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{{User:PId6/Avatar}} Part of [[Revised Races]]. ==Aasimar== {|border="3" align="center" style="text-align:left;" |+http://i52.tinypic.com/2w5ukcz.jpg |- |'''Description:'''||An aasimar is a creature with celestial blood somewhere in its bloodline. |- |'''Restrictions:'''||Aasimar is an inherited template that can be applied to any living, corporeal creature. |- |'''Type:'''||The base creature changes its type to outsider (aasimar, native), though it doesn't automatically gain the vision abilities or the armor/weapon proficiencies associated with that type. |- |'''Size:'''||The base creature's size remains the same. |- |'''Speed:'''||The base creature's speeds remain the same. |- |'''Special Senses:'''||The base creature gains low light vision in addition to its previous senses. |- |'''Ability Adjustments:'''||The base creature loses its previous ability score adjustments and gains +2 Wisdom, +2 Charisma, -2 Intelligence. |- |'''Primary Features:'''||The base creature loses its primary features, and gains the following: <u>Celestial Resistances:</u> At 1st level, each aasimar gains resistance 5 against acid and cold. This increases to energy resistance 10 at level 6, energy resistance 20 at level 12, and energy resistance 30 at level 18. <u>Holy Blessing (Sp):</u> Aasimars gain access to a pool of sanctity points equal to half their character level (min 1), which replenishes at midnight each day. Aasimars may spend a single sanctity point to cast ''protection from evil'' as a spell-like ability, spend two points to cast ''see invisibility'' as a spell-like ability, or spend three points to cast ''searing light'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the aasimar's character level, and the save DC is based on Charisma. |- |'''Secondary Features:'''||The base creature retains its secondary features. |- |'''Automatic Languages:'''||The base creature gains Celestial as an additional automatic language. |- |'''Favored Classes:'''||The base creature retains its favored classes, and gains favored soul as a favored class. |} ===The Aasimar Racial Class=== '''Hit Die:''' d10 '''Skill Points:''' 4 per level (x4 at 1st level) '''Class Skills:''' Climb, Concentration, Craft, Diplomacy, Gather Information, Heal, Jump, Knowledge (Nature), Knowledge (Nobility and Royalty), Knowledge (Religion), Knowledge (the Planes), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Spellcraft, Spot, and Swim. {|border="3" align="center" style="text-align:center;" |+'''Aasimar Racial Class Progression''' |- !Class<br>Level||Minimum<br>Character Level||BAB||Fort||Ref||Will||Special||Spellcasting or Initiating |- |1st||2nd||+1||+2||+0||+2||Abilities (+2 Str, +2 Int), Greater Blessing (''consecrate''), Healing Touch, Sacred Smite||None |- |2nd||4th||+2||+3||+0||+3||Abilities (+2 Con, +2 Wis), Greater Blessing (''summon monster''), Celestial Immunities, Tongues||+1 level of divine spellcasting or initiating class |- |3rd||7th||+3||+3||+1||+3||Abilities (+2 Dex, +2 Cha), Greater Blessing (''flame strike''), Holy Skin, Wings||None |- |4th||11th||+4||+4||+1||+4||Abilities (+2 Str, +2 Con), Greater Blessing (''holy aura''), Spell Resistance, Fast Healing||+1 level of divine spellcasting or initiating class |} '''Proficiencies:''' Aasimars gain proficiency with all simple and martial weapons as well as all armors and shields (besides tower shields). '''Abilities (Ex):''' Each time you take a level in aasimar, your ability scores increase as indicated on the table. '''Greater Blessing (Sp):''' Each time you take a level in aasimar, you gain an extra 2 sanctity points per day for your Greater Blessing racial feature, which can be used to cast spell-like abilities as usual (so a level 6 aasimar with two levels in its racial class has a total of 7 sanctity points per day). In addition, as you take levels in aasimar, you gain new spell-like abilities to use with Holy Blessing, as follows: (CL is still equal to character level and saves are still based on Charisma) :<u>''Consecrate''</u>: If you have at least one level in aasimar, you may spend two sanctity points to cast ''consecrate'' as a spell-like ability. You do not need to spend material components to cast ''consecrate'' this way. :<u>''Summon Monster''</u>: If you have at least two levels in aasimar, you may spend sanctity points to cast a ''summon monster'' spell as a spell-like ability. You must summon a good creature with the ''summon monster'' SLA. The number of sanctity points required to use a particular ''summon monster'' is equal to its spell level and you may only use a ''summon monster'' SLA if your character level is greater than or equal to twice that ''summon monster'''s spell level (so ''summon monster ix'' requires expending 9 sanctity points to use and can only be cast by a aasimar of level 18 or higher). :<u>''Flame Strike''</u>: If you have at least three levels in aasimar, you may spend five sanctity points to cast ''flame strike'' as a spell-like ability. :<u>''Holy Aura''</u>: If you have at least four levels in aasimar, you may spend eight sanctity points to cast ''holy aura'' as a spell-like ability. '''Healing Touch (Su):''' At 1st level, you gain the ability to heal yourself or others with a touch. As a move action, you may touch a willing creature to heal it for 2d8 hit points. This healing increases by an additional 1d8 per three character levels (3d8 at level 3, 4d8 at level 6, etc). You may use this ability a total number of times per day equal to 3 + your Charisma modifier (min 1). '''Sacred Smite (Su):''' At 1st level, whenever you make an attack, you may spend a sanctity point to declare that attack a smite attack, gaining you a sacred bonus to attack equal to your Charisma modifier and a sacred bonus to damage equal to your character level. A nongood creature struck this way must make a Will save (DC = damage dealt) or become frightened for 1d4 rounds. The use of this ability must be declared before making an attack, and a failed attack means that the smite attempt is wasted. This ability may not be used twice on the same round. '''Celestial Immunities (Ex):''' At 2nd level, you become more and more like a true celestial. Choose acid or cold. You gain immunity to the chosen energy type. In addition, you become immune to petrification. '''Tongues (Su):''' At 2nd level, you gain the ability to speak with any creature that has a language, as though using a ''tongues'' spell (caster level equal to character level). This ability is always active. '''Spellcasting or Initiating:''' At 2nd and 4th levels, you may select a divine spellcasting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. Alternatively, you may gain an increase in initiator level, maneuvers known, maneuvers readied, and stances known as if you had gained a level in an initiator class you possess. If you don't possess any spellcasting or initiating classes, you may instead gain an effective level of favored soul casting, which stacks with any other sources of favored soul casting you may have or gain. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/initiating (such as domains or steely resolve). '''Holy Skin (Ex):''' At 3rd level, you gain damage reduction 5/evil. This improves to damage reduction 10/magic and evil at character level 14 and damage reduction 15/epic and evil at character level 20. '''Wings (Ex):''' At 3rd level, you grow a pair of feathered wings, gaining a fly speed of 60 ft with average maneuverability. You can still fly at 40 ft (average) while wearing medium/heavy armor or carrying a medium/heavy load. '''Spell Resistance (Ex):''' At 4th level, you gain spell resistance equal to 10 + character level. '''Fast Healing (Ex):''' At 4th level, you gain fast healing 3, allowing you to regain 3 hit points every round. ==Flamekin== {|border="3" align="center" style="text-align:left;" |+http://i55.tinypic.com/33vokf5.jpg |- |'''Description:'''||A flamekin is a creature with an ancestor from the Elemental Plane of Fire. |- |'''Restrictions:'''||Flamekin is an inherited template that can be applied to any living, corporeal creature. |- |'''Type:'''||The base creature changes its type to outsider (flamekin, native), though it doesn't automatically gain the vision abilities or the armor/weapon proficiencies associated with that type. |- |'''Size:'''||The base creature's size remains the same. |- |'''Speed:'''||The base creature's base land speed increases by 5 ft. |- |'''Special Senses:'''||The base creature's senses remain the same. |- |'''Ability Adjustments:'''||The base creature loses its previous ability score adjustments and gains +2 Strength, +2 Charisma, -2 Wisdom. |- |'''Primary Features:'''||The base creature loses its primary features, and gains the following: <u>Affinity for Fire:</u> Whenever a flamekin uses a spell, power, or ability which deals fire damage or has the fire descriptor, he can increase its save DC (if any) by +1. At 13th level, this improves to +2. <u>Stand the Heat:</u> A flamekin is better able to stand the heat than other creatures of its type, gaining fire resistance 10 at 1st level. This improves to fire resistance 20 at character level 6, fire resistance 30 at character level 12, and fire immunity at character level 18. <u>Flame's Blessing:</u> Flamekin gain access to a pool of element points equal to half their character level (min 1), which replenishes at midnight each day. A flamekin may spend a single element point to cast ''produce flame'' as a spell-like ability, spend two points to cast ''scorching ray'' as a spell-like ability, or spend three points to cast ''fire wings'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the flamekin's character level, and the save DC is based on Charisma. |- |'''Secondary Features:'''||The base creature retains its secondary features. |- |'''Automatic Languages:'''||The base creature gains Ignan as an additional automatic language. |- |'''Favored Classes:'''||The base creature retains its favored classes, and gains warmage as a favored class. |} ===The Flamekin Racial Class=== '''Hit Die:''' d8 '''Skill Points:''' 4 per level (x4 at 1st level) '''Class Skills:''' Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Intimidate, Knowledge (arcana), Knowledge (nature), Knowledge (psionics), Knowledge (the planes), Perform, Psicraft, Sense Motive, Speak Language, Spellcraft, Use Magic Device, and Use Psionic Device. {|border="3" align="center" style="text-align:center;" |+'''Flamekin Racial Class Progression''' |- !Class<br>Level||Minimum<br>Character Level||BAB||Fort||Ref||Will||Special||Spellcasting or Manifesting |- |1st||3rd||+0||+2||+0||+2||Abilities (+2 Dex), Element's Blessing (''fire shuriken''), Wreathe in Flames||None |- |2nd||6th||+1||+3||+0||+3||Abilities (+2 Str), Element's Blessing (''firestride exhalation''), Body of Fire||+1 level of arcane spellcasting or manifesting class |- |3rd||9th||+2||+3||+1||+3||Abilities (+2 Cha), Element's Blessing (''elemental body''), Searing Flames||+1 level of arcane spellcasting or manifesting class |} '''Proficiencies:''' Flamekin gain proficiency with all simple weapons as well as all light armors. '''Abilities (Ex):''' Each time you take a level in flamekin, your ability scores increase as indicated on the table. '''Element's Blessing (Sp):''' Each time you take a level in flamekin, you gain an extra 2 element points per day for your Flame's Blessing racial feature, which can be used to cast spell-like abilities as usual (so a level 6 flamekin with two levels in its racial class has a total of 7 element points per day). In addition, as you take levels in flamekin, you gain new spell-like abilities to use with Flame's Blessing, as follows: (CL is still equal to character level and saves are still based on Charisma) :<u>''Fire Shuriken''</u>: If you have at least one level in flamekin, you may spend two element points to cast ''fire shurkien'' as a spell-like ability. :<u>''Firestride Exhalation''</u>: If you have at least two levels in flamekin, you may spend four element points to cast ''firestride exhalation'' as a spell-like ability. :<u>''Elemental Body''</u>: If you have at least three levels in flamekin, you may spend seven element points to cast ''elemental body'' as a spell-like ability. You can only choose fire for this ''elemental body'' SLA. '''Wreathe in Flames (Su):''' As a swift action, you can spent an element point to wreathe your weapon with supernatural flames. For a number of rounds equal to your Charisma modifier (min 1), your weapon attacks deal an extra +1d6 fire damage per two character levels you possess. '''Body of Fire (Sp):''' At 2nd level, as a swift action, you can spend an element point to cover your body in a glowing shield of flame, protecting you from cold. For a number of rounds equal to your Charisma modifier (min 1), you gain the benefits of a warm ''fire shield'', as the spell, with caster level equal to your character level. '''Arcane Spellcasting or Manifesting:''' At 2nd and 3rd levels, you may select an arcane spellcasting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. Alternatively, you can select a manifesting class you possess and gain an increase in manifester level, power points, and powers known as if you had gained a level in that class. If you don't have any arcane spellcasting or manifesting classes, you gain an effective level of warmage casting, which stacks with any other sources of warmage casting you gain. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/invoking (such as warmage's edge or wild surge). '''Searing Flames (Su):''' At 3rd level, flames you create are hot enough to burn through resistances and even immunities. Whenever you deal fire damage (whether it's due to a spell, power, or ability), you ignore a number of points of fire resistance equal to your character level. If a creature has fire immunity, treat it instead as fire resistance 30, then apply the reduction to fire resistance. ==Frostborn== {|border="3" align="center" style="text-align:left;" |+http://i54.tinypic.com/e704xz.jpg |- |'''Description:'''||A frostborn is a creature with an ancestor from the Paraelemental Plane of Ice. |- |'''Restrictions:'''||Frostborn is an inherited template that can be applied to any living, corporeal creature. |- |'''Type:'''||The base creature changes its type to outsider (frostborn, native), though it doesn't automatically gain the vision abilities or the armor/weapon proficiencies associated with that type. |- |'''Size:'''||The base creature's size remains the same. |- |'''Speed:'''||The base creature's base land speed decreases by 5 ft (to a minimum of 5 ft), and he gains a base swim speed of 10 ft. |- |'''Special Senses:'''||The base creature gains darkvision 60 ft in addition to its other senses. |- |'''Ability Adjustments:'''||The base creature loses its previous ability score adjustments and gains +2 Strength, +2 Intelligence, -2 Dexterity. |- |'''Primary Features:'''||The base creature loses its primary features, and gains the following: <u>Affinity for Cold:</u> Whenever a frostborn uses a spell, power, or ability which deals cold damage or has the cold descriptor, he can increase its save DC (if any) by +1. This improves to +2 at 13th level. <u>Stand the Cold:</u> A frostborn is better able to stand the cold than other creatures of its type, gaining cold resistance 10 at 1st level. This improves to cold resistance 20 at character level 6, cold resistance 30 at character level 12, and cold immunity at character level 18. <u>Frost's Blessing:</u> Frostborn gain access to a pool of element points equal to half their character level (min 1), which replenishes at midnight each day. A frostborn may spend a single element point to cast ''ice dagger'' as a spell-like ability, spend two points to cast ''frost breath'' as a spell-like ability, or spend three points to cast ''sleet storm'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the frostborn's character level, and the save DC is based on Intelligence. |- |'''Secondary Features:'''||The base creature retains its secondary features. |- |'''Automatic Languages:'''||The base creature gains Aquan as an additional automatic language. |- |'''Favored Classes:'''||The base creature retains its favored classes, and gains archivist as a favored class. |} ===The Frostborn Racial Class=== '''Hit Die:''' d10 '''Skill Points:''' 4 per level (x4 at 1st level) '''Class Skills:''' Appraise, Concentration, Craft, Decipher Script, Disable Device, Intimidate, Knowledge (all; taken separately), Search, and Spellcraft. {|border="3" align="center" style="text-align:center;" |+'''Frostborn Racial Class Progression''' |- !Class<br>Level||Minimum<br>Character Level||BAB||Fort||Ref||Will||Special||Spellcasting |- |1st||3rd||+0||+0||+0||+2||Abilities (+2 Con), Element's Blessing (''ice knife''), Wreathe in Frost||None |- |2nd||6th||+1||+0||+0||+3||Abilities (+2 Str), Element's Blessing (''wall of ice''), Body of Cold||+1 level of spellcasting class |- |3rd||9th||+2||+1||+1||+3||Abilities (+2 Int), Element's Blessing (''as the frost''), Piercing Cold||+1 level of spellcasting class |} '''Proficiencies:''' Frostborn gain proficiency with all simple weapons as well as all light armors. '''Abilities (Ex):''' Each time you take a level in frostborn, your ability scores increase as indicated on the table. '''Element's Blessing (Sp):''' Each time you take a level in frostborn, you gain an extra 2 element points per day for your Frost's Blessing racial feature, which can be used to cast spell-like abilities as usual (so a level 6 frostborn with two levels in its racial class has a total of 7 element points per day). In addition, as you take levels in frostborn, you gain new spell-like abilities to use with Frost's Blessing, as follows: (CL is still equal to character level and saves are still based on Intelligence) :<u>''Ice Knife''</u>: If you have at least one level in frostborn, you may spend two element points to cast ''ice knife'' as a spell-like ability. :<u>''Wall of Ice''</u>: If you have at least two levels in frostborn, you may spend four element points to cast ''wall of ice'' as a spell-like ability. :<u>''As the Frost''</u>: If you have at least three levels in frostborn, you may spend seven element points to cast ''as the frost'' as a spell-like ability. '''Wreathe in Frost (Su):''' As a swift action, you can spent an element point to wreathe your weapon with supernatural ice. For a number of rounds equal to your Intelligence modifier (min 1), your weapon attacks deal an extra +1d6 cold damage per two character levels you possess. '''Body of Cold (Sp):''' At 2nd level, as a swift action, you can spend an element point to cover your body in a glowing shield of frost, protecting you from heat. For a number of rounds equal to your Intelligence modifier (min 1), you gain the benefits of a cool ''fire shield'', as the spell, with caster level equal to your character level. '''Arcane Spellcasting or Manifesting:''' At 2nd and 3rd levels, you may select a spellcasting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. If you don't have any arcane spellcasting classes, you gain an effective level of archivist casting, which stacks with any other sources of archivist casting you gain. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/invoking (such as bonus feats or dark knowledge). '''Piercing Frost (Su):''' At 3rd level, ice you create is cold enough to chill through resistances and even immunities. Whenever you deal cold damage (whether it's due to a spell, power, or ability), you ignore a number of points of cold resistance equal to your character level. If a creature has cold immunity, treat it instead as cold resistance 30, then apply the reduction to cold resistance. ==Tiefling== {|border="3" align="center" style="text-align:left;" |+http://i52.tinypic.com/dgjxus.jpg |- |'''Description:'''||A tiefling is a creature with fiendish blood somewhere in its bloodline. |- |'''Restrictions:'''||Tiefling is an inherited template that can be applied to any living, corporeal creature. |- |'''Type:'''||The base creature changes its type to outsider (native, tiefling), though it doesn't automatically gain the vision abilities or the armor/weapon proficiencies associated with that type. |- |'''Size:'''||The base creature's size remains the same. |- |'''Speed:'''||The base creature's speeds remain the same. |- |'''Special Senses:'''||The base creature gains darkvision 60 in addition to its previous senses. |- |'''Ability Adjustments:'''||The base creature loses its previous ability score adjustments and gains +2 Dexterity, +2 Intelligence, -2 Wisdom. |- |'''Primary Features:'''||The base creature loses its primary features, and gains the following: <u>Fiendish Resistances:</u> At 1st level, each tiefling gains resistance 5 against fire and electricity. This increases to energy resistance 10 at level 6, energy resistance 20 at level 12, and energy resistance 30 at level 18. <u>Dark Blessing (Sp):</u> Tieflings gain access to a pool of corruption points equal to half their character level (min 1), which replenishes at midnight each day. Tieflings may spend a single corruption point to cast ''protection from good'' as a spell-like ability, spend two points to cast ''minor image'' as a spell-like ability, or spend three points to cast ''suggestion'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the tiefling's character level, and the save DC is based on Charisma. |- |'''Secondary Features:'''||The base creature retains its secondary features. |- |'''Automatic Languages:'''||The base creature gains either Abyssal or Infernal as an additional automatic language. |- |'''Favored Classes:'''||The base creature retains its favored classes, and gains warlock as a favored class. |} ===The Tiefling Racial Class=== '''Hit Die:''' d8 '''Skill Points:''' 6 per level (x4 at 1st level) '''Class Skills:''' Bluff, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (Arcana), Knowledge (Religion), Knowledge (the Planes), Listen, Move Silently, Open Lock, Perform, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, and Spot. {|border="3" align="center" style="text-align:center;" |+'''Tiefling Racial Class Progression''' |- !Class<br>Level||Minimum<br>Character Level||BAB||Fort||Ref||Will||Special||Spellcasting or Invoking |- |1st||2nd||+1||+0||+2||+2||Abilities (+2 Str, +2 Int), Darker Blessing (''desecrate''), Natural Weapons, Profane Smite||None |- |2nd||4th||+2||+0||+3||+3||Abilities (+2 Dex, +2 Cha), Darker Blessing (''summon monster''), Blacksight, Fiendish Immunities||+1 level of spellcasting or invoking class |- |3rd||7th||+3||+1||+3||+3||Abilities (+2 Con, +2 Wis), Darker Blessing (''slay living''), Fiendish Hide, Wings||None |- |4th||11th||+4||+1||+4||+4||Abilities (+2 Str, +2 Cha), Darker Blessing (''unholy aura''), Spell Resistance, Telepathy||+1 level of spellcasting or invoking class |} '''Proficiencies:''' Tieflings gain proficiency with all simple and martial weapons as well as all light and medium armors. '''Abilities (Ex):''' Each time you take a level in tiefling, your ability scores increase as indicated on the table. '''Darker Blessing (Sp):''' Each time you take a level in tiefling, you gain an extra 2 corruption points per day for your Dark Blessing racial feature, which can be used to cast spell-like abilities as usual (so a level 6 tiefling with two levels in its racial class has a total of 7 corruption points per day). In addition, as you take levels in tiefling, you gain new spell-like abilities to use with Dark Blessing, as follows: (CL is still equal to character level and saves are still based on Charisma) :<u>''Desecrate''</u>: If you have at least one level in tiefling, you may spend two corruption points to cast ''desecrate'' as a spell-like ability. You do not need to spend material components to cast ''desecrate'' this way. :<u>''Summon Monster''</u>: If you have at least two levels in tiefling, you may spend corruption points to cast a ''summon monster'' spell as a spell-like ability. You must summon a evil creature with the ''summon monster'' SLA. The number of corruption points required to use a particular ''summon monster'' is equal to its spell level and you may only use a ''summon monster'' SLA if your character level is greater than or equal to twice that ''summon monster'''s spell level (so ''summon monster ix'' requires expending 9 corruption points to use and can only be cast by a tiefling of level 18 or higher). :<u>''Slay Living''</u>: If you have at least three levels in tiefling, you may spend five corruption points to cast ''slay living'' as a spell-like ability. :<u>''Unholy Aura''</u>: If you have at least four levels in tiefling, you may spend eight corruption points to cast ''unholy aura'' as a spell-like ability. '''Natural Weapons (Ex):''' At 1st level, you gain use of some natural weapons, gaining a pair of primary claw attacks (1d4 + Strength for a Medium creature) as well as a secondary bite attack (1d6 + 1/2 Strength for a Medium creature). These weapons are automatically considered magic and evil (for purposes such as penetrating damage reduction and attacking incorporeal creatures). At character level 8, the critical range of your natural weapons expand to 19-20/x2, and at character level 17 they expand again to 18-20/x2. Both of these changes stack with effects like Improved Critical and Keen. '''Profane Smite (Su):''' At 1st level, whenever you make an attack, you may spend a corruption point to declare that attack a smite attack, gaining you a profane bonus to attack equal to your Charisma modifier and a profane bonus to damage equal to your character level. A nonevil creature struck this way must make a Will save (DC = damage dealt) or become frightened for 1d4 rounds. The use of this ability must be declared before making an attack, and a failed attack means that the smite attempt is wasted. This ability may not be used twice on the same round. '''Blacksight (Su):''' Just like a devil, a tiefling who embraces his fiendish origins gains power over darkness. At 2nd level, you are able to see through magical darkness just as well as you can see in regular darkness, and your darkvision extends to 120 ft. '''Fiendish Immunities (Ex):''' At 2nd level, you become more and more like a true fiend. Choose fire or electricity. You gain immunity to the chosen energy type. In addition, you become immune to poison. '''Spellcasting or Invoking:''' At 2nd and 4th levels, you may select a spellcasting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. Alternatively, if you already have a level in warlock or if you don't possess any spellcasting classes, you may gain an increase in caster level, new invocations, and eldritch blast damage as if you had gained a level in warlock. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/invoking (such as familiar progression or fiendish resilience). '''Fiendish Hide (Ex):''' At 3rd level, you gain damage reduction 5/good. This improves to damage reduction 10/magic and good at character level 14 and damage reduction 15/epic and good at character level 20. '''Wings (Ex):''' At 3rd level, you grow a pair of bat-like wings, gaining a fly speed of 60 ft with average maneuverability. You can still fly at 40 ft (average) while wearing medium/heavy armor or carrying a medium/heavy load. '''Spell Resistance (Ex):''' At 4th level, you gain spell resistance equal to 10 + character level. '''Telepathy (Su):''' At 4th level, you gain telepathy, allowing you to mentally communicate with any intelligent being you are aware of within 100 ft.
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