with your weapon is stronger than other wizards; energies flow freely between the two of you allowing your spells to materialize more firmly. 
Prerequisites: Proficiency with selected weapon, Arcane Weapon Bond feat or Arcane Bond Class feature. Must select a weapon as the bonded object, known hereafter as Arcane Weapon.
Benefit: As long as the Arcane Weapon is wielded, the Wizard gains a +1 bonus to his caster level. For every three feats that has this feat as a prerequisite that you have, you gain an additional +1 to your caster level plus your Arcane Weapon gains 5 hit points.
Special: Your Arcane Weapon adds your caster level to its hardness score. This, and all Arcane Weapon feats qualify as choices for wizard bonus feats.

Inner Strength
As the bond continues to grow and your combat experience grows as well, you learn to draw forth your weapon's natural talents.
Prerequisites: Improved Arcane Bond: Weapon, Base Attack Bonus +1.
Benefit: Depending on the type of weapon your Arcane Weapon is, you gain a particular benefit. This benefit only applies when the Arcane Weapon is wielded. 

Light Melee Weapons (including guantlets) +1 bonus to melee attacks, this includes melee touch attacks. 
One Handed Melee weapons +1 bonus to spell damage. This damage can only be applied once per target per spell. This does not apply to any other type of damage other than hit points and only to spells that have a range of touch or close.
Two Handed Melee Weapons +1 bonus to Armor Class. This bonus is lost whenever you lose your Dexterity bonus to Armor Class (if any). 
Ranged Weapons +1 bonus to ranged attacks, this includes ranged touch attacks. 

Mana Spike
Like magic enhancing your Arcane Weapon, your Arcane Weapon is more attuned, drawing more mana, making your magic harder to resist.
Prerequisites: Inner Strength, Caster Level 3rd. 
Benefit: Your Arcane Weapon grants you a +3 bonus to caster level checks to overcome spell resistance.

Arcane Weapon Specialization
Specializing in using your Arcane Weapon as much as your magic, you come one step closer to merging the two.
Prerequisites: Inner Strength, Caster Level 3rd. 
Benefit: You may use an attack with your Arcane Weapon to deliver a spell. As a full attack action, you may take one attack with your Arcane Weapon. If the attack hits, it deals its damage plus the spell effect you imbued. You must specify what spell you are casting before the attack, and the charge is lost if you miss. The spell will only target the opponent hit regardless of how many targets the spell originally had the capacity to hit. Ranged Arcane Weapons cannot be used to exceed a spell's range; i.e. ranged Arcane Weapons can deliver a touch spell only within melee range.
Normal: You cannot use weapons to deliver spells. 

Arcane Weapon Might
Just as you use your mental faculties to understand your Arcane Weapon, you have naturally extended this same understanding towards your Arcane Weapon's deadliness.
Prerequisites: Inner Strength, Caster Level 5th. 
Benefit: You may use your Intelligence modifier instead of your Strength modifier for damage rolls with your Arcane Weapon (if applicable).
Normal: You may only use your Strength modifier for damage rolls.

Spell Strike
Merging spell and martial proficiency, you imbue your Arcane Weapon with some of your stored magic to make it more accurate.
Prerequisites: Inner Strength, Caster Level 5th. 
Benefit: As part of an attack action, you can choose to expend a prepared spell to imbue your Arcane Weapon with power, granting all your attacks with your Arcane Weapon for one round a bonus equal to double the spell level you expended. Using a 0 level spell grants a +1 bonus, but burns out the cantrip for the rest of the day, making it unavailable to cast.

Shard of Thought
Wether or not you wanted to, you somehow gave your Arcane Weapon a semblance of Life.
Prerequisites: Inner Strength, Caster Level 5th. 
Benefit: Your Arcane Weapon has a small shard of your persona imbued in it. It gains Intelligence, Wisdom, and Charisma, Sight and hearing 30 ft, Low-light vision, Empathy (owner only) one mile radius. Its aligment is the same as the caster.

Arcane Weapon Focus
Just as you use your mental faculties to understand your Arcane Weapon, you have naturally extended this same understanding towards your Arcane Weapon's Acuracy.
Prerequisites: Inner Strength, Caster Level 6th. 
Benefit: You may use your Intelligence modifier instead of your Strength or Dexterity modifier for attack rolls with your Arcane Weapon.
Normal: You may only use your Strength modifier for melee attack rolls and Dexterity modifier for ranged attack rolls.

Boundless knowledge
Your Arcane Weapon now directs your thoughts into the proper location to create your spells.
Prerequisite: Shard of thought, Caster Level 6th. 
Benefit: You do not need a spellbook anymore, as your Arcane Weapon acts as it now, with limitless space. 
Special: You only have to pay 25% of the material cost of adding a new spell to your Arcane Weapon. 

Improved Spontaneous Spell 
You further unlock your Arcane Weapon's natural affinity.
Prerequisites: Inner Strength, Caster Level 7th. 
Benefit: You gain another use of your Arcane Weapon's ability to cast a spell from your spellbook and are capable of casting it, regardless if the spell is not prepared.
Normal: You may use this ability once per day.

Improved Inner Strength
Your blood, sweat, and tears have strengthened your bond with your Arcane Weapon beyond anything you could have immagined. 
Prerequisites: Inner Strength, Caster Level 7th. 
Benefit: The benefits from your Inner Stength feat double.
Special: You may use your caster level as fighter levels for feat prerequisites. You must still meet all other prerequisites.

Stalwart Defender
Your Arcane Weapon jumps in the way of blows that would otherwise land on you. 
Prerequisites: Shard of Thought, Caster Level 7th. 
Benefit: You add your Arcane Weapon's enhancement bonus to your Armor Class. This still counts as an Enhancement bonus to Armor Class.

Loaded Weapon
Outside the box doesn't begin to explain what you and your Arcane Weapon do. Your magics take forms most mages must actually imbue into a weapon, albeit only for a short amount of time.
Prerequisites: Shard of Thought, Arcane Weapon Focus, Caster Level 8th.
Benefit: Your Arcane Weapon may expend one of your spells to grant itself an enhancement bonus equal to the spell level expended; these can be used as an enhancement bonus or to give the Arcane Weapon new properties. The Arcane Weapon cannot have an effective enhancement bonus above +5; any extra spell levels may be used for new properties. Weapon properties that cost specific amounts of gold cannot be obtained using this feat. These bonuses last for a number of rounds equal to the intelligence modifier of your Arcane Weapon.

Improved Shard of Thought
You can't pin point exactly when it happened, but one day when you were talking to your Arcane Weapon, it began to respond. 
Prerequisites: Shard of Thought, Caster Level 9th. 
Benefit: Your Arcane Weapon persona has evolved. It gains a +1d4 bonus to one stat (casters choice), its sight and hearing improve to 60 ft, Darkvision, and gains Speech. It gains languages equal to its intelligence modifier, and can only learn them from its owner.
Special: You gain the benefits of the Alertness feat as long as your weapon has LOS to you. 

Arcane Weapon Convergence
To you, wielding your Arcane Weapon and wielding mighty spells means the same. Knowledge in one is knowledge in the other. 
Prerequisites: Arcane Weapon Focus, Caster Level 10th. 
Benefit: Whenever you attack with your Arcane Weapon, your Base attack bonus is equal to your caster level. This does not change your actual Base attack bonus, nor do you gain any more attacks when you make a full attack with your Arcane Weapon. 

Improved Mana Spike
Your Arcane Weapon is fully attuned to the very core of magic, a chaotic font through which you draw power, destroying your enemy defenses.
Prerequisites: Mana Spike, Improved Inner Strength, Caster Level 10th. 
Benefit: Your Arcane Weapon grants you a +3 bonus to caster level checks to overcome spell resistance. This is in addition to Mana Spike. 

Weapon of Power
Harnessing your Arcane Weapon in hand, you know your spells are that much deadlier.
Prerequisites: Arcane Weapon Might, Arcane Weapon Focus, Caster Level 10th. 
Benefit: Whenever you roll an attack or damage roll for any spells, as long as you are also wielding your Arcane Weapon, you gain its enhancement bonus to either type of roll. 

Loaded Spell
As long as you and your Arcane Weapon are together, your magic and your might fluctuate back and forth taking whichever form is more convenient to both of you.
Prerequisites: Shard of Thought, Improved Spontaneous Spell, Caster Level 10th.
Benefit: As an immediate action, your Arcane Weapon can burn up any permanent enhancement bonuses (e.g. no Loaded Weapon bonuses) to grant you spell levels to use immediately. Each Enhancement point equals three spell levels which can be used to cast any spell that the wizard may have in his spellbook. These enhancement points, and all benefits they confer, including special abilities the Arcane Weapon may have, are lost for 1 minute per enhancement point spent.

Speed of Thought
You discover another way to imbue your Arcane Weapon, this time speeding your attacks at the cost of some accuracy.
Prerequisites: Improved Inner Strength, Caster Level 12th. 
Benefit: As part of a full attack action, you can choose to expend a prepared spell to imbue your Arcane Weapon, granting you an extra attack for each spell level of the expended spell at your highest Base attack bonus. All extra attacks suffer a cummulative -2 penalty.

Bonded by Destiny
Neither you, nor your Arcane Weapon, can entertain the thought of being apart. 
Prerequisites: Mana Spike, Shard of Thought, Improved Inner Strength, Caster Level 12th. 
Benefit: At any time, as a swift action, you can expend 4 spell levels worth of magic to immediately have your Arcane Weapon conjurered in your hand. This effect will work through any planar boundaries. Only deity level power may stop this effect from occuring. 
Special: The only other thing that may prevent the Arcane Weapon from appearing is if either the caster or the Arcane Weapon are in a dead magic zone.

Melding the Arts
Your martial prowless extends to your spells. You cannot discern what is magic and what is might when you swing your weapon anymore.
Prerequisites: Arcane Weapon Convergence, Caster Level 13th. 
Benefit: Combat feats that apply to your Arcane Weapon also apply to your spells. Bonus damage applies only once per target per spell.
Special: Arcane bonus feats gained (not retroactively) can be used for Combat feats as long as they apply to the Arcane Weapon.

Superior Shard of Thought
Your Arcane Weapon and you are mirrors of each other, and you are not quite sure who came first anymore. 
Prerequisites: Improved Shard of Thought, Caster Level 14th. 
Benefit: Your Arcane Weapon has a large shard of your persona imbued in it. It gains +1d4 bonus to each of its stats, Darkvision, and telepathy (owner only) up to one mile radius. Furthermore, the weapon can activate its own abilities as long as it is being wielded by the caster. 
Special: As long as the Arcane Weapon has LOS to the caster, the caster cannot be flat footed. The Arcane Weapon must be aware of the danger.

For the Team
Your Arcane Weapon protects you from the worst attacks, sometimes yanking you out of the way. 
Prerequisites: Improved Shard of Thought, Stalwart Defender, Caster Level 14th. 
Benefit: You may expend 2 spell levels to automatically turn a critical hit into a normal hit or to roll a reflex save as if you had the Evasion ability. 

Superior Spontaneous Spell 
You further unlock your Arcane Weapon's natural affinity.
Prerequisites: Improved Spontaneous Spell, Caster Level 16th. 
Benefit: You gain another use of your Arcane Weapon's ability (for a total of three) to cast a spell from your spellbook and are capable of casting it, regardless if the spell is not prepared. 
Normal: You may use this ability once per day. Twice per day with Improved Spontaneous Spell.

Supreme Shard of Thought
Prerequisites: Superior Shard of Thought, Caster Level 18th
Benefit: Your Arcane Weapon gains +1d4 bonus to two stats (casters choice), it's senses increase to 120 ft, and gains Blindsense. As long as you have your Arcane Weapon on your person, you may use whichever mental statistics (Int, Wis, Cha) your Arcane Weapon posses instead of your own. Since you both share minds within each other, effects such as poisons, spells, curses, etc that affect only one of the minds does not stop the character from functioning, albeit at a -2 penalty to any rolls as long as the effect(s) persist. 

Body and Soul
Prerequisites: Superior Shard of Thought, Caster Level 18th
Benefit: If your Arcane Weapon is broken, you can willingly take 1 point of Constitution damage as a move action to have your Arcane Weapon fully repaired. If your Arcane Weapon is destroyed, you can willingly take 1 point of Constitution and Wisdom damage as a move action to have your Arcane Weapon fully materialize back in hand. This is not a replacement effect; it is the same Arcane Weapon reconstituded from the caster's body and soul.

Bonds of Fate
Prerequisites: Bonded By Destiny, Caster Level 16th
Benefit: Bonded by Destiny costs 2 spell levels less to activate and can be used as an immediate action.

Two Become One
Prerequisites: Bonded By Destiny, Body and Soul, Supreme Shard of Thought, Caster Level 20th 
Benefit: As long as your Arcane Weapon is not destroyed, if you die (including, but not limited to, disintegration) your soul is still safe. As long as a caster has your Arcane Weapon when raising you, you suffer no ill effects from it, even if your body must be reconstituted and any material components cost half as much. If left alone, your Arcane Weapon will grow a new body, attached to it. This process takes one day for each caster level of the character.
Special:Since you both share souls within each other, effects such as poisons, spells, curses, etc that affect only one of the souls does not stop the character from functioning, albeit at a -2 penalty to any rolls as long as the effect(s) persist.

Friday, October 26, 2012

The Protector


Protector

There are many roles to fill in life, and to the protector, his role is all about others. Regardless if he chooses a darker path, or if it's all about enhancing his comrades, the protector functions best when surrounded by allies to gain the advantages he has to offer.

Some Protector use dark energies on their enemies turning their sudden painful inflictions into strength for their allies, while others create magical fields around their friends, making them nigh invulnerable, but all share the natural ability of making their allies potentially more deadly. In fact, for many protector, their powerful enhancements only work on others, not themselves. It is that reason some protector eventually call upon their own allies, making them less defenseless.

Role:
Protectors spend much of their time traveling the world, aiding any who philosophically share their views, or perhaps employers who want to raise their survivability. They learn how to move in all kinds of situations from traveling so much; as much physically as socially. It is not uncommon for a Protector to speak many languages, including obscure, or dead ones. Those who stick to the job usually become fantastic tacticians, full of  insight into all kinds of ways to take all manner of creatures down. The Protector is not necessarily a leader, but a combat conductor, who sees all and points his allies towards the best solutions.

Most who take this path ultimately become a strong support for those they aid; their biggest strength is the faith they have in those who are next to them.

Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class skills
The protector’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (All, Taken individually) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special
1st
+0
+0
+2
+2
Enhance Movement: Land speed, Reinforcements, Sanctuary
2nd
+1
+0
+3
+3
Battleground Specialization
3rd
+2
+1
+3
+3
Combatlink, Enhance Movement: Swim speed
4th
+3
+1
+4
+4
Battleground Abilities
5th
+3
+1
+4
+4
Combatlink: Lifesigns, Enhance Movement: Burrow speed, Know thy Enemy
6th
+4
+2
+5
+5
Battleground Abilities
7th
+5
+2
+5
+5
Combatlink: Empathy, Commands, Command: Move action
8th
+6/+1
+2
+6
+6
Battleground Abilities
9th
+6/+1
+3
+6
+6
Combatlink: Telepathy, Enhance Movement: Fly speed
10th
+7/+2
+3
+7
+7
Battleground Abilities
11th
+8/+3
+3
+7
+7
Combatlink Trick, Command: Standard action
12th
+9/+4
+4
+8
+8
Battleground Abilities
13th
+9/+4
+4
+8
+8
Combatlink Trick, Command: Full round action
14th
+10/+5
+4
+9
+9
Battleground Abilities
15th
+11/+6/+1
+5
+9
+9
Combatlink Trick, Enhance Movement: Movement speeds
16th
+12/+7/+2
+5
+10
+10
Battleground Abilities
17th
+12/+7/+2
+5
+10
+10
Combatlink Trick, Command: Personal boost
18th
+13/+8/+3
+6
+11
+11
Battleground Abilities
19th
+14/+9/+4
+6
+11
+11
Combatlink Trick, Command: Price reduction
20th
+15/+10/+5
+6
+12
+12
Grand Specialization

Spells Per Day

Level
 0
 1
 2
 3
 4
 5
 6
1st
 3
 1
 -
 -
 -
 -
 -
2nd
 4
 2
 -
 -
 -
 -
 -
3rd
 4
 3
 -
 -
 -
 -
 -
4th
 4
 3
 1
 -
 -
 -
 -
5th
 4
 4
 2
 -
 -
 -
 -
6th
 5
 4
 3
 -
 -
 -
 -
7th
 5
 4
 3
 1
 
 -
 -
8th
 5
 4
 4
 2
 -
 -
 -
9th
 5
 5
 4
 3
 -
 -
 -
10th
 5
 5
 4
 3
 1
 -
 -
11th
 5
 5
 4
 4
 2
 -
 -
12th
 5
 5
 5
 4
 3
 -
 -
13th
 5
 5
 5
 4
 3
 1
 -
14th
 5
 5
 5
 4
 4
 2
 -
15th
 5
 5
 5
 5
 4
 3
 -
16th
 5
 5
 5
 5
 4
 3
 1
17th
 5
 5
 5
 5
 4
 4
 2
18th
 5
 5
 5
 5
 5
 4
 3
19th
 5
 5
 5
 5
 5
 5
 4
20th
 5
 5
 5
 5
 5
 5
 5


Class Features
The following are the class features of the Protector.

Weapon and Armor Proficiency: A Protector is proficient with all simple weapons. A Protector is also proficient with light armor as well as shields, but not tower shields.

Spells:

A Protector casts divine spells drawn from the Protector spell list. A Protector must choose and prepare his spells ahead of time. A protector draws this power from his faith in the group he serves, not usually any divine entity.



Enhance Movement (Sp)

The first ability a protector learns is to enhance his speed and that of his allies. The group is only as fast as the slowest member after all.

Enhance Movement powers are a standard action to use. They can be used at Medium range (100 ft +10ft. per level), and last 10 minutes per protector level if enhancing a type of movement, or 1 minute per protector level if granting a type of movement. A protector may use this ability once per day per protector level.



Reinforcements (Sp)

As someone who is dedicated to his group, Protectors specialize in the ability to call reinforcements. Once per day plus one for every five levels (6th, 11th, 16th) thereafter, a protector may call a creature as if he had cast either Summon Monster or Summon Nature's Ally, as the equivalent of a wizard or druid of his level. As the Protector increases in power, so does the creatures he may call with this ability.

For example, a 5th level Protector can use this ability once per day to either use Summon Monster III as a 5th level wizard or Summon Nature's Ally III as a 5th level druid. He can also choose to use it as a lower level spell if he so desires.

Sanctuary (Su)

Protectors are constantly under a Sanctuary effect with a Saving Throw DC bonus equal to his level. If at any point the effect is broken by the Protector by attacking, the effect ends until the Protector has rested and studied. Otherwise the Protector can reactivate it as a standard action.

Battleground Specialization (Su)

While every Protector share Commands, each Protector chooses to walk a different path and use different tactics through their choice of Battleground Specialization. Some learn to use negative energy to hinder foes and help allies, while others call upon the power of the weather to see them through battles.
Most battleground specializations require specific actions from the protector in his every day life. If for any reason they cannot fulfill these actions, they lose the ability to use their battleground specializations until they are taken care of.

A protector chooses one Battleground Specialization at 2nd level, gaining its first power, and gaining each sub sequential power every two levels thereafter.

A protector can use these powers for a total number of rounds per day equal to his level + his int modifier; these rounds are known as battleground points (shorthand BP). Unless otherwise stated, any area of effects have a 30 ft. range/radius.

All Battleground specialization abilities are based on Intelligence, and if they require a DC it is equal to 10 + ½ protector level + intelligence modifier (round down). All of these abilities are a standard action that can be channeled; a protector decides whether he will continue to use an ability round after round (channeling), unless a specific ability says otherwise. Channeling an ability is a move action, unless otherwise stated. Channeling and ability costs one battleground point for every two rounds, unless otherwise stated. You may only channel one ability at a time.

Any abilities the protector channels may be interrupted, requiring a concentration check (dc = 10 + damage taken). Any effects from battleground specialization, unless otherwise stated, have lasting effects for Int modifier in rounds after the protector uses them or stops channeling them. Entering an area of effect from a protector ability that was previously exited will reset the timer on any already under the effects.
Every Battleground Specialization also grants spells that the protector can add to his or her spell list (see spells).
All battleground specialization abilities are considered Supernatural (Su) abilities.

Battleground Specializations (Su)

Compassionate Mercy: those who walk this path are battlefield medics first and foremost. All of their battleground specialization centers on the ability to help their harmed comrades and bring them back battle hardened, ready to defeat the opposition. Most of their abilities are powered from an inner font the protector has. This font is filled through a link to the positive energy plane, which infuses the protector as he goes about his life. In fact, protector of Compassionate Mercy must have prepared one healing spell of every spell level they can prepare each day.



Dynamic fortitude: There is energy everywhere, in many different forms, and to this protector, manipulating it and changing it to his needs is what he ultimately seeks. You learn to move the energies within bodies, as well as those that surround us. You are the ultimate controller, directing all energies against foes and enhancing the ones your allies already have. All dynamic fortitude protector must eat constantly, at least every two hours if its regular food, as the energies they constantly shift include their own, or they become fatigued. Once fatigued, after resting the protector must eat within four hours or become exhausted. Even a ring of sustenance on a Dynamic fortitude protector is not enough: he will still need to eat as a normal person while wearing one.



Fetid ebbing: The powers of the negative energy plane flow freely through you. This grants you the ability to drain your enemies of their strengths while granting it back to your allies. Protectors who walk this path are usually dark, considering the path to victory lies in the ability to weaken foes by unleashing the power of the negative energy plane upon them. While Fetid Ebbing protector are not necessarily evil themselves, they do draw some power from it. Good creatures will normally not come to the call of a Fetid ebbing protector, and therefore summon spells cast by this protector do not call any.



Force shields: when you walk in the shoes of a force shield protector, you are a proactive member of your entourage, placing fields of protective energy around those in your care. You reduce the ability to hurt them from all different forms of damage, eventually making them almost impossible to harm. Note that you cannot stack the same powers on a target, however, another protector of the same battleground specialization can place his own shields on the target, which will stack. Unless otherwise specified, all your shields have a 30 ft. radius, regardless of what the source of the area of effect is. Your Force Shield abilities last extra rounds equal to half your protector level.



Heated Halo: Learning to harness the power of heat, both the one granted by the life giving sun as well as the destructive force of a volcano, this protector inflicts all kinds of effects upon those who stand against her friends. She manipulates heat, draining it or increasing it, both around herself and in specific subjects. This allows the protector to enhance her allies or burden her foes. Note that resistance or immunity to fire does not actually protect any targets from effects from this battleground specialization (unless it specifies fire damage), but does grant them an automatic +4 bonus to any saves against them. Heated halo protectors receive a -4 to saves versus cold effects their bodies finding it anathema to their existance.



Storm soul: You've yearned your whole life to be amidst the chaos of storm and tempest; to taste the raw power of wind and water. The thought of flying into a cyclone, or swimming in a tsunami is what you would call a good afternoon. To your enemies however, the power of weather is nothing to trust or desire, for you will unleash its devastating fury upon them. This connection to the storm has changed you; you do not heal normally. Instead lightning damage automatically deals you half damage before any other effects are applied. While in stormy conditions or worse, or when the weather is actively changed by you (including many of your storm soul powers) or an ally, you gain regeneration equal to half your level (minimum 1). If you are bellow a quarter of your hit points,  it energizes you, granting you an extra standard action at your next turn. On the other hand, positive energy heals you for only a quarter of its normal amount. You can choose to be immune to any effects that you call upon from this battleground specialization.



Combatlink (Su)

A strong defining ability that makes a protector the center of knowledge among the group. Because of this power, protectors begin to act as a "spider brain"; they link with others, creating invisible connections amongst all. These connections cannot cross planar boundaries. A protector decides who is part of this combatlink every morning, and may include his Intelligence modifier worth of people into the link, plus one for every five levels he has. This is part of the protector's  morning ritual; nothing is required on the part of others beyond their general presence. Any who are part of the combatlink are immune to abilities generated by the protector, at the protector's discretion.

The ability is a constant emanation from the protector, who is always in the center of the area of effect. Any connected may enter and exit the area without penalty, but do not receive any information about others nor grants them any. I.e. if you are too far from the protector, you cannot be sensed.

Note that any information the Combatlink grants is received by all, not just the protector.



Combatlink Tricks (Su)

At 11th level, and every two levels thereafter, a protector can choose one of the "Combatlink Tricks" which affects his combatlink or is used through it.



Know thy enemy (Ex)

Protectors, in their quest to know everything about their enemies, have become rather well informed. Protectors add half their level as a bonus to any knowledge checks, but only when it's to identify monsters and their special powers or vulnerabilities. A protector must have at least one rank in the knowledge used to gain this bonus.

Commands (Ex)

The Protector is in constant vigilance in the midst of combat. Most protector learn very early to see everything around them; their senses are at their most powerful when they are surrounded by friend and foe, ever ready to action. This ability grants them the use of one extra immediate action per round.

This grants them the ability to direct others, and assist them in combat beyond granting them extra movement. The protector uses "Command charges" to do so. Every day he has enough Command charges equal to his levels of Protector plus his Int modifier.

Commands are used as an immediate action. Commands have a reach of close range. No target can receive the benefit of a Command more than once per round.



Grand specialization (Su)

As a master tactician, a protector has learned how to maximize his abilities. Once per day, he can choose (when this ability is activated) to enhance his battleground specializations for a full combat in one of the following ways:

- Double the numerical bonus or penalty of an ability.
- Double the duration of an ability. Cannot be applied to instantaneous effects.
- Double the amount of targets of the ability.
- Double the area of effect of an ability.

Activating this ability is part of the action which it enhances.


Protector spell list

O level protector spells

Create water
Detect magic
Detect poison
Guidance
Know direction
Light
Mending
Purify food and drink
Read magic
Resistance
Stabilize
Virtue

1st level protector spells

Alarm
Bless
Bless weapon
Comprehend languages
Cure light wounds
Deathwatch
Divine favor
Endure elements
Enlarge person
Entropic shield
Expeditious retreat
Feather fall
Jump
Longstrider
Mage armor
Magic fang
Magic weapon
Pass without trace
Protection from chaos/evil/good/law
Reduce person
Remove fear
Sanctuary
Shield
Shield of faith
Summon monster I

2nd level protector spells

Aid
Align weapon
Alter self
Barkskin
Bear's endurance
Blur
Bull's strength
Cat's grace
Cure moderate wounds
Darkvision
Delay poison
Eagle's splendor
Fox's cunning
Heroism
Invisibility
Levitate
Make whole
Misdirection
Owl's wisdom
Protection from arrows
Rage
Remove paralysis
Resist energy
Restoration, lesser
Rope trick
Shield other
Spider climb
Status
Summon monster II
Undetectable alignment

3rd level protector spells

Arcane sight
Beast shape I
Blink
Create food and water
Cure serious wounds
Dispel magic
Displacement
Flame arrow
Fly
Good hope
Haste
Helping hand
Invisibility purge
Invisibility sphere
Keen edge
Magic circle against chaos/evil/good/law
Magic vestment
Magic weapon, greater
Neutralize poison
Nondetection
Prayer
Protection from energy
Remove blindness/deafness
Remove curse
Remove disease
Summon monster III
Tiny hut
Tongues
Water breathing
Water walk

4th level protector spells

Air walk
Beast shape II
Cure critical wounds
Death ward
Detect scrying
Divine Power
Elemental Body I
Enlarge Person, Mass
Freedom of movement
Globe of invulnerability, lesser
Imbue with Spell Ability
Invisibility, greater
Magic fang, greater
Planar ally, lesser
Reincarnate
Reduce person, mass
Restoration
Secure shelter
Spell immunity
Summon monster IV

5th level protector spells

Animal growth
Beast shape III
Break enchantment
Breath of life
Cure light wounds, mass
Disrupt weapon
Elemental Body II
Fabricate
Heroism, greater
Mage's faithful hound
Mage's private sanctum
Mislead
Overland Flight
Plant Shape I
Polymorph
Raise dead
Righteous Might
Seeming
Spell resistance
Stoneskin
Summon monster V
Telepathic bond

6th level protector spells

Bear's endurance, mass
Beast shape IV
Bull's strength, mass
Cat's grace, mass
Cure moderate wounds, mass
Dispel magic, greater
Eagle's splendor, mass
Elemental body III
Flesh to stone
Forceful hand
Form of the dragon
Fox's cunning, mass
Globe of invulnerability
Guards and wards
Heal
Heroes' feast
Holy sword
Owl's wisdom, mass
Plant shape II
Summon monster VI
True seeing
Veil
Wind walk

Feats

Extra Enhancements
Prerequisites: Enhance Movement class feature
Benefit: You can Enhance Movement an extra 2 times per day.
Special: You can gain Extra Enhancements multiple times. its effects stack.

Extra battleground points
Prerequisites: Battleground specialization class feature
Benefit: Your battleground points pool increases by 4.
Special: You can gain Extra battleground points multiple times. Its effects stack.

Extra Trick
prerequisites: Combatlink class feature, protector level 11+
Benefit: You gain a new Combatlink trick.
Special: You can gain extra Trick multiple times. Its effects stack.

Extra Commands Charges
prerequisites: Command class feature
Benefit: You gain two more Command Charges per day.
Special. You can gain Extra Command Charges multiple times. Its effects stack.