Tuesday, June 10, 2014

Ravenloft 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 Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), 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
+2
+2
+2
Enhance Movement: Land speed
2nd
+1
+3
+3
+3
Battleground Specialization
3rd
+1
+3
+3
+3
Combatlink, Enhance Movement: Swim speed
4th
+2
+4
+4
+4
Battleground Abilities, Know thy Enemy
5th
+2
+4
+4
+4
 Combatlink: Lifesigns, Enhance Movement: Burrow speed
6th
+3
+5
+5
+5
Battleground Abilities
7th
+3
+5
+5
+5
Combatlink: Empathy, Commands, Command: Move action
8th
+4
+6
+6
+6
Battleground Abilities
9th
+4
+6
+6
+6
Combatlink: Telepathy, Enhance Movement: Fly speed
10th
+5
+7
+7
+7
Battleground Abilities
11th
+5
+7
+7
+7
Combatlink Trick, Command: Standard action
12th
+6
+8
+8
+8
Battleground Abilities
13th
+6
+8
+8
+8
Combatlink Trick, Command: Full round action
14th
+7
+9
+9
+9
Battleground Abilities
15th
+7
+9
+9
+9
Combatlink Trick, Enhance Movement: Movement speeds
16th
+8
+10
+10
+10
Battleground Abilities
17th
+8
+10
+10
+10
Combatlink Trick, Command: Personal boost
18th
+9
+11
+11
+11
Battleground Abilities
19th
+9
+11
+11
+11
Combatlink Trick, Command: Price reduction
20th
+10
+12
+12
+12
Grand Specialization

Spells Per-Day

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

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 and Medium armor, as well as 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.

To learn, prepare, or cast a spell, the Protector must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Protector’s spell is 10 + the spell level + the Protector’s Charisma modifier. A protector gains bonus spells from charisma.

A Protector may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his tacticsbook. While studying, the Protector decides which spells to prepare.

Any spells with the range of personal cast by a protector change to touch range instead. The protector cannot cast any spells on themselves unless they are purely defensive, ultimately as defined by the DM. Should a protector cast a spell on himself and use it in an offensive manner, the spell immediately ends. (Rule of thumb: If it increases AC, Saving Throws, Hit Points, or helps the protector to avoid injury, it is most likely defensive. If the spell's ability to defend is based on harming opponents, such as Crushing Hand it is considered offensive. Some spells must be judged on a casting to casting basis: Using a Beast Shape to turn into a rat and hide or be harder to hit is defensive as well as turning into a bear for a boost to HP, AC and DR. But turning into a bear to maul someone or a rat to disease them is not defensive, and ends the spell immediately after the first offensive action) The protector's job is to increase his survivability while empowering his allies. Most transmutation spells he can cast he cannot target himself with, for example. The only exception to this rule is when the Protector is without allies.

A Protector can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Protector under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

A Protector must study his tacticsbook each day to prepare his spells. This book is a personal journal of experiences, training, battles fought, and notes on his battleground specialization, usually written in some type of shorthand or code. Preparing his spells take one hour of study.

At the end of this hour, the protector also chooses a bonus granted by the book, which is active until he studies his tacticsbook again. His choices are: +1 insight bonus to armor class, +1 insight bonus to a saving throw of his choice, or +1 insight bonus to skills. If at any point the Protector is separated from his tacticsbook, he loses his bonus until he has a chance to study again.

He cannot prepare any spell not recorded in his tacticsbook except for read magic, which all protectors can prepare from memory. A Protector begins play with a tacticsbook containing all 0-level Protector spells plus three 1st-level Protector spells of his choice. The Protector also selects a number of additional 1st-level Protector spells equal to his charisma modifier to add to his tacticsbook. At each new Protector level, he gains a new Protector spell of any spell level or levels that he can cast (based on his new Protector level) for his tacticsbook. At any time, a Protector can also add spells found in other tacticsbooks to his own.

A Protector can learn spells from a wizard’s spellbook, just as a wizard can from a Protector’s tacticsbook. The spells learned must be on the Protector spell list, as normal. An alchemist can learn formulae from a Protector’s tacticsbook, if the spells are also on the alchemist spell list. A Protector can learn spells directly from any caster that takes the time, 2 hours per spell level, to instruct the Protector on the proper use and potential exploitation of a spell, adding it to his tacticsbook. This costs the same as scribing a spell in a spellbook. Spells from other sources (other than the Corebook) are also available as long as the follow the same guidelines as the ones for the Protector Spell list, and as always, ultimately determined by the GM.

A Protector also gains spells from his battleground specialization, since they perform a certain amount of spell research between adventures in their fields of study. Each time a character attains a new protector level, he gains one spell of his choice to add to his tacticsbook from his battleground specialization spell list. The free spell must be of a spell level he can cast.

Code:

A Protector who falls from the path of his allies by multiclassing loses all Supernatural abilities (Enhance Movement, Combatlink) permanently without divine intervention or very powerful magics. While he retains his capacity for casting spells, he loses all benefits and restrictions upon them not found on other casters (personal spells are now just personal, he may cast spells for offensive purposes), as well as any tacticsbook bonuses he previously had.

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 +10 ft. 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 + Charisma modifier.

At 1st level a protector may grant one target an increase to their land movement by 5 ft. for every protector level, capping at 40 ft. If the target does not have a land speed, he gains one.

At 3rd level he may choose to grant an increase to swim speed of 10 ft. + 5 ft. for every two protector levels, capping at 40 ft. If the target does not have a swim speed, he gains one. This includes a +8 bonus to swim checks.

At 5th level he may choose to grant an increase to burrow speed of 10 ft. + 5 ft. for every two protector levels, capping at 40 ft. If the target does not have a burrow speed, he gains one.

At 9th level he may choose to grant an increase to fly speed equal to 10 + 5 ft. for every three protector levels, capping at 40 ft. If the target does not have a fly speed, he gains one with Average maneuverability. For every two levels above 9th, it also increases the maneuverability by one step whether he increases their fly speed or grants them the ability to fly. Good maneuverability grants a +4 bonus to fly checks, while perfect grants a +8.

At 15th level any Enhance Movement abilities the protector grants are double the value. For example, a 15th level protector increases all land and swim speeds by 80 ft.


Battleground Specialization (Sp)

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 everyday life. If for any reason they cannot fulfill these actions, they lose the ability to use those 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 cha modifier; these rounds are known as battleground points (shorthand BP). Unless otherwise stated, any area of effects have a 30 ft. radius.

All Battleground specialization abilities are based on Charisma, and if they require a DC it is equal to 10 + ½ protector level + charisma 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 it cannot be channeled. 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, unless otherwise stated.

Any abilities the protector channels may be interrupted, requiring a concentration check (dc = 10 + damage taken). If either the Protector or the target move beyond the power's range, the channeling ends. Any effects from battleground specialization, unless otherwise stated, have lasting effects for Cha modifier + half protector level 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 adds to his or her spell list (see spells). 
All battleground specialization abilities are considered Spell-like (Sp) abilities.

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 begins to link with others, creating invisible connections amongst all of them. These connections cannot cross planar boundaries. A protector decides who is part of this combatlink every morning, and may include his Charisma modifier worth of people into the link, plus one for every two levels + the Protector. 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. Once someone is part of a Combatlink, the protector does not actually require them to be present to maintain the link every morning.

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

At 3rd level this takes the form of sensing each other's location in close range. This link also grants any who are connected an extra +1 bonus to their flanking attacks.

At 5th level, this ability functions as a deathwatch and status effect, now in medium range. It also now increases the amount of help given when using the aid another action by +2 as long as the involved parties are connected.

At 7th level, it changes into an empathic bond, now at long range. It also grants a +2 bonus to damage for flanking attacks. The Protector may also add someone to the link as a standard action as long as he has not reached his limit.

At 9th level the bond becomes telepathic, with no range limit. It now grants any who are flanking with each other a +2 bonus to armor class, furthermore any linked also receive a +2 bonus on will saves from the collected wills. 

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.

Attacks of Opportunity: any time anyone in the combatlink has an attack of opportunity, they may choose to forgo the attack and give the opening to someone else in the link who is also threatening the same target. Your combatlink partners can do this a total of five times per day. Choosing this ability again grants five extra uses per day.

Combatlink Commands: you can choose to use a Command on an ally out of range through the combatlink. You can do this three times per day. Choosing this ability again grants three extra uses per day.

Feedback share: when an ally drops below 0, any in the combatlink can choose to take half of the damage that dropped him instead. This is an immediate action. Anyone in the link can do this once per day. Choosing this ability again grants one extra use per day.

Healing bond: you can choose to use any cure spell as a close range spell rather than a touch. Your target must be connected to you through the combatlink. You can do this two times per day. Choosing this ability again increases your uses per day by two.

Increased combatlink capacity: your combatlink can have three more people in it. You can choose this ability again, it stacks with itself.

Mass spells: any time you cast a defensive, buff spell (as defined by the gm) of 3rd level or lower, you can choose to also give the effects of the spell to your combatlink allies in a 30 ft. Radius around you. You can do this once per day. Choosing this ability again grants one extra use per day.

Share saving throws: any time anyone in the combat link rolls a saving throw, another in the link may choose to share his base bonus with him, replacing it. Your allies can do this a total of once per day. Choosing this ability again grants one extra use per day.

Share skills: any time anyone in the combat link rolls a skill check, another in the link may choose to share his ranks with him, replacing any ranks temporarily. Your allies can do this a total of four times per day. Choosing this ability again grants four extra uses per day.

Share spells: any time anyone in the combat link casts a personal spell, they may choose to share it with another one in the link next to them.Your allies can do this a total of once per day. Choosing this ability again grants one extra use per day.

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 turn.

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 Cha 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.

At 7th level he may choose to use two Command charges to grant an extra move action. This ability grants an immediate move action to the target with an instantaneous duration. This action does not change anyone's initiative. 

At 11th level he may choose to use three Command charges to grant an extra standard action instead. This ability grants an immediate standard action to the target with an instantaneous duration. This action does not change anyone's initiative.

At 13th level he may choose to use four Command charges to grant an extra full round action. This ability grants an immediate full round action to the target with an instantaneous duration. This action does not change anyone's initiative.

At 17th level a Protector may use ten Command charges to grant everyone in his combatlink within 20 ft. one standard action. The protector determines the order in which they go. This action does not change anyone's initiative, but it is a full round action to use for the protector.

At 19th level all Command actions cost one less command charge to use, to a minimum of one.

Grand specialization (Sp)

As a master tactician, a protector has learned how to maximize his abilities. Once per day, he can choose 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.

Battleground Specializations (Sp)

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 his own soul, its positive energy. In fact, Protectors of Compassionate Mercy must have prepared one healing spell of every spell level they can prepare each day.

Aura of life: You call on your soul to unleash a wave of white and yellow positive energy that infuses you and your allies, healing within a 30 ft radius. This healing is equal to 1d4 modifier in hit points for every protector level you have.

Healing hand: Your hand begins to glow with a soft white light. Its touch suffuses the body of an ally with mending energy, healing for 2d4 hit points for every protector level you have plus your Charisma modifier. You cannot use this ability on yourself.

Shared harm: you dramatically heal an ally in touch range for an amount equal to 4d4 hit points for every protector level you have. You take half of the healing given as damage. Absorbing this damage is quite traumatic and you will be unable to heal your own wounds by any means for 1d4 rounds. Alternatively, you can use this ability preemptively, creating a link between you. This link makes you both share damage, each taking half of the damage the other receives regardless of distance, but does not prevent you from healing either you or your linked ally.

Recall soul: as a full round action you separate your soul from your body as you lay your hands on your fallen friend, searching in nearby planes in hopes you can convince his soul to rejoin his body. You can attempt to resurrect a fallen ally by bringing them back with ½ hit points; the ally cannot be dead longer than 1 round for every 2 protector levels you posses. Each round the ally was dead requires a full round from you searching for his soul. Doing this takes its toll on your body; harraging with the soul deals you 1d4 points of damage for every level (or HD, if applicable) your target has + 1d4 for every round you spend searching. This ability costs two battleground rounds to use, but regardless of how long it takes to use, it is not considered channeled, therefore it only ever costs 2 battleground rounds. At 12th level this ability is considered the equivalent of the Raise Dead spell. At 17th it becomes the equivalent of a Resurrection spell.

Mindswipe: when you use this ability, you sense if anything is askew with your allies minds, and can choose to send a wave of neutral thoughts on a beam of positive energy, wiping clean charusions from his or her mind. You can sense and choose to free an ally within 30 ft. from any of the following effects: blinded, charmed, confused, cowering, dazed, dazzled, deafened, fascinated, frightened, panicked, paralyzed, shaken, staggered, or stunned. If the effect has a caster level equal to or higher than your protector level, you must roll a caster level check with a dc equal to the caster level of the spell to break the effect.

Battlemind: you infuse an ally of your choice within 30 ft. with incredible combat prowess drawn from the positive energy plane. This energy lodges itself into both the brain and muscles of your ally, granting him the fighting expertise that is natural to the plane's creatures. Your ally gains an insight bonus to attacks, damage, and armor class equal to +1 for every 4 protector levels you have. Alternatively he can choose to gain a specific feat, even if he does not have the prerequisites feats for it (but not any other prerequisite, such as base attack bonus or caster level).

Aura of respite: this aura infuses your allies, granting them peace of mind and allowing them to rest. You cannot use this ability in the midst of combat. This ability costs four Battleground rounds, takes 5 minutes, and has a 10 ft. aura that is the equivalent of eight hours of rest for those in it. Anyone that receives the benefits of this aura becomes immune to it for three days.

Aura of regeneration: filling the air with a white and yellow light, your allies begin to regenerate damage dealt to them. The regeneration provided by this aura is equal to your protector level. Limbs removed while this aura is active will reattach themselves when placed in contact with the body as long as the effects from this ability are still active. Alternatively, you can attempt to use this ability to reattach severed limbs when the aura was not in use. You direct it to the target rather than creating a field; the limbs can only be reattached within 1 round for every 4 levels you have.

Blood of Gods: you touch an ally, suffusing him with the positive energy of a demigod. This heals your ally of any ability damage and hit point damage, and removes any negative conditions (other than dead). It also grants him regeneration 15, +5 divine bonus to attacks and damage (including any magical damage they may deal, applied once per spell only), and grants him the use of a previously used ability or spell slot (once).

Compassionate Mercy Spells
1-Cure Light Wounds
Endure Elements
2-Cure Moderate Wounds
Resist Energy
3-Cure Serious Wounds
Protection from Energy
4-Cure Critical Wounds
Restoration
5-Cure Light Wounds, Mass
Spell Resistance
6-Cure Moderate Wounds, Mass
Heal
7-Cure Critical Wounds, Mass
Regenerate
8-Heal, Mass
Spell Resistance, Mass
9-Regenerate, Mass
Miracle

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 without one.

Transfusion: You lock into the energies surrounding a foe's heart, and you attempt to sync with it. Doing so creates a purple and blue ray between you that allows you to drain him, reducing his health in the form of a -1 circumstance penalty to saving throws for every 3 levels you have. This energy is transferred as hit points to your allies within 15 ft. of the target, equal to 1d6 healing for each -1 penalty. The healing effect occurs once regardless of how long the penalty is suffered.

Shift Strength: a red ray springs from your outstretched finger letting you shift the strength from a foe, reducing all damage she deals by -2 for each level you have. You release this energy around yourself, granting you and your allies within 15 ft. a bonus to damage equal to half of the penalty she received.

Gravity's weight: you create a black point in space about a foot diameter in close range. This black point is incredibly dense, in fact so dense, it draws anything within 15 ft. towards it, including atmosphere, even time. Those trapped within it lose all actions while in the area of effect, albeit they all get a reflex save as soon as they enter it  and once at the beginning of their turn. Saving grants them a move action in order to get away. Any time the black point comes in contact with any living subjects, it turns all its drawing strength into its opposite, violently pushing any within 15 ft of it away. Any that enter or begin their turn in the area must make a reflex save or be bull rushed towards the black point. If any living being comes into contact with the black point, they take damage equal to 1d6 for every 5 ft. they could not move. Immediately after, all in the area are bull rushed away from the black point. The black point has a CMB equal to your level + your charisma modifier; it also has a +5 bonus to the check for every 5 ft square the target  is closer to the black point; +5 at 15 ft, + 10 at 10 ft, etc. If anyone cannot move outside of the area of effect as they are pushed away, e.g. because they are slammed into a wall, they receive 1d6 points of damage for every 5 ft. they could not move but were supposed to.

Tap speed: you release another ray from your outstretched finger, this one yellowish, wrapped in what seems like lightning, attempting to tap into the energy of speed from a targeted foe. If you succeed, the enemy is under a slow effect. Meanwhile you may choose to take the energy into yourself or just act as a halfway point for the energy and give it to an ally. Whoever receives this energy becomes hasted. This ability can be channeled as a swift action.

Increase Weight: you target an ally, forcing his muscles and bones to grow thicker, making his body significantly heavier and denser. This grants him an increase to his strength and constitution equal to half your level. He also receives damage reduction 2/slashing and +4 bonus to checks made to be moved against his will for every five levels you posses. His weight is multiplied by your level. While under these effects, his movement speed is halved, and he cannot run. Alternatively, you can attempt to use this ability offensively, increasing an enemy's weight recklessly, in an instant attempting to crush his chaernal organs with the sudden weight of the rest of his body. He takes 1d4 points of constitution damage, as his system is compromised, his bones and muscles many times heavier now. He receives a fortitude save for half damage.

Speed Boost: you can haste a single ally to incredible speeds, making his body act faster than his thoughts. All of the target's movement speeds get an enhancement bonus of 30ft., he gains an enhancement bonus to initiative checks equal to your protector level and he gains extra standard actions (usable once per turn immediately after their regular turn) equal to 1 for every 4 levels you posses. Channeling this ability does not grant more standard actions than those gained at the beginning of the use of this ability; only more available turns to use them. You may not use this ability on yourself. This ability does not stack with any other haste effects or action increases (including Commands).

Gravity's hold: you reduce the hold of the earth upon yourself and your allies in long range, manipulating the natural energy fields that they all generate, using it to create an almost magnetic resistance toward the earth. This grants each a bonus to acrobatic checks for purposes of jumps equal to triple your level. Jumps while under the effects of this ability allow you to exceed your maximum movement for the round.

Transference: You tap directly into the life force of an enemy, draining the endurance with a vicious looking glossy black ray, dealing him 1d6 + cha modifier damage for every 2 level you have. This energy is released around him in a 30 ft. radius as a bright multicolored spectacle. You also modify your allies energy auras within 30 ft. of the target so they can absorb this released energy and heal for the damage dealt.

Tide Turn: You lock into the energy patterns of your targeted foe, and begin to shift all his converging energies with a ray of pure white light; from what is naturally found in his body, to what he has garnered on his time on the prime material. Every other foe within 30 ft. of the target and/or you is also affected, as the energies bleed around both the target and you, still linked by the ray (bird's eye view: two circles connected center to center by a line, even if the circles touch/overlap). This reduces all the enemy's damage potential (including magical damage, even ability damage) by an amount equal to: 2 multiplied by the number of affected foes i.e. two enemies affected gives both -4, six enemies affected mean -12, etc. All of these displaced energies are transferred to all allies within 30 ft. of either the target or you. All of your damage potential, as well as your allies, increases by the same amount taken from your foes. The more foes that are affected by this ability, the more power you and your allies receive.

Dynamic Fortitude Spells
1-Expeditious Retreat
Jump
2-Death Knell
Resist Energy
3-Haste
Slow
4-Freedom of Movement
Rainbow Pattern
5-Death Ward
Telekinesis
6-Antimagic Field
Disintegrate
7-Project Image
Reverse Gravity
8-Prismatic Wall
Antipathy
9- Energy Drain
Mage's Disjunction

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. Your Force Shield abilities last Cha mod + your protector level instead of Cha mod + 1/2 your protector level.

Encapsulating field: a thinly woven cage of force grows around your target, making it harder to hit him as well as focus on him. This bubble grants a +1 deflection bonus to armor class and combat maneuver defense as well as a 5% miss chance per level, capping at a +10 bonuses and 50% miss chance, respectively. 

Deflecting auspices: you wrap your ally in eldritch fields, which appear as translucent circles of various colours that actively shift in fluid smooth motions around her, coming together to deflect attacks aimed at her. These fields reduce the damage she takes by half your level (damage reduction 2/- at level 4) and grant a deflection bonus to saving throws equal to one for every three levels.   

Bolts of protection: Your knowledge of defensive powers is so great that you've figured out how to use them offensively without compromising them. You create bolts of energy from a defensive spell or ability you created to strike an enemy at close range of the originating ability or defensive spell. You must be within medium range of the source spell(s) or ability(ies). You can create a bolt for every 3 levels you have, which strike unerringly for 1d4 + 1 points of damage. A protector can create bolts from more than one source spell or ability with a single use of this ability, he decides how to divide the bolts up. The spell Shield will automatically cancel any damage from this ability and prevent the knockback effect, and cannot be used as a source spell either. may choose to forgo all bolts except one and use it to also knockback the target; you create a bull rush attempt against the target as well as damage him. You receive a bonus to the CMB check equal to your level + your cha modifier. The protector does not need to move with the target if successful. Any bull rush attempts do not provoke attacks of opportunity. This ability may not be channeled.

Insulating Bulwark: This translucent shield imposes itself before any elemental attacks; it moves and shifts, stretches and expands to cover the ally. It changes color to match the element it is protecting against, however the bulwark can only change elements once per turn; whatever elemental attack the ally is targeted with first in the round is the protection the bulwark will offer for the round. The elemental resistance given is equal to your protector level + your cha modifier.

Captivating Orb: you send an orb of the same energies you normally use with your Encapsulating Field ability at a target; however, this one is denser, impossible to penetrate by normal means. This sphere of chaotic light force travels incredibly fast and expands to wrap itself around the target, who gets a reflex save. If he fails this save, he is encased in the orb; he cannot be harmed, is immobilized, and cannot attack nor aid his allies by physical means. The target can is not considered immobilized in relation to himself (he may use and target himself with physical abilities). You may channel this ability as a swift action, allowing you to channel more than one Force Shield ability at the time.

Dispersion sphere: you create a large bubble that emanates from you, stretching out in bright warm colors to protects all allies in its 60 ft. radius. While active, the dispersion sphere gives all allies within increased defense, receiving a +1 deflection bonus to armor class, +1 circumstance bonus to saving throws, and elemental resistance 3 for every 5 levels you possess. Bonuses from this ability stack with other effects, even if they normally don't. You may channel this ability as a swift action, allowing you to channel more than one Force Shield ability at the time.

Time lock: You infuse an ability of your Force Shield battleground specialization, super charging it rather than creating a new one. Doing so increases its duration, lasting minutes rather than rounds. Time lock does not stack with itself; you cannot time lock an ability that was previously time locked. You may only have one ability Time locked at a time for every 5 levels you have. If the ability you want to Time Lock is targeting an enemy, the enemy can roll a reflex save attempting to warp the original effect enough to disrupt your infusion.

Repulsion bomb: You pick one of your Force Shield abilities, which can include one you are currently channeling, as this will not interrupt it, and begin to expand it, knocking down any enemies on its 30 ft. radius growth, and stunning them for one round as well. Enemies get a reflex save to avoid falling down. This ability affects your other abilities; it cannot be used by itself, and it cannot be channeled. The source ability used to create the bomb continues to protect its target(s) even during this ability's effects.

Force Bubble: You create a large bubble which protects all allies inside. This bubble can be up to 60 ft. radius area that has a blue translucent sheen, and can be seen by the naked eye from miles away. While active, it keeps all foes at bay (as per the repulsion spell, centered on you), gives all your allies damage reduction 1/- per level, and also grants spell resistance equal to 10 + your level against enemy spells and effects. Bonuses from this ability stack with other effects, even if they normally don't, although the base 10 from spell resistance only applies once. You may channel this ability as either a swift or move action, allowing you to channel more than one Force Shield ability at the time.

Force Shields spells
1-Mage Armor
Entropic Shield
2-Resist Energy
Shield Other
3-Nondetection
Protection from Energy
4-Death Ward
Wall of Thorns
5-Spell Resistance
Wall of Stone
6- Globe of Invulnerability
Wall of Force
7-Spell Turning
Wall of Iron
8-Prismatic Wall
Protection from Spells
9-Prismatic Sphere
Temporal Stasis

Fetid ebbing: The powers of the negative energy 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.

Dark Hold: you channel negative energy through your outstretched hand and aim it at a foe. As a ranged touch attack, you place a connection between the two of you, granting him a profane penalty to attacks equal to -1 for every four protector levels as your ray drains his energy. Allies in a 30 ft. radius around you gain Fast Healing 1 for every four protector levels you posses.

Shadow Strings: You drop a patch of viscous negative energy which grasps, slowing enemies down, giving them the entangled condition if they fail a reflex save. Even if they save, the area is still considered difficult terrain. This patch has a 30 ft. radius. Furthermore, any caught inside, take your Cha modifier in negative energy damage each round. Any who enter or begin their turn in the area and are not entangled must roll a reflex save or be affected.

Blackout: filling your targeted foe's head with a ray of brackish light, he receives a Fortitude save if you strike him, and is blinded if he fails. Furthermore, regardless if he saves or not, he takes a  -1 morale penalty to attacks and damage for every five protector levels. Foes within 20ft of the target also receive this penalty, but do not run the risk of being blinded.

Howl of midnight: You open the floodgates holding back your connection to the negative energy plane, unleashing upon your foes your darkest desires, draining their life. All enemies caught in a 20 ft. radius burst centered on you are stunned for one round and take damage equal to your protector level. Enemies 4 or more HD lower than you are unaffected. Affected targets may roll a fortitude save for half damage and to negate the stun. At the same time, the protector directs the drained energy of his enemies to allies in the area. The amount of damage dealt equals the amount of damage healed, divided as the Protector sees fit. If a target of this healing was killed within 1 round for every five protector levels, then he is returned to life his soul pulled back from the nether back into his body by a cold hand of negative energy. They suffer 1d6 Con damage upon returning, which may kill them again. This particular ability cannot be channeled and uses up five battleground rounds instead of one and also deals you 1d4 con damage if it brings someone back from death. This is considered the equivalent of the Raise dead spell.

Shroud of Darkness: You actively wrap shadows around all your allies in a 30 ft. radius, which constantly grasp at all of you as the area moves with you, new shadows filling in for others than won't reach anymore. You grant them concealment equal to 5% for every two protector levels you have. They also gain a +8 circumstance bonus to stealth checks, although a black cloud in the middle of the day may have the opposite effect. Channeling this ability only requires a swift action. Allies who leave the area of effect but return while it is being channeled reset their timer.

Eyes of Terror: You draw forth a wave of panic in a 25 ft. cone in front of you. Any caught  in the area must roll a Will save or become shaken. Any who save against this effect become immune to it from the protector he saved against for 24 hours. Any already shaken who are in the cone must roll a Will save at the beginning of their turn. Failure to save causes the frightened condition. Any already frightened who are in the cone must roll a Will save at the beginning of their turn. Failure to save causes the panicked condition. Saving against any of the effects of Eyes of Terror does not remove any previously acquired conditions. This is a mind-affecting fear effect.

Gorgon Gaze: rather than unleash a wave of fear, you've learned to fine tune the release of negative energy from you in order to terrorize one enemy, freezing him in his steps. This takes all of your concentration and therefore all of your actions, including immediate actions, albeit it is a standard action to initiate. You must be no further than medium range. If the target fails a Will save, he begins cowering, frozen in fear. At the beginning of the target's next turn, he gets a new will save in order to replace the cowering condition with the panicked condition, hopefully calming down enough to try to run away if he can. This continues with the frightened then shaken conditions, ending when the target saves against the shaken condition or after Cha modifier in rounds after the protector stops channeling. If the protector stops channeling while the target is under any of the effects of this power, the power will run its natural course, continuing to offer a save every round for Cha modifier in rounds. This is a mind-affecting fear effect.

Black hole: you open a tear to the negative energy plane within close range. Which pulls in all within 15 ft. They receive a Reflex save in order to get out of the area of effect. Victims who fail their save begin to shift between the plane you are in and the negative energy plane as they are drawn closer to the fissure, eventually becoming incorporeal, their bodies turning into shadowstuff, making them intangible. As long as they are trapped by the pulling forces, they cannot affect nor be affected by those on your plane by conventional means. Every round inside the area moves all caught 5 ft. closer to the fissure. Each round, at the beginning of their round, each victim that is turning into shadows can roll a will save to literally will themselves back to the originating plane. Success brings them back and grants them a reflex save to try to move 5ft. away from the fissure. Any who actually reach the center are pulled into the negative energy plane completely, left on their own to figure out how to get back, if at all.

Revenant of Dark: You summon a servant of the dark to aid you within close range. This Revenant possesses the equivalent of your base statistics, including saves, hp, modes of movement, etc (before any equipment or effects) as he is a dark reflection of you. It possesses all of your fetid ebbing powers, but none of your other protector abilities, including spells, nor your equipment. His unarmed attacks use all the statistics of a weapon of choice you have on you (but not any special abilities), and uses your level as base attack bonus and your charisma to determine attacks and damage. They are considered magical attacks. He has as many battleground rounds to use as you decide, from whatever remains in your BP pool after he is appears. His battleground rounds not used are returned to you when he disappears or is slain. Any spells you cast on yourself will automatically apply to your Revenant as well, regardless of distance, as long as both of you are on the same plane. Casting spells on your Revenant does not automatically apply to you as well.

Fetid Ebbing Spells
1-Ray of Enfeeblement
Bane
2-Blindness/Deafness
Scare
3-Ray of Exhaustion
Bestow Curse
4-Enervation
Fear
5-Magic Jar
Inflict Moderate Wounds, Mass
6-Eyebite
Harm
7-Circle of Death
Inflict Serious Wounds, Mass
8- Finger of Death
Inflict Critical Wounds, Mass
9-Energy Drain
Soul Bind

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 +2 bonus to any saves against them. Heated halo protectors receive a -2 to saves versus cold effects.

Cleanse aura: You can use an intensely hot aura to heal some of your wounds, the warmth speeding up your natural regenerative functions, as well as the wounds of your group. Openings begin to mend naturally, bones reinsert and bond together, just much more rapidly. This ability has a 15 ft. radius surrounding you, so your allies need to be near you if they wish to be affected. You can heal 1d6 hit points for every 2 levels you have. Furthermore, if any affected are under the effects of a poison or disease (natural or otherwise), they can roll a new saving throw with a +4 bonus to attempt to end the effects. This bonus also applies for any poison or disease saving throws while under the effects of the Cleanse aura.

Infectious blisters: You make your target's skin sprout blisters across his body, especially in areas of high movement, such as the underarms, as well as between the thighs. This creates an incredibly painful and uncomfortable experience for the target and his allies within 15 ft. making it difficult for them to attack or defend themselves. For every 2 levels you have, your target will suffer a -1 circumstance penalty to attacks and to armor class. A fortitude save will drop this penalty by half.

Warm up: You increase the warmth inside all your allies bodies within 30 ft. making their muscles lose and ready for movement. This gives them an enhancement bonus to their land speed by 30 ft. It also grants them an extra attack with each weapon they have as part of a full attack action, and gives them a +2 dodge bonus to armor class. Affected allies metabolisms are increased so much that they gain a +4 bonus against sleep, grapple, and immobilization effects.

Enervating field: you target a single foe, whose body begins to overreact as you actively spike and drop  his body temperature.  All foes in a 45 ft. radius around him are affected as well. This weakens the target and his allies, dropping their armor class by 1 and elemental resistances to fire and lightning by 5 for every level you posses. The original target may negate it with a Fortitude save, albeit if he does not, all others affected can only roll a fortitude save for half (round up).

Rise of the Phoenix: using a concentrated burst of heat, you can revive a fallen ally, electrifying his heart,  and turn him into a killing machine. The ally heals for an amount equal to your Cleanse Aura effect and gains a +2 circumstance bonus to attack and damage per protector level as well as an extra attack for each full round attack action he takes at his full base attack bonus; his next turn starting as soon as yours finishes. The entire experience is very taxing on the ally's body, and he will lose all of the above bonuses in 1d6 rounds. Once this period is over, the ally  is severely weakened receiving the previous bonuses as penalties instead. He also loses one attack per turn (to a minimum of one), as well as taking 1d6 points of damage per hit die he has, and gains the fatigued condition. You can use this ability on an ally that was fallen no longer than one round per four levels you posses. This concentrated burst of heat leaves you Exhausted, and uses up three rounds of Battleground rounds. This is considered the equivalent of the Raise dead spell.

Lingering heat: you methodically raise the heat in a 40 ft. radius within close range, increasing the ambient heat radiated by the ground and air. This reduces speeds by half and deals 2d6 + cha modifier points of fire damage. Enemies in the area of effect can roll a reflex save to negate the speed penalties.

Choking cloud: while active, you generate a toxic gas around yourself, stemming from your own personal fire. Any in the 15 ft. radius or entering it must roll a fortitude save each round or begin choking, which gives them the blinded, nauseated, and sickened conditions. You are immune to these effects, and can choose to make up to cha modifier worth of targets immune as well. Any affected that exit the area lose the blinded and nauseated conditions at the end of their turn.

Firefall: when an ally is dropped, or killed, within close range, you can activate this power as an immediate action to extract from his body its heat and from his mind the rage over falling and release it for a massive instantaneous burst 15 ft. wide, dealing fire damage equal to 1d6 for each hit die of the dying ally. Your dying ally can choose to make this 4d6 points of damage per hit die instead. This ability is difficult to avoid; Fire Resistance against this ability is halved, fire immunity becomes resistance 20, and evasion and improved evasion do not work against it. A reflex save with a -2 cumulative penalty based on distance from the center is possible to reduce the damage by half, except for whoever dealt the last blow; he gets no save. Your ally's body is unharmed by the process, however if the fallen ally chooses to enhance the damage he goes from dying to slain, and can only be brought back with Resurrection magic or more powerful effects. Ally's that are already slain when you use this ability can choose to enhance the damage as well.

Thermocouple: you unleash a massive amount of heat from your body, which is dispensed through your arms, creating an electromagnetic pulse in a 30 ft. cone in front of you. This pulse can affect all metallic mechanical objects in its path (as long as metal is a significant part of the machinery), and is even powerful enough to affect the thoughts of those in its wake. It will deal 1d8 lightning damage per two levels, it will also make all living targets in its path exhausted, and will turn off any regeneration powers (including spells, pre or post) for 2d12 rounds. Victims receive a fortitude save for half damage, and a will save to negate the exhausted condition. Any wearing metal armor, or items made of metal on their head/neck (including helms, circlets, earrings, amulets) receive a -6 to their save, respectively.

Heated Halo Spells
1-Faerie Fire
Produce Flame
2-Heat Metal
Pyrotechnics
3-Daylight
Flaming Sphere
4- Fireball
Fire Shield
5- Flame Strike
Wall of Fire
6-Elemental Body III (Fire only)
Fire Seeds
7-Fire Storm
Sunbeam
8-Delayed Blast Fireball
Sunburst
9-Elemental Swarm (Fire only)
Meteor Swarm

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. Whenever you take lightning damage, you can roll a Will save (DC 10+damage taken) to try to absorb the energy, using it to heal you instead. You can choose to be immune to any effects that you call from this battleground specialization.

Gale winds: you create a 40 ft. cone before you of concentrated wind and deal 1d4 points of bludgeoning damage for every protector level you have to any caught in it as they are pelted with debris, potentially knocking them back as well. Anyone in the area can roll a reflex save for half damage. The gale winds have a CMB to bull rush equal to your level + your cha modifier. The protector does not need to move with the target(s) if successful. Any bull rush attempts do not provoke an attack of opportunity. 

Oxygenate: you saturate the air around your target, which begins mending his wounds for 1d6 hit points per level. The oxygen boost grants a bonus to saves vs. sleep, stuns, and energy drains equal to half your level. Channeling this ability only continues to grant the bonuses to save.

Snow storm: you chill the water in the air surrounding you in a 50ft radius, which slows down all enemies reducing their speed by half and reduces their full attacks down by one (to a minimum of one). The torrential winds of the snow storm are strong enough to batter flying foes, forcing them to land within the area, and giving them a -20 to any fly checks and making it almost impossible for normal ranged attacks to succeed, with a -1 per two levels to ranged attacks.

Steamy mist: you hide yourself and your allies within a 30ft bank of fog that surrounds you. This makes you and your allies harder to see, with a +8 circumstance bonus to stealth checks, and grants you all a miss chance equal to 4% per level, capped at 50% at level 13. It also reduces any fire, cold, or electricity damage you take by 2 for each level you have. You and your allies can see through your own steam, albeit allies take a -4 to perception checks. Note that a random fog bank in the wrong conditions may still stand out.

Freezing rain: you summon a freezing rain within close range, that has a 30ft radius. The rain deal 1d4 cold damage at the beginning of each of your turns, and places a slow effect to any caught inside. Each round the rain gets worse, making it harder to resist the cold, increasing the damage die by one step. Anyone attempting to move in the area must roll a reflex save or acrobatics check (same DC as save) or fall prone. Those inside receive a -10 to perception checks, and cannot discern in what direction they are moving (pick randomly). Flying in the area receives a -15 to the check. You may choose to spend an extra battleground round to also call down your level worth of  thundersnows. These thundersnows deals 1d6 + cha modifier lightning damage. Thundersnows can only be used within the freezing rain, and can be negated with a reflex save. You can choose to use however many thundersnows you want as part of a standard action on subsequent rounds until you run out of charges.

Hurricane: you call upon nature's wrath, and summon a hurricane in the sky above you. The wind and rain from this massive storm (100ft radius) reduces the range of any ranged attacks used within or entering it to only one range increment, and makes it almost impossible to use (-20 to ranged attacks). Those caught inside receive a penalty of -1 to melee attacks equal to half your level. The massive winds from this storm continuously push enemies away from you at the end of your turn, as per the repulsion spell, but does not prevent them from coming back, it will just try to push them away again. For every four levels you have, as a standard action, you can direct the winds to pick up debris and hurl it at an enemy, attempting to either bull rush him or grapple and pin him into the debris (as one action). Regardless of which one you choose, you deal 2d10 points of damage to the target if you succeed. The hurricane has a cmb check equal to your level + your cha modifier.

Thunder clap: you call forth a tremendous thunder clap in a 60ft cone before you as you violently bring your arms together to generate it. This cacophonous sound dazes all foes that fail a fortitude save for one round. Regardless if they save or not, they are also deafened.

Tornado: a funnel of wind, cloud, and debris forms within medium range of your location. It is 60ft tall, with a 10 ft. wide (4 squares) mouth (the ground touching side), while the tail (top end) is 60ft wide. You may have the tornado chase down your foes, tossing them into the air and hurling them great distances. The tornado moves at 60ft per round, and must move this distance. You can also have it double move. If at any point anyone is in the same square as the mouth, he must make a reflex save or get picked up by the tornado. This automatically makes them nauseated, as well as flings them in a random direction from the top, dealing them 10d6 points of damage between the debris inside the tornado and the falling damage. The direction they are thrown is random (as a thrown object), and they travel their unresisted damage worth of feet. A fortitude save negates the nauseated condition and halves the damage dealt. Creatures with flying receive a +10 bonus to this save, as they can somewhat control how hard they get thrown around. This ability does not actually last like normal battleground specializations, requiring a battleground round be spent each round that it is active.

Lightning storm: You summon a dark cloud of monumental proportions above you. This lightning storm stays around you and strikes any foe that moves towards you within 50ft. Lightning from this storm can knock down and damage foes, dealing 1d4 points of lightning damage per level and tripping all that it strikes. A reflex save negates the damage and the trip. The lightning bolt must still roll a cmb check (your level + cha modifier) for the trip if it strikes. Every round this storm is channeled, you can also choose to call down a bolt for each three levels you posses. The action to use these bolts are part of channeling this ability, which is a full round action. These bolts can only strike a target in the storm. This ability costs two battleground rounds to activate.

Storm Soul Spells
1-Obscuring Mist
Shocking Grasp
2-Protection from Energy
Wind Wall
3-Call Lightning
Sleet Storm
4-Lightning Bolt
Wall of Ice
5-Call Lightning Storm
 Ice Storm
6-Cone of Cold
Freezing Sphere
7-Chain Lightning
Control Weather
8-Polar Ray
Whirlwind
9-Elemental Swarm (Air only)
Storm of Vengeance


Protector spell list

O level protector spells

Create water
Detect magic
Detect poison
Guidance
Know direction
Light

Mage hand
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
7th level protector spells

Arcane sight, greater
Cure serious wounds, mass
Elemental body IV
Forcecage
Form of the dragon II
Giant form I
Grasping hand
Invisibility, mass
Mage's magnificent mansion
Plant shape III
Polymorph, greater
Regenerate
Restoration, greater
Resurrection
Spell turning
Statue
Summon monster VII

8th level protector spells

Animal shapes
Clenched fist
Cloak of chaos
Cure critical wounds, mass
Form of the dragon III
Giant Form II
Holy aura
Iron Body
Mind blank
Moment of prescience
Polymorph any object
Protection from spells
Shield of law
Spell immunity, greater
Summon monster VIII
Unholy aura

9th level protector spells

Crushing hand
Freedom
Elemental swarm
Foresight
Gate
Heal, Mass
Mage's disjunction
Prismatic sphere
Shapechange
Summon monster IX
Time stop
True resurrection


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.


New specialization
Prerequisites: Battleground specialization class feature
Benefit: Pick a battleground specialization other than your first one. You gain the next power in it's tree. If you do not have any of the powers in that battleground specialization, you gain the first power. You must follow the strictures of any specialization you learn.
Special: You can take this feat multiple times. Each time, you gain a new power from a battleground specialization you have or the first power of one you do not.

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