Just a house for homebrew, mostly dedicated to pathfinder, but occasionally might be system neutral or touch upon In Nomine, cWOD, Star Wars Saga edition, Star Trek Decipher edition, Shadowrun 4th edition, many more =)
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
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.
To learn, prepare, or cast a spell, the Protector must have an Intelligence 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 Intelligence modifier. A protector gains bonus spells from intelligence. His base daily spell allotment is given on Table: Protector.
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 these 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.) The protectors job is to increase his survivability while empowering his allies. Most transmutation spells he can cast he cannot target himself with, as well some spells from other schools. 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. 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 intelligence 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.
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 a 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.
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.
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 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 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 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.
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.
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 + int 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 Intelligence 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 three 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 battlefield rounds to use, but regardless of how long it takes to use, it is not considered channeled, therefore it only ever costs 2 battlefield 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 intrusions 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 5 + 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 points, 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 four 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, a +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
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.
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 within 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 intelligence 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 internal 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 + int modifier damage for every 2 level you have. This energy is released around him in a 30 ft. radius as a bright multicolored spectacle. Your allies within 30 ft. of the target can absorb this released energy and heal for half 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 plane. 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
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.
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 three protector levels as your ray drains his energy. Allies in a 30 ft. radius around you gain Regeneration 1 for every three protector levels you posses.
Shadow Strings: You drop a blob of viscous negative energy which grasps and slows anyone down automatically to half speed, and also gives them the entangled condition if they fail a reflex save. The area is considered difficult terrain; moving at half speed if they saved, or at quarter speed if entangled. This blobhas a 30 ft. radius, and is affected by gravity normally, falling at 500 ft. per round. Furthermore, any caught inside take your Int modifier in negative energy damage each round.
Blackout: filling your targeted foe's head with brackish light, you roll a ranged touch attack. Your foe receives a Fortitude save if you strike him, and is blinded if he fail. Furthermore, regardless if he saves or not, he takes a -1 morale penalty to attacks and damage for every five protector levels. Foes within 30ft 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 30 ft. radius burst centered on you are stunned for one round and take damage equal to your protector level. 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 by the protector, divided as he sees fit. If a target of this healing was killed within 1 round for every five protector levels you have, then he is returned to life his soul pulled back from the nether back into his body. They suffer 1d6 Con damage upon returning, which may kill them again. This particular ability cannot be channeled and uses up four battleground points 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. 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 fort a wave of panic in a 30 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 grants them 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 grants them the panicked condition. Saving against any of the effects of Eyes of Terror does not remove any previously gained 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 within 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 Int 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 Int 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 20 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.
Revenant of Dark: You summon a servant of the dark to aid you within close range. This Revenant possesses the equivalent of your statistics, including saves, hp, modes of movement, etc. 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, including attack bonuses and damage. He has as many battleground points to use as you had when it was summoned. His battleground points used does not affect the amount of battleground points you have left to use (excluding what you spent to summon/channel the Revenant). 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.
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
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.
Encapsulating field: a thinly woven cage of force grows around you, encapsulating you in an almost impenetrable bubble. This bubble grants you a +1 deflection bonus to Armor Class, +1 resistance bonus to Saving Throws, and damage reduction 1/- equal to your level. You may not rest while this power is active. This field works both ways; while it is active, all your targets receive the same bonuses from attacks generated by you, inside the bubble.
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 stop attacks aimed at her. These fields reduce the damage she takes from slashing, piercing, and bludgeoning attacks by half your level. You cannot place this ability on yourself. This is considered a damage reduction effect for purposes of stacking.
Bolts of protection: You stretch bolts of energy from a defensive spell or ability you created to strike an enemy within close range of the originating ability or spell. This includes spells such as mage armor. A protector can creates bolts from more than one source spell or ability with a single use of this ability. You must be within medium range of the originator spell or ability. You can create a bolt for every 3 levels you have, which strike unerringly for 1d4 + 1 points of damage. Alternatively, you may knockback the target(s); a bull rush attempt against the target(s) in place of damage. You receive a bonus to your CMB equal to half your level + your int modifier. If successful the target is moved back as normal. The protector does not need to move with the target(s) if successful. Any bull rush attempts do not provoke an attack of opportunity. The spell shield will automatically cancel any damage from this ability and prevent the knockback, and cannot be used to create these bolts either. 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. You cannot use this power on yourself. The elemental resistance given is equal to your protector level + your int 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 fail this save, he is encased in the orb; he cannot be harmed, is immobilized, and cannot attack nor aid his allies. The target can, however, use powers on himself that do not require movement.
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 either a swift or move 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 have up to 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 originating 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 is a 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. 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
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.
Intense 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 rebond 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 Intense aura. Lastly, intense aura combats the effects of hypothermia.
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 a 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 gains a +2 morale 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 starts as soon as yours finishes. The entire experience is very taxing on the ally's body, and he will lose all of the above benefits in 1d6 rounds. Once this period is over, the ally is severely weakened receiving the previous benefits as penalties instead. He also loses one attack per turn, 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 ten levels you posses. This concentrated burst of heat leaves you Exhausted, and uses up three Battlefield 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 + int 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 heat. Any in a 15 ft. radius around you or entering this area 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 int modifier worth of targets immune as well. Any affected that exit the area lose the blinded and nauseated conditions at the end of their next turn.
Firefall: when an ally is dying or killed within close range, you can activate this power as an immediate action to extract the heat and rage from his body and mind 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 in each square (larger creatures take damage for each square they occupy in the area of effect). 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 (per 5 ft. square) 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
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.
Gale winds: you create invisible walls of wind in a 40 ft. cone before you, which forces the wind to concentrate into the path and deal 1d4 points of bludgeoning damage for every protector level you have to any caught in it, and potentially knocking them back as well. The gale winds have a CMB to bull rush equal to your level + your int 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 a targeted ally, 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. You may not use this ability on yourself.
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 much harder 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 while the fog moves naturally and does not appear to be magical, a random fog bank in the wrong conditions (shiny day in an open medow, for example) 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 point to also call down your level worth of thundersnows. These thundersnows deals 1d6 + int 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 int 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 damage (before saving) 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 point be spent each round that it is active.
Lightning storm: You summon a dark cloud of monumental proportions above you, approximately 5 miles wide. This lightning storm stays centered on 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 halves the damage and the trip. The lightning bolt must still roll a cmb check (your level + int 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. These bolts may rain down fromanywhere in the cloud. The action to use these bolts are part of channeling this ability, which is a full round action. This ability costs two battleground points 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
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.
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 now grants a +2 bonus to damage for flanking attacks.
At 9th level the bond becomes telepathic. It now grants any who are flanking with each other a +1 bonus to armor class, furthermore any linked also receive a +2 bonus on will saves.
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 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.
At 7th level he may choose to use two Command charges to grant an extra move action instead. This ability grants an immediate move action to the target with an instantaneous duration. This action does not change the characters 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 the characters 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 the characters 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 standard action to use.
At 19th level all Command actions cost one less Command charge to use, to a minimum of one.
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.
No comments:
Post a Comment