Alternative Class Features
BATTLECASTER [Sorcerer / Wizard]
Many arcanists are restricted in their spellcasting by the limited mobility afforded by armor. Some sorcerers and wizards, however, ocercome this restriction at the expense of some of their arcane might.
Level: 1st.
Replaces: If you select this class feature, the number of Spells Per Day you can cast at each spell level is reduced by -1.
Benefit: You can cast sorcerer or wizard spells while wearing light armor without incurring the normal arcane spell failure chance, as a bard.
COMBAT STYLIST [Ranger]
The ranger specializes in a particular combat style, such as Archery, Mounted, or Two-Weapon Fighting, as well as combat against specific groups of favored enemies. Some rangers, however, choose to further pursue their selected combat style at the expense of widening their number of favored enemies, choosing to focus on general combat prowess with a wider application rather than specialized combat prowess with a more narrow application.
Level: 15th.
Replaces: If you select this class feature, you do not gain a 4th Favored Enemy at 15th level, a 5th Favored Enemy at 20th level, and do not further advance any of your existing Favored Enemy bonuses.
Benefit: At 15th level, you gain your choice of bonus feat from the Defensive Combat Style tier of your chosen combat style. At 19th level, you gain your choice of bonus feat from the Combat Style Improvisation tier of your chosen combat style. For example, a ranger with the Archery combat style can select Defensive Shot or Deflect Arrows at 15th level and then Greater Manyshot, Ranged Trip, or Snatch Arrows at 19th level. All restrictions of your combat style apply to all tiers of the chosen style.
Special: The combat styles available to the ranger include: Archery, Desert Moon, Guarded, Mounted, Stick, Two-Weapon Fighting, Whip, and Wild.
CROSSBOWMAN [Archer]
Some archers prefer the crossbow to the standard bow.
Level: 1st.
Replaces: If you select this alternative class feature, your archer class skills, proficiencies, and Archery feats are altered. You lose Jump, Ride, and Survival as class skills, and lose proficiency with all martial bows. You cut Correllon's Aim, Manyshot, and Manyshot: Improved from your Archery feat list. When you select a weapon to benefit from Archery feats such as Improved Critical or Weapon Focus, you must select a crossbow.
Benefit: You gain proficiency with the hand crossbow and with Medium armor. You add Boltslinger, Crossbow Sniper, Improved Reload, and Rapid Reload to your list of Archery feats.
DABBLER [Witch]
The witch begins play dabbling in a single arcane art that represents either her personal preference or a hereditary disposition. Some witches focus their arcane prowess even further inward, gaining additional mastery over the arts at the expense of the external manifestation of a Familiar.
Level: 1st.
Replaces: If you select this class feature, you do not gain the Familiar class feature.
Benefit: At 1st level, you can Dabble in two Arcane Arts of your choice. You gain both related powers and add both spell lists to your Spells Known. You can Dabble in a maximum number of Arcane Arts equal to your Charisma modifier minus -1.
GRAVETOUCHED [Necromancer]
The common necromancer practices his dark art by virtue of study, research, and intellect. Some necromancers, however, come to this black path due to their very nature - born of an undead or a powerful necromancer, perhaps, or tainted by black magics as a child. These necromancers, twisted by their dark art, have no need for study - their magic comes from within
Level: 1st.
Replaces: If you select this class feature, the nature of your Spellcasting and your Dark Price are altered.
Benefit: You cast necromancer spells as a sorcerer rather than a wizard. Your Charisma now dictates your necromancer spellcasting ability, you use the sorcerer spells progression to determine your Spells Known and Spells Per Day, and you lose your bonus spell per spell level. In addition, you must adopt two different Dark Prices instead of one, and, if a 1st-level character, your starting age is as a sorcerer instead of wizard.
INNATE SORCERER [Sorcerer]
The sorcerer's spellcasting ability comes from within. Some sorcerers more truly manifest their arcane power naturally, able to bend their magic intuitively and without the need for external components. This innate sorcery precludes such sorcerers from the external manifestation that is the Familiar.
Level: 1st.
Replaces: If you select this class feature, you do not gain the Familiar class feature.
Benefit: At 1st level, you gain the Eschew Materials feat for free. At 7th level, 13th level, and again at 19th level, you can select any Metamagic feat that you know. When applying the designated Metamagic feats to your sorcerer spells, your casting time does not increase.
Many arcanists are restricted in their spellcasting by the limited mobility afforded by armor. Some sorcerers and wizards, however, ocercome this restriction at the expense of some of their arcane might.
Level: 1st.
Replaces: If you select this class feature, the number of Spells Per Day you can cast at each spell level is reduced by -1.
Benefit: You can cast sorcerer or wizard spells while wearing light armor without incurring the normal arcane spell failure chance, as a bard.
COMBAT STYLIST [Ranger]
The ranger specializes in a particular combat style, such as Archery, Mounted, or Two-Weapon Fighting, as well as combat against specific groups of favored enemies. Some rangers, however, choose to further pursue their selected combat style at the expense of widening their number of favored enemies, choosing to focus on general combat prowess with a wider application rather than specialized combat prowess with a more narrow application.
Level: 15th.
Replaces: If you select this class feature, you do not gain a 4th Favored Enemy at 15th level, a 5th Favored Enemy at 20th level, and do not further advance any of your existing Favored Enemy bonuses.
Benefit: At 15th level, you gain your choice of bonus feat from the Defensive Combat Style tier of your chosen combat style. At 19th level, you gain your choice of bonus feat from the Combat Style Improvisation tier of your chosen combat style. For example, a ranger with the Archery combat style can select Defensive Shot or Deflect Arrows at 15th level and then Greater Manyshot, Ranged Trip, or Snatch Arrows at 19th level. All restrictions of your combat style apply to all tiers of the chosen style.
Special: The combat styles available to the ranger include: Archery, Desert Moon, Guarded, Mounted, Stick, Two-Weapon Fighting, Whip, and Wild.
CROSSBOWMAN [Archer]
Some archers prefer the crossbow to the standard bow.
Level: 1st.
Replaces: If you select this alternative class feature, your archer class skills, proficiencies, and Archery feats are altered. You lose Jump, Ride, and Survival as class skills, and lose proficiency with all martial bows. You cut Correllon's Aim, Manyshot, and Manyshot: Improved from your Archery feat list. When you select a weapon to benefit from Archery feats such as Improved Critical or Weapon Focus, you must select a crossbow.
Benefit: You gain proficiency with the hand crossbow and with Medium armor. You add Boltslinger, Crossbow Sniper, Improved Reload, and Rapid Reload to your list of Archery feats.
DABBLER [Witch]
The witch begins play dabbling in a single arcane art that represents either her personal preference or a hereditary disposition. Some witches focus their arcane prowess even further inward, gaining additional mastery over the arts at the expense of the external manifestation of a Familiar.
Level: 1st.
Replaces: If you select this class feature, you do not gain the Familiar class feature.
Benefit: At 1st level, you can Dabble in two Arcane Arts of your choice. You gain both related powers and add both spell lists to your Spells Known. You can Dabble in a maximum number of Arcane Arts equal to your Charisma modifier minus -1.
GRAVETOUCHED [Necromancer]
The common necromancer practices his dark art by virtue of study, research, and intellect. Some necromancers, however, come to this black path due to their very nature - born of an undead or a powerful necromancer, perhaps, or tainted by black magics as a child. These necromancers, twisted by their dark art, have no need for study - their magic comes from within
Level: 1st.
Replaces: If you select this class feature, the nature of your Spellcasting and your Dark Price are altered.
Benefit: You cast necromancer spells as a sorcerer rather than a wizard. Your Charisma now dictates your necromancer spellcasting ability, you use the sorcerer spells progression to determine your Spells Known and Spells Per Day, and you lose your bonus spell per spell level. In addition, you must adopt two different Dark Prices instead of one, and, if a 1st-level character, your starting age is as a sorcerer instead of wizard.
INNATE SORCERER [Sorcerer]
The sorcerer's spellcasting ability comes from within. Some sorcerers more truly manifest their arcane power naturally, able to bend their magic intuitively and without the need for external components. This innate sorcery precludes such sorcerers from the external manifestation that is the Familiar.
Level: 1st.
Replaces: If you select this class feature, you do not gain the Familiar class feature.
Benefit: At 1st level, you gain the Eschew Materials feat for free. At 7th level, 13th level, and again at 19th level, you can select any Metamagic feat that you know. When applying the designated Metamagic feats to your sorcerer spells, your casting time does not increase.
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