Class Options - Wealth Domain
Granted Powers: Your covetous need to amass wealth and other valuables brings you the lavish rewards you believe are yours by divine right.
Transmute Wealth (Su): Beginning at 1st level, you can transmute gold coins into a proxy for expensive material components and foci. Using this ability is a standard action which provokes attacks of opportunity. For each 1 gp transmuted, you produce up to 10 gp in an expensive material component or foci. The total gp in expensive material components or foci which can be transmuted per day is equal to 50 gp per cleric level. Any amount of gp may be transmuted at once, however you can never exceed your daily limit. Any expensive material components or foci transmuted in this way are immediately recognizable as worthless proxies, and can be sold for only 1 cp for every 50 gp of transmuted wealth.
Touch of Gold (Su): At 8th level, you can touch a creature and attempt to turn them into a statue made of what appears to be solid gold. Despite their magnificent golden appearance, these statues are actually made of stone. This ability otherwise functions as the flesh to stone spell. The caster level for this effect is equal to your cleric level. The save DC is equal to 10 + half your cleric level + your Wisdom modifier. This ability is usable once per day, plus one additional time per day at 12th level, and every four levels thereafter.
Domain Spells: 1st—identify, 2nd—masterwork transformation, 3rd—shrink item, 4th—phantom chariot, 5th—secret chest, 6th—guards and wards, 7th—mage’s magnificent mansion, 8th—trap the soul, 9th—wish
Monstrous Race - Gargoyle
Gargoyles are creatures with hard, stone-like skin, and sinister features. Their superior might, and the ability to hold themselves so still they appear to be a statue have long made them welcome guardians for churches, strongholds, and even estates. In fact, their ominous appearances and renown as guardians have made their very image synonymous with protection and driving away intruders, causing statues made to resemble them commonplace in such areas.
Despite their welcome to dwell upon rooftops and territoriality protect their roosts from intruders, there are few who are likely to approach a gargoyle, let alone treat them with the kindness they would another humanoid. This in turn has causes gargoyles to have difficulty fitting in with most cultures, other than to act as overly qualified watchdogs in exchange for food, and other rewards. Occasionally however, a wing of gargoyles will be accepted into the society they have acted as guardians over, almost always proving themselves as capable as any other race in normal societal roles.
Cursed to suffer petrification each day, small wings of gargoyles often work with other races to protect their clutches of eggs during their transformation, however large wings simply work in shifts. A typical gargoyle stands just over 6-feet tall, and weights over 300 lbs.
Standard Racial Traits
Exemplar Levels: 2*
+4 Strength, +2 Dexterity, +4 Constitution, –2 Charisma: Gargoyles are hardy and powerful, however they have difficulty interacting with others due to their sinister appearance.
Monstrous Humanoid: Gargoyles are monstrous humanoids, with the earth subtype.
Medium: Gargoyles are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gargoyles have a base speed of 30 feet.
Climb: Gargoyles have a climb speed of 20 feet, and gain a +8 bonus to Climb skill checks.
Flight: Gargoyles have leathery wings that grant them a fly speed of 60 feet with average maneuverability.
Darkvison (Ex): Gargoyles can see in the dark up to 60 feet.
Accursed Hibernation (Su): Gargoyles are afflicted with a terrible curse, which forces them to turn into a stone statue while resting, as though the spell flesh to stone (CL 20th). This so-called hibernation lasts 8 hours, before the effect is temporarily suspended, and the gargoyle reverts to its living self again. This state of hibernation counts as 8-hours of uninterrupted sleep, except the gargoyle recovers double the normal amount of hit points and ability damage as though receiving long-term care. A gargoyle can stave off hibernation for up to 24 hours before the curse takes hold once again. While it is possible for them to overcome this curse through magic such as break enchantment or remove curse, it is something nearly all gargoyles are forced to live with for the whole of their lives.
Freeze (Ex): Even when wielding weapons or wearing armor a gargoyle can remain so still that it looks to be a statue. They can take a 20 on Stealth checks to hide in plain sight as a statue.
Gliding Wings (Ex): A gargoyle’s wings are not strong enough to take off or hover in place, rather they are adept gliders who can stay aloft indefinitely once airborne. Gargoyles can only use utilize their flight if they leap from a height of at least 20 feet.
Natural Weapons (Ex): A gargoyle has two 1d4 claw attacks, and a 1d6 tail slap attack. These are primary natural attacks.
Stony Flesh (Ex): Gargoyles have tough, rock-like hide, making them resistant to most physical attacks. They gain DR 5/magic, and a +2 natural armor bonus.
Terran Stealth (Ex): Gargoyles gain a +2 bonus on Stealth skill checks. This bonus increases to +6 in stony environs. In addition, it is always considered a class skill.
Languages: Gargoyles begin play speaking Common, and Terran. Gargoyles with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Auran, Celestial, Infernal, and Sylvan.
Exemplar Class Features
Each gargoyle gains their racial traits at the Exemplar levels indicated below.
Base Racial Abilities: Ability Scores +2 Str, +2 Con, –2 Cha; Special monstrous humanoid, medium, normal speed, climb, flight (40 ft., clumsy), darkvision, accursed hibernation, natural weapons, stony flesh (DR 2/magic, +1 natural armor), terran stealth, languages.
Exemplar Level – 1st: Ability Scores +2 Dex, +2 Con; Special flight (50 ft., poor), stony flesh (+2 natural armor).
Exemplar Level – 2nd: Ability Scores +2 Str; Special flight (60 ft., average), freeze, stony flesh (DR 5/magic).
*Monstrous Races are not full strength when they are at 1st character level, instead beginning play with their Base Racial Abilities. To attain all their Standard Racial Traits, they must pursue the Exemplar Primary Class for a specified number of levels, gaining the listed racial abilities in place of the standard class features for those class levels. A Monstrous Race is not required to attain levels of the Exemplar Primary Class, and may retain their Base Racial Abilities during their entire adventuring career without gaining any further Standard Racial Traits.
Primary Race - Giantborn
Giantborn are a race of humanoids who trace their origin back to bloodlines of both giants and humans. Known more commonly in the Mogen Wildlands as Tecuani, or as oni-touched in Yokugan, these massive warriors breed true amongst their own kind, but can also be born of purely Mogen parentage or, very rarely, of purely Kjordian or Yokugan parentage. Giantborn of Kjordian or Mogen descent are praised as chosen by the gods and almost always rise to a position of power among their people. Meanwhile, oni-touched of Yokugan descent are considered to have been tainted by evil oni, or been borne to cursed parents. Although oni-touched are accepted by their family and peers, they bear a heavy burden, and are constantly watched for signs of treachery and corruption. They are valued tools in the fight against the tainted lands of Xor-Kel, but are always regarded with suspicion and are never granted leadership roles.
Giantborn desire power and respect, but care little for material wealth or riches. They care greatly about their honour and reputation, and constantly seek to forge themselves into a living legend, worthy of adoration. They strive to accomplish challenging deeds which will be remembered throughout the many Realms of Atrothia for generations to come. Many giantborn aim to ascend to godhood, like Tzal-Akech, the most well-known of their kind to achieve divinity. Their lofty ambitions mean that giantborn are rarely idle. Throughout their lives, giantborn record their deeds upon their flesh with tattoos, and proudly recount their exploits for others to marvel at, making them excellent storytellers, actors, and singers (although they are notoriously poor musicians, capable of playing only the drums with any kind of precision). They are honest to a fault, for they believe they are so great they have no need of lies or subterfuge.
Fearless by nature, giantborn are renowned for their boldness and pride. They consider themselves the greatest race in existence, and nothing can convince them otherwise. Despite their indomitable sense of self, giantborn are rarely considered by those around them to be pompous, for they boast only about their great deeds and accomplishments, and compliment others readily. Coupled with their size and strength, many races, particularly humans, find being in the presence of a giantborn intoxicating. They are, in many ways, larger than life.
Standard Racial Traits
+4 Strength, +2 Charisma, –2 Dexterity, –2 Intelligence: Giantborn are bold, impulsive, and massively muscled, but their physiques are often cumbersome.
Humanoid: Giantborn are humanoids with the giant, and human subtypes.
Large: Giantborn are Large creatures and thus take a –1 size penalty to AC, a –1 size penalty on attack rolls, a +1 size bonus on their Combat Maneuver Bonus and to Combat Maneuver Defense, and a –4 size penalty on Stealth checks. They have a space of 10 feet, and a natural reach of 10 feet.
Normal Speed: Giantborn have a base speed of 30 feet.
Combat Training (Ex): Giantborn gain either Martial Weapon Proficiency, Power Attack, or Weapon Focus as a bonus feat.
Fearless (Ex): Heroic by nature, giantborn gain a +2 bonus on saving throws against fear effects.
Giant Blood (Ex): Giantborn count as both giants and humans for any effect related to race.
Natural Boldness (Ex): Giantborn gain a +2 bonus on Diplomacy and Intimidate checks. In addition, these are always considered class skills.
Thick-Skinned (Ex): Giantborn have a +1 natural armor bonus.
Weapon Familiarity (Ex): Giantborn are proficient with hunga mungas, and shark swords.
Languages: Giantborn begin play speaking Common, and Giant. Giantborn with high Intelligence can choose bonus languages from the following: Draconic, Kjord, Mogen, Orc, Sylvan, and Yokugan.
Primary Race - Rabbitfolk
Quick, clever and quiet, the skittish rabbitfolk keep careful watch on their warrens. More likely to wait in silence and hope enemies pass them by than to needlessly provoke danger, rabbitfolk are cautious and rarely seen. When roused to defend themselves, rabbitfolk prefer ambushes and fast-paced skirmishes, attacking from hiding with lightning fast movements before darting out of sight.
Standard Racial Traits
+2 Dexterity, +2 Wisdom, –2 Strength: Rabbitfolk are physically weak, but nimble and clever.
Humanoid: Rabbitfolk are humanoids with the rabbitfolk subtype.
Small: Rabbitfolk are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus to attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Fast: Rabbitfolk are fast for their size, and have a base speed of 40 feet.
Burrow: Rabbitfolk have a burrow speed of 20 feet.
Bounding Strides (Ex): A rabbitfolk gains a +2 bonus on Acrobatics checks. This bonus doubles on Acrobatics checks made to jump. In addition, a rabbitfolk can attempt to make charge attacks even when the path is obstructed due to creatures, rough terrain, changes in elevation, or other obstacles. To do so, she must make a single Acrobatics check to perform a horizontal jump at any point during the movement, increasing the standard DC by +10. If the check is successful, she can complete the charge as normal. If at least one of the obstacles is a creature, the DC for this Acrobatics check instead increases by an amount equal to the CMD of the creature with the highest CMD in the path of the jump, however the movement does not provoke attacks of opportunity from such creatures if the check is successful. If the rabbitfolk fails to clear all the obstructions in a single bound, her movement immediately stops in the space directly before the given obstruction, and she must succeed at a DC 20 Reflex save to avoid landing prone. If that space is already occupied she automatically fails this saving throw, and lands prone in a random unoccupied adjacent square.
Hare’s Luck (Ex): Rabbitfolk are inexplicably lucky, having a knack for performing extraordinary feats of agility, and making narrow escapes. Once per day as an immediate action, a rabbitfolk may reroll the result of an Acrobatics skill check, or Reflex saving throw. She must take the result of the second roll, even if it is lower, and must decide to use this ability before the results of the initial roll are revealed.
Leaping Strike (Ex): Rabbitfolk gain a +1 bonus on attack rolls made during the same round they have made an Acrobatics check to jump.
Vigilance (Ex): Rabbitfolk are naturally alert, and always ready to avoid dangerous situations. They gain Improved Initiative as a bonus feat, and gain a +2 bonus on Perception and Stealth checks. In addition, these are always considered class skills.
Weapon Familiarity (Ex): Rabbitfolk are proficient with acrobat spears, longbows (including composite longbows), rapiers, and shortbows (composite shortbows).
Languages: Rabbitfolk begin play speaking Common, and can also communicate in Rabbitfolk, a complex non-vocal language which relies on precise movements of the hands, feet, face, and ears. Rabbitfolk with high Intelligence can choose bonus languages from the following: Elven, Gnome, Halfling, Sylvan, and Terran.
Class Archetype - Bushi (Samurai)
The bushi strives to perfect their daisho, a specific pair of inherited weapons, and builds a unique fighting style to complement their use.
Weapon and Armor Proficiencies: Bushi are proficient with all simple and martial weapons, plus the katana, naginata, wakizashi, his specific weapons from his daisho (see below), and with all types of armor (heavy, medium, and light). This replaces the samurai’s standard weapon and armor proficiencies.
Daisho (Ex): Beginning at 1st level, a bushi receives a daisho from his clan, master, sensei, or some other significant source. A daisho consists of two specific masterwork weapons of the bushi’s choosing. Generally, a daisho consists of a katana and wakizashi, however the exact weapons chosen varies widely. A bushi cannot choose firearms to be part of his daisho unless they are considered commonplace in his homeland. Once a daisho is selected, it cannot be changed.
Weapons acquired at 1st level are not made of any special materials. If a weapon does not have a fixed cost, such as a composite longbow, it is only available in the lowest cost version of the weapon. A bushi is always considered proficient in the use of these specific weapons, but not necessarily with other weapons of their type. If either weapon from his daisho is destroyed or lost, he becomes dishonored (see below).
In addition, a bushi can select weapon-specific feats such as Weapon Focus with the weapons from his daisho, even if he is not otherwise proficient with weapons of that type. In such cases, the feat’s benefits only apply to the specific weapon from his daisho, not with all weapons of that type.
At 5th level, a bushi can add additional magic abilities to the weapons from his daisho, as if he had the Craft Magic Arms and Armor feat. He must still succeed on the necessary skill check to enhance these weapons, however unless he possesses the spellcasting requirements, the DC increases as normal. The magic properties of a given weapon enhanced in this way only function for the bushi who owns it, and only while he is not dishonored. If a daisho’s owner dies or is dishonored, these weapons temporarily revert to being ordinary masterwork weapons, until his life or honor are restored as appropriate.
This ability replaces mount.
Daisho Expertise (Ex): At 3rd level, a bushi gains the samurai’s weapon expertise ability, except its benefits apply only to the specific weapons in his daisho. This ability alters weapon expertise.
Fighting Style Feat (Ex): At 4th level, a bushi’s talents with his daisho manifest into a unique fighting style. He gains bonus feats at 4th, 6th, 12th, and 18th levels. These bonus feats are chosen from any one ranger’s combat style, treating his ranger level as his bushi level. He can choose feats from his selected fighting style, even if he does not have the normal prerequisites. The benefits from a bushi’s fighting style apply at all times, even if he is dishonored. This ability replaces mounted archer, and the bonus feats normally attained at 6th, 12th, and 18th levels.
Dishonored: A dishonored bushi loses all his bushi class features except proficiencies, and fighting style feats. He immediately regains his class features, and is no longer considered dishonored if he repairs or recovers his daisho as appropriate.