NoviceNoviceA pure hearted soul, who knows the best way to learn is to know you know nothing.
Alignment: Any non-evil neutral. Hit Die: d6 Class Skills: (6+INT each level) All skills are class skills for novices. Weapon and Armour proficiency: (Class AC: B) All Simple weapons, and 3 Martial weapons of choice. Light armour and shields (excluding tower shields). <tbody>
Trick Points: A novice gains trick points to use on her class abilities, much like spell points or power points. She may spend trick points up to her super novice level on any of her tricks. A novice gains bonus trick points based on her intelligence score. Bonus Feat: A novice gains bonus combat feats selectable from the fighter list, or any trickster feat. Purity in Knowledge: At 4th level, a novice that takes the feat Well-Versed Trickster treats her effective trickster level as equal to her novice level, not using the -2 modifier the feat normally notes.
These abilities below are being folded into Novice's Effort, allowing a novice to choose between Angelic powers, Fury abilities, Any Trick, Mimicry, and Magic. Angelic Path Potential: Novice Angel (As previous ability, but 1 trick point at first level to negate 2 points of damage as an immediate action, which upgrades to 1 point every 3 levels, negating an extra 2 points. At 3rd level, she gains the ability to reroll a save once per day for free, and expend 3 trick points afterwards. At 5th level, she gains the ability to use angelic wings as a brief shield (+2 AC as free action), once per day for free, and 5 trick points each time afterward.
Ascension: As the base ability.
Any Trick path Potential: Any Trick: once per day, the novice may attempt to use a trick she does not know; she expends points for it normally (thus requiring the appropriate trickster level to spend those points); she has a 30% chance to fail this attempt, but may expend trick points to reduce this failure chance by 10% per point. This counts against the number of points she may spend on a single trick, but do not count towards augmenting the trick. Every 2 levels after 1st, the failure chance decreases by 10% as well; becoming 20% at 3rd level, 10% at 5th level, and 0% at 7th level.
Ascension: ???
Fury path Potential: As Novice Fury ability. gain 11th level and 16th level abilities, but instead at 8th and 14th levels.
Ascension: gain last stand style ability; each round consumes 4 rounds of fury. Novice gains +6 to all physical ability scores, DR10/epic, and regeneration 5/evil. Afterward, regardless of normal fury abilities, the novice is exhausted, and must save against unconsciousness (fort DC25)
Magic Potential: Gain bolt spell as a known trick. In addition, gain 1 extra trick point per level after gaining this potential.
Ascension: ????
Mimicry Potential: 1/encounter, (see mimic from the FF splat. will write in later)
Ascension: ???
%color: #808080;% Novice Angel (DSu): At 3rd level, the novice\'s purity catches the attention of beings beyond the mortal coil. She receives a guardian angel that grants her extra protection from harm. On a failed saving throw, a super novice may expend 3 trick points to re-roll that save, gaining a +2 bonus to the new roll. She must take this second roll, even if it is lower. %color: #808080;% In addition, she may expend 5 trick points to gain a +4 deflection bonus to AC for 1 round as an immediate action when an attack is declared against her. This deflection bonus applies to touch attacks, including from incorporeal sources and spells. A novice may not use this secondary ability until she is at least trickster level 5th. %color: #808080;% Novice Fury (QSu): Starting at 5th level, a novice may enter a higher state of mind as a free action. She gains a +4 morale bonus to strength and dexterity, and the benefits of the improved critical feat for all weapons she\'s proficient in. %color: #808080;% At 5th level, she may enter this state for up to 6 rounds per day, plus additional rounds equal to her constitution bonus, though these rounds do not need to be consecutive. After exiting her novice fury, the novice is fatigued for a number of rounds equal to twice the amount of time she spent in her novice fury. Every level afterward, she gains the ability to enter the novice fury state an additional two rounds. While in novice fury, the novice may not use magic tricks, intelligence based skills, nor the use magic/psionic device skills, but is otherwise not limited in her actions. %color: #808080;% At 11th level, the novice instead gains a +6 morale bonus to strength and dexterity. At 16th level, the novice is no longer fatigued after exiting fury. %color: #808080;% At 8th level, when a novice enters fury, she may choose to gain a +2 sacred bonus to AC and damage reduction 3/- for the duration of her fury in place of the normal bonuses, though the normal penalties remain. At 14th level, when using this alternate fury, she instead gains a +3 sacred bonus to AC and damage reduction 6/-. At 19th level, she may choose to gain a +4 sacred bonus to AC and damage reduction 10/-. %color: #808080;% Angelic Guardian (DSp): At 10th level, the novice\'s angel can grant her a small boon once per day. This boon may be one of the following: +4 deflection bonus to AC for 5 hours, Sudden Maximize and Empower for a single magic trick, +40 temporary HP for 5 minutes, +4 to melee damage rolls for 5 minutes, or grant 75% concealment for 5 rounds. %color: #808080;% Angelic Protection (DSu): Starting at 12th level, a novice gains her charisma bonus as a sacred deflection bonus to AC; this bonus is doubled against evil outsiders. At 15th level, the novice gains her charisma bonus to all saves; this bonus is doubled against evil outsiders. At 18th level, the super novice gains additional HP equal to her class level multiplied by half her charisma bonus (minimum 1). %color: #808080;% Novice Ascension (DSu): At 20th level, the novice\'s bond with her guardian angel has reached the point it becomes quite easy for her to aid the novice. When using the re-roll ability from her novice angel ability, she may use the better of either roll, applying the +2 bonus to the roll she chooses. %color: #808080;% In addition, the novice stops aging physically and returns to her prime physical condition while retaining any bonuses from aging (losing any penalties caused by aging as well). Bonuses still accrue as she ages, but she takes no penalties from her age category. When her time is up, her guardian angel takes her to the heavens to become an angel herself.
Angelic SavantPrestige Class for the Super novice. Trading versatility for a closer bond with the angel.
Requirements: Novice Fury class ability, Knowledge: The Planes 4 ranks Alignment: Neutral Good Hit Die: d8 Class Skills: (4+INT each level) All. Angelic Savants maintain their jack of all trades nature, though they become more focused. Weapon and Armour Proficiency: (Class AC: A) An angelic savant gains no additional weapon or armour proficiencies.
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Trickster level: At every level excluding 5th, an angelic savant gains trick points as if she gained another level of novice, and her angelic savant level (excluding 5th level) stacks with her novice levels for how many trick points she may expend on a single trick. She gains no additional tricks known from her novice levels, unless she takes additional levels in the novice class. Aura of Good(DSu): An angelic savant has an aura of good as a cleric of her trickster level. Angelic Trick (DSu): [found here] Novice Fury (QSu): An angelic savant still accrues novice fury rounds per day as if she were still a novice. Starting at 6th level, an angelic savant instead gains a +6 morale bonus to strength and dexterity and gains a +2 sacred bonus to AC when she enters novice fury. Angelic Guardian (DSp): As the novice ability of the same name. Due to her greater link, an angelic savant gains the benefit of her guardian angel earlier than a standard novice. Angelic Protection (DSu): Due to her link with her angel, the angelic savant has a more acute sense of defense. She gains her charisma bonus (if any) as an insight bonus to the noted rolls. Angelic Resistances (DSu): (Er vs Acid, Cold, Electricity) Novice Ascension (DSu): As the super novice ability of the same name, with the following changes. Her connection has strengthened enough that she and her angel become almost as one, and the savant has proven herself worthy of becoming an angel herself. Her type changes to Native Outsider (Good), and she gains small fluffy wings that grant her a flight speed of good maneuverability at her base land speed.
Early AngelThanks to your purity, an unfortunate fate nets you a second chance.
Requirements: Novice Angel class ability, Charisma 13+ Alignment: Neutral Good Special: Having died once, but not been resurrected (see text) Hit Die: d8 Class Skills: (3+INT each level) All. Early Angels retain their mortal nature to learn quickly. Weapon and Armour proficiency: (Class AC: C) Early angels gain proficiency with all martial weapons and with medium armour.
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Angelic Ascension (DSu): A pure-hearted novice fell in battle, much before her time, in the battle against evil. Her soul does not want to rest, but instead return to the fight, to aid her companions, to get vengeance and deal justice to the evil that felled her. And her word is heeded by those above, either due to the case presented, or from her own angel's influence, or maybe the powers that be see her as an important piece in the games they play. No matter the circumstance, she is given a new lease on life, becoming a very young angel and returned to the mortal plane; She is expected to return when her human life would be over. The super novice's type and subtype become Outsider [Angel, Good], and gains energy resistance Acid, Cold and Electricity 5. She retains her previous racial adjustments, size and hit dice. As an outsider, she no longer needs to eat and no longer ages. An Early Angel can still be resurrected (reincarnation will not work), though there is only a 60% (-6% per level in early angel) chance of success. Angelic Trick (DSu): At second and fourth levels, an early angel gains an angelic trick chosen from the angelic savant's rank 2 list. Aura of Good (DSu): An early angel has an aura of good, and may use Detect Evil at will with a paladin level equal to her HD. Damage Reduction (DSu): At second level, the early angel gains damage reduction that's overcome by a magic weapon with a greater enhancement than her armour (minimum +1). At fourth level, this damage reduction increases to 5/magic. Greater Angelic Resistances (DSu): At fifth level, an early angel comes into her full fruition as an angel. Her energy resistances increase to 10, and she adds +1 to the enhancement required to overcome her damage reduction. Novice Fury (QSu): An early angel still accrues novice fury rounds per day as if she were still a super novice. Starting at 4th level, an early angel instead gains a +6 morale bonus to strength and dexterity and gains a +2 sacred bonus to AC when she enters novice fury. Protection (DSp): At third level, an early angel may cast protection from Evil by expending 3 trick points, or Circle of Protection from Evil by expending 7 trick points. Her caster level for this ability equals her trickster level plus her class level. Smite Evil (DSu): At second level, an early angel may expend trick points to smite evil creatures. She expends 3 trick points when using this ability, gaining her charisma bonus to her attack roll, and her weapon for that attack deals an additional 5 radiant damage. For every 2 additional trick points she expends, she gains a cumulative +1 sacred bonus to her attack roll and deals 3 additional radiant damage.
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