Classes

Prestige Classes
Liberator of Shelyn

Advanced Advancement Levels
Advanced Advancement Levels, or A-Levels, are an optional form of advancement for characters and monsters with 20+ hit dice. They are treated as both prestige classes and archetypes for having requirements and altering core class abilities. Thus, if you have an archetype that would replace or alter an ability that the A-level you selected for your class would alter, you cannot take the Advanced Class Path, though options and variations are available in such cases. A character may only select a single advanced path, regardless of whether or not they meet the requirements.

Life Forger
By catalyzing life in a number of tubes and combining them into powerful homonculi, the life forger is well guarded by his ultimate creation.

Requirement: 20 or more total hit dice, one of which must be an alchemist or alchemist archetype level,

Alternate Class Features: If the Life Forger does not meet the requirements for one of the below abilities for the advanced alchemist class due to an archetype replacing or altering it, he may instead choose to take a bonus iron creation feat, +1 to base fortitude saves, or +1 ac (misc); (no more than five of each selection may be chosen.)

Life Forger levels count as alchemist levels for class skills and skill ranks per level, as well as any feats that require alchemist levels. With the exception of discoveries.

Hit Dice: D8 Homunculi: Life Forgers have a master creation that they create through alchemy to serve them. Upon gaining their first level in Life Forger, they select a creature type from the following: Medium Plant, Medium Humanoid or Medium Undead. This Homunculus has an evolution pool equal to its hit dice once it grows after a 12 hours incubation period and an 8 hour larval stage. To successfully build this homuculi you need 12,600 gp in materials and a DC 46 craft alchemy check. Failure on this check results in loss of materials but can be reattempted after four hours of preparation. Homunculi do not have an intelligence score and are considered mindless. They use their Constitution modifier as their spell-casting ability, as well as for all supernatural or extraordinary abilities with DCs. All homunculi have the following base ability scores: Strength 16; Dexterity 14; Constitution 14; Int — ; Wisdom 10; Charisma 6.

The Life Forger must choose a base form, and this base form cannot be changed, however, every level they may respend their total evolution points by removing previous evolutions but it can only be done at the time of advancement.

Base Forms

Plant Two Tentacles, a Head, Fast Healing 5, Plant Traits, 15ft speed, 15ft climb

Humanoid Two Arms, Two Legs, a Head, +2 will saves, +1 feat, 20ft speed

Undead Two Arms, a Head and a Tail, Undead Traits, 30ft speed

All Homunculi have the Constructed (ex) trait. Life Forging: At 2nd level, and every two levels thereafter, the homunculi gains an ability from the list:

Alchemical Assistant: The homunculi gains an item creation feat, and can prepare and use 1 extract that its master knows per 3 hit dice. The level of the extract cannot exceed 1/5  of its Hit Die.

Augmented Abilities: Any one ability granted through evolutions (such as poison and breath attacks) gains a bonus of +2 to the DC for the saving throw.

Can be taken more than once, selecting either a new ability each time, or increasing the DC of a single ability multiple times.

Augmented Sentience: Homunculi with this ability gain an intelligence score of 14 and can learn skills and a language. It gains skill points per HD of 2 + Int Modifier.

Can be taken more than once, each additional time increases the homunculi's intelligence score by 4.

Taking this ability causes the homunculus to no longer be mindless and thus, no longer immune to mind affecting effects.

Chaos Blooded: Homunculi with this ability gain the ability to Rage as a barbarian whose level is 2/3 of their hit die.

Can be taken more than once, each additional time after the first grants the homunculi a rage power.

Dragon Fused: Homunculi with this ability have their racial hit die changed to d12, and gains immunity to an energy type and vulnerability to another energy type as well as natural armor equal to 1/2 of their HD. Though they count as a Dragon type for the purposes of favored enemy in addition to their original type.

Durability: Homunculi with this ability gain a +4 bonus to their constitution score.

Can be taken multipe times. Each additional time after the first increases their constitution score by +2.

Guise of Humanity: Homunculi with this ability gain an intelligence score of 10 (if they do not already have one), and 1 rank in Diplomacy, Disguise, and Sense Motive equal to their HD.

Taking this ability causes the homunculus to no longer be mindless and thus, no longer immune to mind affecting effects.

Horrid Appearance: Homunculi with this ability gain an aura of fear with a DC based on their constitution modifier. Successful save against this fear gives the victim immunity for 24 hrs. This aura is 10'.

Can be taken multiple times increasing the aura by 10' each time.

Spellcasting: Choose from Paladin, Cleric, Sorcerer or Druid. The homunculi gains spellcasting as if they were a spellcaster of the selected type whose level is equal to 1/2 of their HD. (Ex: 30 HD homunculi casts as a level 15 caster of the chosen type.)

Can be taken multiple times. Select a new spell casting class for each additional selection of this ability, however each time the effective caster level of the selected class is reduced. Second selection is 1/3 of their HD, third selection is 1/4 of their HD, fourth selection is 1/5 of their HD. You cannot select the same spellcaster type more than once.

Trained Combatant: Homunculi with this ability gain weapon training and count their HD as fighter levels for determining bonus feats. Of which they gain a bonus combat feat for every 3 HD. Also they gain proficiency in all martial weapons.

Life Discovery

Aegis Elixir: Creates an elixir that grants the imbiber a sacred bonus to AC equal to the alchemist's intelligence modifier for 1 day.

Animus Bomb: Creates a bomb that when burst invokes an animate dead spell on all creatures within splash range, however these creatures are not considered to be undead, but constructs, and there is no limit to the HD that can be animated with this bomb, but each creature comes alive with 1/2 of their original Hit Die. These constructs crumble slowly, losing 1 HD per round until 0, at which point they cannot be resurrected by any means.

Armor of Unbirthing: Allows the life forger to inhabit their homunculi as a living suit of armor, while inside only the host OR life forger may act on the life forger's initiative. Any damage dealt to the life forger while inside their homunculus is subtracted from the HP of the homunculus before harming the life forger regardless of whether the host or life forger are in control.

Cradle of Origin: The life forger gains the constructed (ex) trait.

Fleshrune: Permanently grants one creature the effects of one of your prepared alchemical extracts with a duration greater than 1 round per level and abilities that are active until discharged also do not apply. Only one rune can be active on any life form. However the homunculus can have up to three. Hostile targets must be stunned, paralyzed, asleep or unconscious in order to give them a fleshrune. The fleshrune can only be removed with a Heal check whose result is equal to twice the life forger's total alchemist levels. Extracts with a target of personal can only be fleshruned onto the alchemist or his homunculi granted by the Life Forger class.

The following extracts can be flesh-runed:

First - Ant Haul, Blend, Blurred Movement, Bouncy Body, Comprehend Languages, Detect Metal, Detect Secret Doors, Detect Undead, Disgusie Self, Endure Elements, Enlarge Person, Expeditious Retreat, Firebelly, Heightened Awareness, Jump, Keen Senses, Linebreaker, Long Arm, Longshot, Monkey Fish, Negate Aroma, Phantom Blood, Reduce Person, See Alignment, Shield, Stone Fist, Touch of the Sea, Vocal Alteration, Youthful Appearance.

Second - Acute Senses, Adhesive Blood, Air Step, Animal Aspect, Barkskin, Bear's Endurance, Bestow Weapon Proficiency, Blood Armor, Blur, Bullet Shield, Bull's Strength, Cat's Grace, Certain Grip, Darkvision, Detect Thoughts, Eagle's Splendor, Enshroud Thoughts, Extreme Flexibility, Fox's Cunning, Ghostly Disguise, Imbue With Addiction, Ironskin, Owl's Wisdom, Percieve Cues, Protection from Arrows, Resist Energy, Scale Spikes, Spider Climb, Undetectable Alignment.

Third - Adjustable Disguise, Age Resistance, Lesser, Air Breathing, Animal Aspect, Greater, Arcane Sight, Aura Sight, Beast Shape I, Bloodhound, Blood Scent, Burrow, Countless Eyes, Elemental Aura, Fly, Gaseous Form, Heroism, Monsterous Physique I, Nondetection, Orchid's Drop, Resinous Skin, Detect Thoughts, Tongues, Undead Anatomy I, Water Breathing.

Fourth - Adjustable Polymorph, Age Resistance, Air Walk, Beast Shape II, Greater Darkvision, Discern Lies, Echolocation, Elemental Body I, Eyes of the Void, Fluid Form, Freedom of Movement, Miasmic Form, Monsterous Physique II, Rubberskin, Scale Spikes, Greater, Scorching Ash Form, Spell Immunity.

Fifth - Greater Age Resistance, Beast Shape III, Elemental Body II, Monsterous Physique III, Overland Flight, Planar Adaptiation, Plant Shape I, Polymorph, Spell Resistance, Undead Anatomy II.

Sixth - Beast Shape IV, Elemental Body III, Form of the Dragon I, Giant Form I, Monsterous Physique IV, Plant Shape II, Transformation, True Seeing, Undead Anatomy III.

Heavenlight Elixir: The life forger creates a potion and drinks it that permanently gleans their blood an eerie glow that is so strong that it shines through the life forger's very flesh creating flourescent streaks in place of their veins. This acts as a permanent light source, though it can be dimmed slightly at will should the life forger not wish to be seen. The life forger becomes unaffected by any kind of darkness or fog spell permanently after drinking this elixir.

Organic Equipment: When this elixir is poured onto a piece of equipment its hardness is permanently reduced by 5 but from then on restores 1/20th of its hit points per round. This can be applied to constructs at the cost of any DR they might have but not to other creature types. Even creatures with the constructed (ex) ability are not affected by this elixir.

Regeneris: The life forger permanently gains fast healing 15.

Remora Bomb: Creatures struck by a remora bomb must make a fortitude save or be polymorphed into an ooze of their relative CR. Creatures immune to polymorph are immune to this bomb.

Spontaneous Rebirthing: If the life forger is ever slain by hit point damage, he is reincarnated as a creature of his original type and retains all his abilities 24d6 hours later unless his remains are burned or a wish or decompose corpse spell is cast on him after dying.

Potent Medicine: At 5th level, any cure extract used by the life forger is maximized and empowered.

Dissolution: At 7th level, the life forger can as a standard action dissolve into a liquid form. This is similar to a gaseous form spell except that the life forger does not become incorporeal and does not lose the ability to make physical attacks. Dissolved life forgers are immune to slashing, piercing and bludgeoning damage except by weapons who have a +4 enhancement or better. However they take double damage from electrical sources and lose all immunity and resistance to electricity while in this form as well as spell resistance.

This form can be taken a number of times per day equal to the life forger's level and lasts until they reform, reforming takes a full-round action.

Foreign objects cannot be manipulated in this liquid form unless they were being held by the life forger at the time of dissolving.

Dissolved life forgers gain a +30 circumstance bonus to escape artist checks.

Life Forgers cannot reform unless there is adequate space to do so, as it is a slow process.

Final Form: At 10th level, the homunculi gains its final form. Its size category is increased by 1.

Plant: Plant homunculi gain eight tentacles as per the tentacle evolution, gain DR 15/-, and a climb speed of 100 feet per round.

Humanoid: Humanoid homunculi gain one of the following abilities:


 * Magnetism: as telekinesis except only affects self, constantly in effect.


 * Mega Blow: weapon damage with manufactured weapons is considered to be two size categories larger for the respective weapon and gain 2x the homunculi's strength.


 * Pyrokinesis: the homunculi gains control over flames and can manipulate them as an immediate action such as reaiming fireballs, also he can cause an explosion with a standard action in a radius of 5' to 30' any creatures caught in the explosion take 30d6 damage split equally amongst them, Reflex halves. The DC for this increases by +1 for every 5 feet smaller the focus area is. (ex: 30' = +0; 25' = +1; 20' = +2... etc.)

Undead: Undead homunculi gain an armor of bone granting them a natural AC bonus equal to their HD; undead in their final form have an aura of despair in 20' decreasing saving throws by -4. And an aura of pain that inflicts 1d6 non-lethal damage each time a creature ends their turn within 20' of the undead homunculi. These are selective and only affect those who the life forger chooses.





Venomancer
The venomancer is a specialist in the arts of poison, their goal is to create the ultimate poison bomb, their poison is so potent it can often even effect creatures who are immune to such things and to fatal efficiency.

Requirement: 20 or more total hit dice, one of which must be an alchemist or alchemist archetype level,

Alternate Class Features: If the venomancer does not meet the requirements for one of the below abilities for the advanced alchemist class due to an archetype replacing or altering it, he may instead choose to take a bonus iron creation feat, +1 to base fortitude saves, or +1 bomb dc, or +1 to poison damage.

Venomancer levels count as alchemist levels for class skills and skill ranks per level, as well as any feats that require alchemist levels. With the exception of discoveries.

Hit Dice: D8 Bio Bomb: The venomancer's specialty is a bomb of utter poison. This allows them to create a poison bomb that inflicts 1d4 damage to three different ability scores of the alchemist's choice. This choice must be made each day when the alchemist prepares his bombs. The DC for this is the same as the bomb dc for the alchemist. A fortitude save halves this damage. This is a poison effect. This has a duration of 1 round per venomancer level. An additonal point of damage is dealt to the selected ability scores every round after the initial damage, unless a save is made. If a save is made on the concurrent rounds, it no longer takes additional damage each round but keeps whatever damage it had until the duration expires. After the duration of the bomb is up the target becomes exhausted (will negates), but all ability damage is cured. This bomb does not inflict splash damage however it affects all creatures within a 10 foot radius. (precise bombs can avoid allies).

Bio Mastery: At 1st level, the venomancer has refined his study of poisons and venoms to a point that he can no longer be poisoned except by mythic means. Additionally, the bio bomb and extinction bomb can now affect creatures who are immune to poison, treating whatever immunity they have to poison as a +4 bonus to saves instead.

At 4th level, any constitution damage dealt by the venomancer affects the charisma of creatures without constitution scores instead (however this does not stack with bio bombs dealing charisma damage as well, and only the largest damage is dealt per bomb.); and bombs dealing strength damage instead deal dexterity damage to creatures without strength scores, (however this does not stack with bio bombs dealing dexterity damage as well, and only the largest damage is dealt per bomb.)

At 8th level the venomancer's bio bombs deal 1d6 ability damage instead of 1d4 ability damage.

Bio Bomb Upgrade: At 2nd, 4th, 6th, 8th and 10th level, the venomancer selects one of the following upgrades for her bomb, each upgrade can only be selected once unless otherwise stated.

Biting Venom: In addition to the ability damage dealt, if the save is failed, the target takes an equal amount* of piercing damage and becomes staggered.

Burning Venom: In addition to the ability damage dealth, if the save is failed, the target takes an equal amount of fire damage to the total amount of ability damage* dealth per round.

Dissolving Venom: The target loses Natural AC equal to the result of the damage dice.

Hybrid Mixture: The DC for the venomancer's bio bomb is increased by +2. This upgrade can be taken more than once.

Iritating Venom: Each round the target affected by the bio bomb must make a will save (DC=15+total bomb damage*) or lose their standard action.

Kaiser Mixture: Increases the damage dice of the Bio Bomb from D4 to D6, or if over 8th level, D6 to D8.

Lingering Torture: The duration of the bio bomb increases by 2 rounds. This upgrade can be taken more than once.

Mental Debilitation: If Intelligence, Wisdom, or Charisma are selected for the bio bomb's ability damage, the target loses an equal amount of spells per day as the amount of damage to their primary casting stat. For instance if they take 3 wisdom damage, a cleric or druid would lose 3 spell slots. The level of these spell slots is random, determined by a d10-1 roll. If the result was a 6 they would lose 3 6th level spell slots, if they only had two remaining spell slots for that level the additional one is carried over to the next lowest level spell slot they have.

Myconic Venom: Upon expiration of the duration of the bomb, if the target failed all saving throws for the full duration of the bomb, or died before the duration of the bomb expired a mushroom plant creature of equal HD springs out from their corpse.

''Nox Delirium: The bio bomb also induces a penalty to all will saves equal to the result of the damage dice.

Nox Fragilitas'': The bio bomb also induces a penalty to all fortitude saves equal to the result of the damage dice.

Nox Tardus: The bio bomb also induces a penalty to all reflex saves equal to the result of the damage dice.

Noxious Cloud: Increases the range of the bomb by 5 feet. This upgrade can be taken more than once.

Omnivenom: An additional ability score can be selected each day when the bombs are made for a total of four ability scores.

Psychosight Venom: While affected by the bio bomb a creature must make a will save on initial damage or be confused for the duration of the bio bomb.

Skinscouring Venom: The bio bomb inflicts bleed damage equal to the total damage dealt* by the bomb each turn. Double and bleed damage contributed by Charisma damage dealt by the bomb.

Variable Formulae: In addition to the normal choices for the bio bomb, (Str, Dex, Con, Int, Wis, Cha) the venomancer can also select Base Attack, Movement Speed (multiplied by 5), Armor Class, Damage Reduction (multiplied by 5), Spell Resistance (multiplied by 5) or Attack Damage.

Arc Calculation: At 3rd level, the venomancer has mastered the art of bomb throwing, increasing their range increment by their venomancer level plus their Intelligence Modifier.

Gift of Death: At 4th level, the venomancer may apply the poison used for their Bio Bomb, and all of it's upgrades to a melee weapon or a single piece of ammunition. Applying this poison is a standard action and can only be discharged once before it must be applied again.

Extinction Bomb: At 5th level, the venomancer can create an extinction bomb. When creating an extinction bomb, the alchemist must choose a creature type. He then sets to work on creating a formula for a poison that is deadly to the creature type selected. This bomb causes 1d10 force damage per alchemist level to the target creature struck by it providing the bomb was designed with their creature type in mind. Splash damage also only damages such creatures. Whenever an extinction bomb is used the affected squares have a lingering mist of magical particles for 1d6 rounds.

Only one Extinction bomb can be used per round, as the effects are catastrophic and could damage the very fabrics of reality, an extinction bomb exploding in squares with magical particles created by another extinction bomb has a 5% chance per square to tear open a rift into the chaotic forces of the 99 layers of asura omni, the layer damaged by the bomb is randomly selected with a d100. Depending on the layer damage any number of chaotic creatures could pour through the newly opened rift. This rift remains open for 1d4 rounds, and if a rift is opened the squares are effected by a permanent dead magic zone in those squares.

Extinction Bomb Upgrade: At 7th and 9th level the venomancer may select one of the following upgrades for the extinction bomb.

Annihilation Formula: The extinction bomb's force damage is maximized, but a reflex save can be made to avoid non-splash damage.

Black Fire: Creatures in range of the extinction bomb, even creatures who don't share a creature type with the bomb's target, take 1d8 fire damage per two alchemist levels in addition to the force damage.

Burst of Damnation: Creatures struck by an extinction bomb targeting their creature type must make a fortitude save (dc=15+total alchemist level) or die. This is a poison effect.

Forbiddance: Creatures who enter the magical particle zone of an extinction bomb targeting their creature type must make a fortitude save or become nauseated.

Radiant Extinction: Doubles the range of magical particles caused by an extinction bomb, any creature regardless of type in range of these particles upon impact are treated as if glitterdust had been cast. Creatures who share the type with the target creature type of the extinction bomb get no save.

Specialized Concoction: In addition to a creature type, select a subtype. Creatures of both type and subtype selected at the time of creating the extinction bomb, are more susceptible to the extinction bomb, any saves are made at a -10 penalty, and the crit multiplier of the extinction bomb against these creatures is x4.

Venom Grafting: At 7th level, the venomancer may spend 1 hour to augment a creatures natural attacks. The creature gains a poison effect with the same save and damage as the bio bomb on their natural attack permanently. However it can only effect one ability score (or extended stat with the variable formulae upgrade). This poison effect does not bypass immunity unless it is grafted onto the venomancer himself. Alchemist discoveries effect this poison as though it were one of the alchemist's poisons however (such as celestial poison).

Nox Ultimus: At 10th level, the venomancer may select one ability score (or extended stat with variable formulae), whenever one of his bombs or other poisons affect this stat, he adds his Intelligence Modifier to the damage.

*Any ability that calls on the equal amount of damage dealt by the bomb is calculated as such, if the bomb deals 3 strength 3 dex 3 con it would be a total of 9.

Mediator
'The mediator follows the path of life in which those believe that the pen and spoken word are mightier than any weapon. They know that words and contracts have fell kingdoms that even armies of armed men have failed to take and through this knowledge and the vast skill they have in conversation, they are a formidable foe.'

Requirements: 20 or more total hit die, at least one of which must be a bard or bard archetype level.

Alternate Class Features: If the mediator does not meet the requirements for one of the below abilities for the advanced bard class due to an archetype replacing or altering it, he may instead choose to take a bonus general feat or masterpiece feat, +1 to your base wisdom score, or +1 to you base charisma score; (no more than five of each selection may be chosen.)

Mediator levels count as bard levels for class skills and skill ranks per level, as well as any feats that require bard levels. However it does not count towards the class features of bards. (such as bolstering inspire courage).

Hit Dice: D6

Improved Inspire Courage: The bonuses granted by inspire courage are increased by 1 per four mediator levels (max +2). Additionally, upon starting the performance, the mediator may grant all who are affected with moment of greatness as per the spell as a free action up to 3 times per day. Mediator's without the inspire courage feature take an alternate class feature (listed above) instead.

This alters inspire courage.

Cutting Tongue: At 2nd level, once per round, the mediator may replace a single attack roll or confirmation roll that he makes with a bluff, diplomacy, or intimidate check. On a critical hit, by expending two bardic rounds, he may add his skill ranks in one of the above skills to the total damage after critical damage multiplication as sonic damage. The bard may use versatile performance in place of any of the above skills as well. Mediators without the versatile performance feature take an alternate class feature (listed above) instead.

This alters versatile performance.

Inspire Acuity: A mediator of 3rd level or higher can use his bardic performance to help his allies' spellcasting. The allies must be within 30 feet and able to see and hear the mediator. The allies gets a +1 competence bonus to their spell's DCs as long as they continues to hear the mediator’s performance. This bonus increases by +2 for every three mediator levels the character has attained beyond 3rd (+2 at 6th, +3 at 9th). Additionally this bonus is applied to any spellcaster checks made to overcome spell resistance.

Defining Inferrence: After 4th level, whenever a mediator makes a knowledge check to identify a creature, they may also learn an additional fact about it other than vulerabilities and defenses. When making a knowledge check to identify a creature they may select one of the following additional facts to reveal: Saving Throws Bonuses, Ability Scores, Hit Points, Feats or Special Abilities. Mediator's without the bardic knowledge feature take an alternate class feature (listed above) instead.

This alters bardic knowledge.

Persuasive Demeanor: At 5th level, the mediator gains a +8 misc. bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks (even those imitated via versatile performance)

Stoicism: At 6th level, the mediator applies his Charisma modifier to his Fortitude saves in place of his Constitution Modifier.

Ill Counsel: At 7th level, when the mediator uses his suggestion or mass suggestion class features, he may ask the targeted creatures to do an obviously harmful act without negating the effect of the spell, however, in such a case, the creature is allowed to make a second will save with a bonus equal to it's Intelligence or Wisdom modifier (whichever is higher) to resist, on a successful save, the suggestion is negated. Mediator's without the suggestion OR mass suggestion feature take an alternate class feature (listed above) instead.

This alters suggestion and mass suggestion.

Shield of Words: At 8th level, the mediator adds his Charisma modifier to his Armor Class as an insight bonus.

Tongue of Origin: At 9th level, a mediator may use mind-affecting effects against oozes, plants, vermin and undead as if they weren't immune. However, creatures of these types get a +4 bonus on the saving throws against these effects.

Conniving Conversion: At 10th level, the mediator may spend three consecutive full-round actions to perform for a target creature, as long as both the creature and the mediator are unaffected by harmful effects for the duration, the creature must make a will save with a +10 bonus against the mediator's diplomacy check, or permanently become a follower of the mediator as if they had the leadership feat.

Creatures whose hit die exceed 1/2 of the mediator's total hit die instead treated as if they had been charmed with a dominate monster spell after two consecutive rounds of performing, making a will save vs the DC of the mediator's fourth level spells instead of their diplomacy check, albeit without the +10 bonus.

Creatures whose hit die exceed 3/4 of the mediator's total hit die are instead affected by charm monster after one full-round of performing saving instead against the mediator's DC for first level spells, albeit without the +10 bonus.

If the mediator harms the follower or charmed creature in any way, or if an known ally of the mediator does the same, the effect is immediately dispelled.

This is a Mind-Affecting effect.

Minstrel
'The minstrel uses performances unheard of in mortal pubs and stages, it is said that they learned their performances from the gods of music themselves. Minstrels have the uncanny ability to affect friend and foe with unheard of powers and afflictions.'

Requirements: 20 or more total hit die, at least one of which must be a bard or bard archetype level.

Alternate Class Features: If the mediator does not meet the requirements for one of the below abilities for the advanced bard class due to an archetype replacing or altering it, he may instead choose to take a bonus general feat or masterpiece feat, +1 to your base wisdom score, or +1 to you base charisma score; (no more than five of each selection may be chosen.)

Mediator levels count as bard levels for class skills and skill ranks per level, as well as any feats that require bard levels. However it does not count towards the class features of bards. (such as bolstering inspire courage), with the exception of improved and greater inspire courage.

Hit Dice: D8

Improved Inspire Courage: The bonuses granted by inspire courage are increased by 1 per four minstrel levels (max +2). Additionally, upon starting the performance. Minstrel's without the inspire courage feature take an alternate class feature (listed above) instead.

This alters inspire courage.

Retort of Irrelevance: As a standard action, the minstrel may make a performance check to insult someone into irrelevancy, effectively make it so that they are treated as if they do not have a charisma score. This interferes with Charisma-based casting, skill checks, feats that require charisma are treated as if they are not active, cohorts ignore the orders of their master for the duration as well and become treated as neutral NPCs (controlled by the GM), charisma-based bonuses from class features, and other similar charisma-based things such as an undead's bonus to hit die and fortitude saves.) The duration of this is is equal to a number of rounds equal to the character's inspire courage bonus (+1 = 1 rd, +2 = 2 rd, +3 = 3 rd, +4 = 4 rd, etc)

An opposed charisma check can be made at the time of the performance to negate this.

Song of Mastery: As a standard action, upon reaching 3rd level, the minstrel may use his bardic performance to inspire his allies in such a way they they recieve a bonus equivalent to his inspire courage bonus to their DC for special abilities and activated feats. (stunning fist, channel energy, etc). The recipients must be able to hear and see the minstrel in order to recieve this bonus.

Molto Forte: At 4th level, the range on all of the minstrels bardic performances are increased by 30 feet.

Greater Inspire Courage: At 5th level, the Minstrel's inspire courage feature becomes bolstered even further, instead of gaining a +1 bonus for ever four minstrel levels, they instead gain a +1 bonus for ever three minstrel levels. (max +4). If the minstrel does not have access to the inspire courage performance, take an alternative class feature (listed above) instead.

This ability alters improved inspire courage.

Dirge of Revision: As a standard action, at 6th level, the minstrel may do a bardic performance that alters the very genetic structure of the targeted enemy. This acts as the baleful polymorph spell at the cost of two bardic rounds. The DC for this is equal to (1/2 the bard's level + their minstrel level + their charisma modifier). The targeted creature must be able to hear, but not see the minstrel, but the minstrel must be able to see the target. Creatures who are immune to polymorph are immune to this ability.

Bestill My Heart: Starting at 7th level, once per combat round, the minstrel may make a performance check at the cost of one bardic performance round as an immediate action, to replace the result of a saving throw, or the AC and CMD of himself or an ally within 30 feet, with the result of the performance check. This effect only lasts against a single spell or attack.

The creature casting the spell or making the attack must be able to hear and see the minstrel, otherwise they are not affected. A successful will save allows the creature to continue through with his attack ignoring the altered saving throw instead going through with the original target's saving throw, AC and CMD, though with a +4 bonus.

Dirge of Madness and Strife: Starting at 8th level, the minstrel may use his bardic performance to inflict the following conditions on all enemies who can hear and see the minstrel within 30-feet: shaken, confused and fatigued. As long as this performance is maintained the conditions persist, though a will save may be made (1/2 the bard's level + their minstrel level + their charisma modifier) to be unaffected by this performance as long as it is maintained. If the performance is ended, and restarted, a new will save must be made. Dirge of Madness and Strife is so dissonant that no other performance can be heard within 30 feet of the minstrel while this is being maintained.

This is a mind-affecting effect.

Song of Epiphany: Starting at 9th level, the minstrel may use his bardic performance to grant all allies within 30 feet the benefits of ''paragon surge. ''As long as the performance is maintained, the affected allies may, as a swift action, change the feat or spell they are granted for the round. All allies must be able to both hear and see the minstrel to be affected by this.

Grand Finale: At 10th level, the minstrel may end any performance as a standard action and either heal or harm a single target with a number of d10's equal to his charisma modifier + the amount of bardic rounds he has expended for any single performance he has been performing, if he has been performing more than one performance with the help of spells like shadow bard or he may also end those performances, adding a numer of d10's equal to the amount of bardic rounds he has expended on that performance thus far. There is no saving throw for this ability when used offensively. This is a sonic effect.

Furious Firstborn
The furious firstborn is a bloodrager who has strengthened his ties to specific roots from which they sprung.

Requirements: 20 or more total hit die, at least one of which must be a bloodrager or bloodrager archetype level.

Alternate Class Features: If the furious firstborn does not meet the requirements for one of the below abilities for the advanced bloodrager class due to an archetype replacing or altering it, he may instead choose to take a bonus combat feat, +1 to attack and damage rolls, or +1 rounds of bloodrage; (no more than five of each selection may be chosen.)

Furious Firstborn levels count as Bloodrager levels for skill ranks, class skills, class features and feats that require bloodrager levels. (however it does not count towards bloodline bonus spells, spells per day based on level, and spells known based on level.)

Hit Dice: D12

Firstborn Heritage: The furious firstborn selects an Advanced Bloodline based off of his original bloodline at 1st level. These bloodlines don't grant feats or spells, but grant powerful abilities as you increase in levels.

This alters bloodline.

Firstborn Power: The furious firstborn gains a number of powers as he advances starting at 2nd level, and every other level thereafter. He may, if he chooses, select an alternate class feature in place of one of these powers at each given level.

Blood Communication: At 3rd level, the furious firstborn gains the ability to telepathically communicate to any creature within 100 feet that shares his blood. For instance, a draconic bloodrager can telepathically speak to dragons and dragon-kind, even if they have an intelligence score less than 3. Creatures without intelligence scores can understand simple thoughts and gestures but cannot speak back to you.

Supreme Bloodrage: At 5th level, the furious firstborn gains the ability to cast a second spell upon themselves as a free action when entering a bloodrage.

This alters bloodrage, greater bloodrage, and mighty bloodrage.

Blood Invasion: At 7th level, the furious firstborn gains the ability to 'taint' creatures that they attack with their blood while bloodraging. Each blood invasion ability is listed in its respective firstborn heritage bloodline. Creatures immune to poison are immune to this ability unless otherwise noted.

Blood Bond: At 9th level, the furious firstborn gains the ability to call an animal companion detailed in their respective firstborn heritage bloodline. For the purposes of this creatures advancement, the bloodrager's druid level is treated as his bloodrager level -8.

Primal Bloodmage
The primal bloodmage taps into their blood to pull all the magic from it that they possibly can straining their very bodies as they sunder what arcane energy they can pull from their body.

Requirements: 20 or more total hit die, at least one of which must be a bloodrager or bloodrager archetype level.

Alternate Class Features: If the primal bloodmage does not meet the requirements for one of the below abilities for the advanced bloodrager class due to an archetype replacing or altering it, he may instead choose to take +1 to AC (dodge), +1 to caster level or a metamagic feat as a bonus feat.

Primal Bloodmage levels count as Bloodrager levels for skill ranks, class skills class features and feats that require bloodrager levels however it does not count towards the bloodrager's damage reduction feature or the bloodrager's known spells per level (as the Primal Bloodmage has its own list of known spell progression).

Hit Dice: D8 Bolstered Magic: The caster level of the primal bloodmage equals his total bloodrager level -2 rather than -3. Additionally, the bloodrager can select and learn additional spells as he gains primal bloodmage levels from the Sorcerer/Wizard spell list.

Pure Blood Power: At 2nd, level the primal bloodmage may select a 1st or 3rd level power from the Sorcerer Bloodline most similarly associated with their own bloodline. However they cannot select wildblooded variants of these bloodlines.

At 5th level, they gain the 3rd or 9th level bloodline power of the bloodline they selected at 2nd.

At 8th level, they gain the 9th or 15th level bloodline power of the bloodone they selected at 2nd.

Sorcery At 3rd level, the primal bloodmage gains an arcane reservoir: They gain an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The primal bloodmage's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the primal bloodmage's level. Each day, when resting for 8 hours, the arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her primal bloodmage level. Any points she had from the previous day are lost.

Points from the arcane reservoir are used to fuel many of the primal bloodmage's powers. In addition, the primal bloodmage can expend 1 point from her arcane reservoir as a free action whenever she casts an sorcerer spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Additionally at 3rd, 6th, and 9th level, the primal bloodmage can select an arcanist exploit from the arcanist class page. When using this arcanist exploit she treats her arcanist level as her primal bloodmage level, and anything that calls for her Intelligence score uses her Charisma score instead.

The primal bloodmage may, instead of gaining these sorcery abilities, may select an alternative class feature (listed above) instead.

Mongrel Casting Starting at 4th level, the primal bloodmage gains the ability to learn spells of level 5 and higher as listed on Table: Primal Bloodmage; However, since their spells per day are based on bloodrager levels, they do not have the ability to cast them. This ability allows them to instead, combine a number of lower level slots of spells per day to cast higher level spells. For instance, a bloodrager may cast a level 6 spell by expending two level 3 slots, or a level 4 spell by expending a level 1 and level 3 slot, and so forth.

Additionally, the primal bloodmage may, expend 1d8 hp per spell level to cast a spell, however spells cast this way are cast at a caster level equal to 1/3 of the primal bloodmage's total bloodrager levels rounded down. Hp cannot be expended to pay for spells cast with an increased spell slot due to meta-magic feats.

Blood Form At 7th level, the primal bloodmage may take the form of a flowing cloud of blood, while in this form she is counted as two size categories smaller for the purposes of using acrobatics to squeeze, additionally, she gains immunity to non-magical weapons and attacks and immunity to critical hits and sneak attacks, however in this form she cannot make melee attacks - except for melee touch based attack rolls for spells - but uses her full HD for her caster level. This form consumes rounds of bloodrage for each round it is active.

Blood Embodiment At 10th level, the bloodrager gains great power from their bloodline. Dual-Blooded bloodragers must choose one of their two bloodlines in order to get this power.

Aberrant Primal Bloodmages of the aberrant bloodline have all their spells treated as if they are cast with the Reach Spell metamagic feat. Additionally, they become immune to flanking, and gain +4 to their base dexterity.

Aberrant Bloodmages become the Aberrant creature type and gain their class skills.

Abyssal Primal Bloodmages of the abyssal bloodline summon an additional 1 creature of the selected type by adding +1 to the description of the number of summons summoned by summon monster spells. They gain +4 to their intelligence score,

Abyssal Bloodmages become Outsiders and gain dark vision 60ft, Have their Hit Die for Primal Bloodmage replaced with D10s and gains the evil subtype and gain DR 10/good

Arcane Primal Bloodmages of the arcane bloodline gain a +4 to their charisma score, and an aura that grants them and all allies within 10' a +8 bonus to concentration checks. Force spells cast by the Primal Bloodmage have their caster level increased by 4, this bypasses any maximum abilities based on caster level. (for instance, this allows you to shoot 10 magic missiles instead of 9). Additionally you gain +4 to all saves against spells and spell-like abilities.

Celestial Primal Bloodmages of the celestial bloodline gain a +4 on their wisdom score and gain the cure light, moderate, serious and critical wound spells as bonus spells. Additionally they can detect thoughts against a will save on a creature who is not immune to mind-affecting effects. A will save negates this but does not make them aware, though if they successfully save they cannot be affected by this for 24 hours, mindless creatures, have no thoughts, so are immune to this ability as well.

Primal Bloodmages become Outsiders and gain dark vision 60ft, have their Hit Dice from Primal Bloodmage replaced with D10s and gain DR 10/evil

Destined Primal Bloodmages of the Destined Bloodline gain the destiny realized bloodline power of the sorcerer's destined bloodline.

Draconic Primal Bloodmages of the Draconic Bloodline become Dragon creature types, and gain all the abilities of dragon's of their color up to young adult. Their HD for Primal Bloodmage are replaced with D12s.

For instance a black dragon primal bloodmage gains the following abilities, immunity to acid, water breathing, swamp stride, speak with reptiles, darkness spell like ability at will, spell resistance 9+HD and DR 5/magic.

Elemental Primal Bloodmages of the Elemental Bloodline become outsiders and have their Primal Bloodmage dice replaced by d10s, and now, whenever they enter a bloodrage, they automatically gain the effects of elemental body III without expending spell slots and can cast another spell in place with their bloodrage ability.

Fey Primal Bloodmages of the fey bloodline sprout a pair of fairy wings even while not bloodraging, and gain a fly speed of 60ft with good maneuverability, additionally they gain the following as spell-like abilities that can be each used 3/day: entangle, hideous laughter, deep slumber, poison, tree glide and mislead.

Undead Primal Bloodmages of the undead bloodline gain a 20ft aura of fear while bloodraging, additionally, upon entering bloodrage, all corpses within 20 feet are treated as if create undead had been cast upon them for as long as the primal bloodmage remains enraged, regardless of the time of day.

Unrelenting Marauder
The unrelenting marauder is just that, a combatant that refuses to lighten his assault on his chosen target, this advanced fighter class is well focused on the discipline of melee combat, though specializes in dealing on the offensive.

Requirements: 20 or more total hit die, at least one of which must be a fighter or fighter archetype level.

Alternate Class Features: If the unrelenting marauder does not meet the requirements for one of the below abilities for the advanced fighter class due to an archetype replacing or altering it, he may instead choose to take a bonus combat feat, +1 to attack and damage rolls, or +2 to CMB and CMD; (no more than five of each selection may be chosen.)

Unrelenting Marauder levels count as  Fighter levels for skill ranks, class skills and feats that require fighter levels. (such as greater weapon focus) However it does not count towards the class features of fighters. (such as Bravery's bonus increasing every two fighter levels.)

Hit Dice: D10

Greater Weapon Training: All bonuses granted by the character's weapon training class feature are increased by 1/2 of your total unrelenting marauder levels.

This alters weapon training.

Overwhelming Critical: When using a weapon the character has Greater Weapon Specialization in, he or she deals an extra 1d6 points of bonus damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d6 points of damage instead, and if the multiplier is x4, add +3d6 points of bonus damage instead. Creatures immune to critical hits can't be affected by this ability. If the character does not have the Greater Weapon Specialization feat, take an alternate class feature (listed above) instead.

Freestyle: At 3rd, 6th, and 9th level in unrelenting marauder, the character may select a style feat as a bonus feat. He must however, meet the requirements for the style feat. Upon attaining 3rd level, the unrelenting marauder also gains the improved unarmed strike feat as a bonus feat.

Quickened Cleave: A character with this ability may use great cleave as a swift action. If the character does not have the Great Cleave feat, take an alternate class feature (listed above) instead.

Block Attack: Once per round, when the character is hit by a melee or ranged attack, it can attempt a melee attack using his highest attack bonus. If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as if the attack had missed).

Ki Swarm: As a full-round action. The character may strike a creature at his highest base attack bonus at each opponent within 30 feet. Characters with a ranged weapon may fire at each opponent within 60 feet.

Devastating Critical: When a character scores a critical hit with a weapon they have greater weapon specialization in, the target must make a Fortitude save (DC 10+1/2 character level + character's Strength Modifier) or die instantly. (Creatures immune to critical hits can't be affected by this ability.) If the character does not have the Greater Weapon Specialization feat, take an alternate class feature (listed above) instead.

This ability alters Overwhelming Critical.

Heavy Slash: When vital striking with a weapon that the character has Greater Weapon Specialization in, he may treat his weapon as if it were one size category larger without taking a penalty to attack. If the character does not have the Greater Weapon Specialization and Vital Strike feats, take an alternate class feature (listed above) instead. 

Vehement Commander
'The vehement commander is a mobile warrior with utter control over all circumstances upon the battle-field. They can control the position of their enemies as if they were in their very minds dominating them. Playing the battle-field like a game of chess the vehement commander is a masterful tactician in combat.'

Requirements: 20 or more total hit die, at least one of which must be a fighter or fighter archetype level.

Alternate Class Features: If the vehement commander does not meet the requirements for one of the below abilities for the advanced fighter class due to an archetype replacing or altering it, he may instead choose to take a bonus command, +10 ft. to  movement speed, or +2 to CMB and CMD; (no more than five of each selection may be chosen.)

Vehement Commander levels count as Fighter levels for skill ranks, class skills and feats that require fighter levels. (such as greater weapon focus) However it does not count towards the class features of fighters with the exception of armor training. (such as Bravery's bonus increasing every two fighter levels.)

Hit Dice: D10 Greater Armor Training: At 1st level, a vehement commander no longer suffers from armor check penalties unless on rough terrain, or when swimming. When swimming the check penalty is not doubled. Additionally if the vehement commander has the Armor Training feature, the vehement commander's levels count as fighter levels when determining the benefits of an increased max dexterity bonus (this increased maximum dexterity bonus does not apply to the living example beyond what is allowed by the vehement commander's base fighter levels. If the vehement commander does not have access to the armor training feature, he may take an alternate class feature (listed above) instead. Or keep this feature for it's primary effect.

Command: At 2nd level, and every two levels thereafter, the vehement commander chooses one command to learn. These commands can be issued as a swift action. Each time the vehement commander learns one of these commands, his command bonus is increased by +1 to a maximum of +4 at 10th level. All bonuses granted by the Command feature are insight bonuses unless otherwise noted.

Battle Magic: One ally gains a bonus on caster level checks and concentration checks equal to the vehement commander's command bonus.

Inspire Hardiness: Allies gain DR/— equal to twice the vehement commander's command bonus.

Inspired Tactics: Allies apply the vehement commander's command bonus on critical hit confirmation rolls, on combat maneuver checks, and as a dodge bonus to AC against any attacks of opportunity provoked by combat maneuvers.

Keep Your Heads: Allies apply the vehement commander's command bonus on Will saves and concentration checks.

None Shall Fall: A number of allies equal to the vehement commander's command bonus heal 1d6 points of damage. Targeted allies who are poisoned may attempt a new poison saving throw with a bonus equal to the vehement commander's command bonus; a failed save has no additional effect, but a successful save counts toward curing the poison. This healing is not positive energy and can heal undead creatures.

Pincer Maneuver: Allies apply the vehement commander's command bonus to attack and damage rolls when flanking and as a dodge bonus to AC against attacks of opportunity provoked by movement (including standing from prone).

Rally: Allies affected by a fear effect may attempt a new saving throw against each fear effect on them; this new save has a bonus equal to thevehement commander's command bonus.

Reveille: Allies affected by exhaustion, fatigue, or sleep effects may attempt a new saving throw against each such effect; this new save has a bonus equal to the vehement commander's  command bonus. Allies who are sleeping normally automatically awaken when this ability is used.

Scatter: A number of allies equal to the vehement commander's command bonus gain the benefits of the Wind Stance feat.

Shake It Off: One ally subject to an ongoing condition may attempt a new saving throw to negate the effects with a bonus equal to the vehement commander's command bonus. This ability does not help against instantaneous effects, effects that require recurring saving throws to avoid additional penalties (such as diseases and poisons), or effects that do not allow a saving throw.

Sound the Charge: Allies apply the vehement commander's command bonus to attack and damage rolls. Charging allies increase their speed by 5 feet times the vehement commander's command bonus.

Sound the Retreat: Allies gain the benefit of the Lightning Stance feat. The vehement commander must have the scatter ability to select this ability.

Stand Firm: Allies apply the vehement commander's command bonus to CMD and on Fortitude saves.

Teamwork: Allies add the vehement commander's command bonus on skill checks or attack rolls made when using the aid another action, and if successful, the assisted ally increases the aid another bonus by an amount equal to the vehement commander's command bonus.

Tuck and Roll: Allies apply the vehement commander's command bonus on Reflex saves and Acrobatics checks.

Living Example: At 3rd level, the vehement commander gains a 20-foot aura, this aura grants all allies the benefits of the Bravery class feature with a bonus equal to the vehement commander's own bonus, additionally, all affected allies are granted the benefits of armor training (but not greater armor training), equal to the bonus granted by the vehement commander's accumulated fighter levels. If the vehement commander does not have access to the bravery or armor training features, take an alternate class feature (listed above) instead.

If the vehement commander has Bravery, but not Armor Training, or vice versa, apply only what is applicable.

This alters Bravery and/or Armor Training.

Three-Steps-Ahead: At 4th level, the vehement commander gains an insight bonus equal to his Intelligence modifier to all maneuver checks, as well as a dodge bonus to his AC equal to his intelligence modifier.

Free Maneuver: At 5th level, whenever the vehement commander makes a full-round attack, he may perform a single maneuver as a free action.

Mass Reposition: At 6th level, the vehement commander may use cleave and great cleave to perform trip, reposition, and bullrush maneuvers. Using a CMB check against all creatures affected by the feat instead of attack rolls, performing maneuvers instead of dealing melee damage. If the vehement commander does not have access to the cleave or great cleave feats, take an alternate class feature instead.

Unyielding: At 7th level, the vehement commander becomes immune to all maneuvers invoked by a creature single targetting the vehement commander with a melee CMB check with the exception of grapple, dirty trick, disarm, steal, and sunder. Unless the offending creature is two or more size categories larger than the vehement commander.

Wartime Augury: At 8th level, the vehement commander gains the ability to use the bard feature loremaster as a free action but only to identify a creature. He can do this up to three times per day.

Paralyzing Demoralization: At 9th level, whenever the vehement commander makes an Intimidate check to demoralize an opponent, he may have the creature be dazed for 1 round instead of being shaken, and must declare which he intends to do before making the check.

Wartime Puppetry: At 10th level, the vehement commander gains the ability to, as an immediate action, compel a single creature to take its move action as directed by the vehement commander, if the vehement commander succeeds in a cmb check. Creatures so compelled cannot be forced to lay prone or do anything that would harm it, such as walk off of a cliff or jump into lava. Though it can be forced to move in such a way that it provokes attacks of opportunity. If the CMB check fails the creature cannot be affected by this ability for the remainder of the combat. Targets of this ability must be within 30 feet of the vehement commander, This ability can be used once per combat round.

This is a compulsion effect.

Iron Cenobite
The Iron Cenobite is a master of combat with a fusion of Iron and Ki by using a number of Iron Powers in combat they are able to perform great feats in combat in both the fields of offense and defense.Requirements: 20 or more total hit die, at least one of which must be a monk level.

Alternate Class Features If the iron cenobite chooses: in place of abilities and features he does not qualify for due to an archetype, he may select one of the following abilities in place of each ability he does not qualify for (max of 5 per selection); +1 attack bonus with weapons, +2 ki, +1 to level-based Iron Cenobite features.

Iron Cenobite levels count as monk levels for skill ranks, class skills, class features and feats that require monk levels.

<p style="font-size:16px;line-height:26px;">Hit Dice: D10 <p style="font-size:16px;line-height:26px;">Weapon Fusion All manufactured metal weapons wielded by the iron cenobite that do not have a special material still count as the iron cenobite being unarmed and proficient. <p style="font-size:16px;line-height:26px;">Iron Power At 2nd, 4th, 6th, 8th and 10th level the Iron Cenobite can choose one of the following Ki Powers. <p style="font-size:16px;line-height:26px;">Iron Ki Strike (2nd) When using Ki Strile to bypass damage reduction or hardness, if the target of the attack does not have any form of damage reduction, inflict and extra point precision damage per Iron Cenobite level. <p style="font-size:16px;line-height:26px;">Iron Striking Sword (2nd) By expending 1 point of ki the iron cenobite may, as a swift action, make a single attack against a creature that bypasses weapon immunities. (Such as an ooze's immunity to slashing and piercing weapons) <p style="font-size:16px;line-height:26px;">Ki-Hardened Armaments (2nd) As an immediate action, the Iron Cenobite may pay 1 point of ki to ignore a single sunder attempt targeting them or any equipped item they are wielding. <p style="font-size:16px;line-height:26px;">Iron Body (4th) As an immediate action, the Iron Cenobite may expend 1 point of ki to gain DR against once attack equal to their Iron Cenobite level multiplied by 5. <p style="font-size:16px;line-height:26px;">Augmented Arc of Iron (4th) The iron cenobite may expend 1 point of ki to extend or regain the amount of rounds they have for the arc of iron class feature. <p style="font-size:16px;line-height:26px;">Iron Grip (4th) The iron cenobite may expend 2 points of ki as a swift action to gain their total monk level as a circumstance bonus to their next grapple check. <p style="font-size:16px;line-height:26px;">Improved Iron Shroud (6th) Increases the bonus to armor class granted by the Iron Cenobite's Iron Shroud feature by +4. <p style="font-size:16px;line-height:26px;">Clap of Iron Clouds (6th) The Iron Cenobite may as a standard action expend 4 points of ki to call a storm of grey clouds that afflict any number of creatures within 30 feet of the iron cenobite with deafness and stagger. A fortitude save reduces the duration of the effects from 1d4+2 rounds to 1 round. The DC for this is 15 + the total monk level of the iron cenobite. <p style="font-size:16px;line-height:26px;">Iron Evocation (6th) The Iron Cenobite gains the spell-like ability to use Shadow Evocation 3 times per day at the cost of 1 ki point per use. Any spell effect created by this spell-like ability is 100% real but instead of energy damage it always does slashing or piercing damage and therefore is subject to Damage Reduction. Force effects remain as force effects. For spells duplicated with a saving throw the DC is (15 + the iron cenobite's wisdom modifier). This ability does not provoke attacks of opportunity. <p style="font-size:16px;line-height:26px;">Greater Iron Shroud (8th) The Iron Cenobite's Iron Shroud ability now grants them DR 20/- <p style="font-size:16px;line-height:26px;">Greater Iron Evocation (8th) As Iron Evocation except that the Iron Cenobite may duplicate the Greater Shadow Evocation spell 3 times per day. Using Greater Iron Evocation costs 2 points of Ki per use. The DC for Greater Iron Evocation is (18 + the iron cenobite's wisdom modifier). <p style="font-size:16px;line-height:26px;">If the iron cenobite has Iron Evocation as well they can use both of these abilities 5 times per day instead, and the cost for Iron Evocation is reduced to 0 points of ki per use and the cost of Greater Iron Evocation becomes 1 point of ki per use. <p style="font-size:16px;line-height:26px;">Shrapnel Sunder (8th) Whenever the iron cenobite succeeds in a sunder check they can cause jagged pieces of metal to explode outward from the sundered weapon. These shards deal 1d6 points of piercing damage per two Monk levels (minimum 1d6) to all creatures within a 10-foot-radius burst except for the iron cenobite. A reflex save halves this damage. In addition, the twisted scraps of metal make the area difficult terrain until your next turn (at which time they disappear). <p style="font-size:16px;line-height:26px;">Iron-Flecked Skin (10th) As a standard action the Iron Cenobite can recite a chant that halves all weapon damage dealt to them before damage reduction for the next 1d4+1 turns. Using this ability costs 3 points of ki. <p style="font-size:16px;line-height:26px;">Iron Storm of Eight Voids (10th) As a free action the iron cenobite may pay 4 points of ki to cause their next unarmed strike to a target to hit any number of other creatures within 40-feet of the initial target. If the attack hits the initial target it automatically hit the other targets regardless of their AC or concealment. <p style="font-size:16px;line-height:26px;">As part of a full-round attack the Iron Cenobite may pay an additional 2 points of ki per additional attack they want to use to hit other targets. <p style="font-size:16px;line-height:26px;">This ki power only applies to basic attacks and not to maneuvers or feat and feature-based attacks (except for power attack) <p style="font-size:16px;line-height:26px;">Iron God's Fist (10th) As a free action, the iron cenobite can pay 2 points of ki to inflict additional piercing and slashing damage each equal to their unarmed damage to the target of their basic attack. This only applies to a single attack per use and can only be used once per day per two Monk levels and can never be used multiple times on the same attack.. <p style="font-size:16px;line-height:26px;">Arc of Iron Starting at 3rd level, the Iron Cenobite gains a pool of rounds equal to his iron cenobite level that he can use to telepathically wield up to one additional weapon per two iron cenobite level. Activating this ability is a swift action, but deactivating it is a free action. These rounds need not be consecutive and the iron cenobite must have weapons available that do not have a special material to wield. These weapons are animated and use the iron cenobites wisdom modifier for all attack and damage bonuses in place of any other modifiers, as part of his turn the weapons may attack a target once each as a free action. <p style="font-size:16px;line-height:26px;">Additionally, as a free action, if any of these weapons have not attacked this turn, the iron cenobite can equip one of the animated weapons that have yet to attack as a free action at any time during, before, or after the iron cenobite attacks as part of a standard or full-round action. If the iron cenobite unequips a weapon in order to equip one of these animated weapons the weapon they unequipped falls to the ground and cannot be reequipped unless the iron cenobite uses a move action to do so or reactivates their arc of iron ability as a swift action providing they have remaining rounds. Even weapons previously animated by this ability become unanimate after being equipped by the iron cenobite. <p style="font-size:16px;line-height:26px;">Iron Shroud At 5th level, the Iron Cenobite gains a permanent armor bonus to AC equal to his Iron Cenobite level. <p style="font-size:16px;line-height:26px;">Augmented Iron At 7th level, any ability the iron cenobite has that calls for a weapon crafted from a non-special material can be used with weapons that do have a special material. <p style="font-size:16px;line-height:26px;">Iron Soul At 9th level, the iron cenobite's iron shroud bonus applies to fortitude saves. Additionally the iron cenobite gains the following immunities: death effects, necromancy effects, paralysis, sleep and stunning.

Water Dancer
The water dancer is one with the element of water and it comes to them granting them power in battle against their foes.

<p style="font-size:16px;line-height:26px;">Requirements: 20 or more total hit die, at least one of which must be a monk level.

<p style="font-size:16px;line-height:26px;">Alternate Class Features If the water dancer chooses: in place of abilities and features he does not qualify for due to an archetype, he may select one of the following abilities in place of each ability he does not qualify for (max of 5 per selection); +2 Ki, +2 HP, +2 CMB (specific)

<p style="font-size:16px;line-height:26px;">Water Dancer levels count as monk levels for skill ranks, class skills, class features and feats that require monk levels.

<p style="font-size:16px;line-height:26px;">Hit Dice: D8 <p style="font-size:16px;line-height:26px;">Liquid Membrane Whenever the water dancer is unarmored and unencumbered and not carrying a shield, she gets DR 3/- per waterdancer level. This is always in effect as long as the wate dancer is not considered to be helpless.

<p style="font-size:16px;line-height:26px;">Sudden Kick Starting at level 2, the water dancer gains the ability to make a single kick attack as an immediate action once per 2 water dancer levels per day. The damage of this kick is listed on table water dancer. This kick cannot be used to perform a combat maneuver, but it can be used to perform throat snap starting at 4th level, and stunning fist starting at 8th level.

<p style="font-size:16px;line-height:26px;">This ability alters and requires stunning fist. If the monk does not have the ability to use stunning fist, select an alternative class feature instead.

Aquatic Flurry At 3rd level, the water dancer's flurry of blows has an additional attack in the form of a lesser water pillar as per the spell, Water Pillar, Lesser . At level 6, the water dancer instead uses Water Pillar, and at 9th level, Water Pillar, Greater .

This ability alters flurry of blows, if this ability is replaced by any archetype choose a alternative class feature (listed above) instead.

<p style="font-size:16px;line-height:26px;">Silencing Strike At 4th level, the water dancer gains the ability to make a powerful blow that disrupts the sonic barrier around it. Using this is a standard single attack action and is made at a -10 penalty plus a +1 bonus per water dancer level. If successful, the target must make a fortitude save (DC = 10 + 1/2 of the water dancer's total monk level + the water dancer's wisdom modifier), or it becomes permanently silenced until the water dancer dismisses the effect or it is otherwise cured. This can affect any number of creatures at a time but each one must have the effect dismissed individually. This effect costs 1 point of Ki.

<p style="font-size:16px;line-height:26px;">Sea's Respite At 5th level, the water dancer gains the ability to infuse herself with water spirits, by spending 3 points of Ki, the water dancer surrounds herself with a shield of water for 1d4 rounds that heals her for 1d4 per two water dancer levels, whenever she is hit by an opponent.

<p style="font-size:16px;line-height:26px;">This ability replaces Wholeness of Body.

<p style="font-size:16px;line-height:26px;">Water Walking At 7th level, the water dancer can walk on liquid surfaces as easily as soil or other natural surfaces. This requires no special checks and is not considered to be rough terrain unless the water is moving at a rapid pace (such as a flowing river). While on a water surface the caster level of aquatic flurry is increased by 1/2 of your total monk levels.

<p style="font-size:16px;line-height:26px;">Resistant Membrane At 8th level, the damage reduction provided by aquatic membrane is applied to energy based attacks as well. However it is not applied to electricity or positive energy based effects.

<p style="font-size:16px;line-height:26px;">Aquatic Soul At 10th level, the water dancer is infused with the spirit of water itself, she gains the aquatic subtype, as well as the Water Mastery ability of water elementals except that the bonus is increased to +5 and no penalty is taken on land. In addition, the water dancer becomes surrounded by a spirit of water whenever she uses one of the following styles: Boar Style, Dragon Style, Kraken Style, Panther Style, and Wolf Style.

<p style="font-size:14px;line-height:22px;">This spirit acts as a mirror image that has a 50% chance of absorbing attacks directed at the Water Dancer, This spirit has 100 Hit Points.

<p style="font-size:14px;line-height:22px;">Boar Style: The boar spirit, while active, adds a Gore Attack dealing 2d12 damage to the water dancer's full attack. This gore attack is modified by the water dancer's wisdom modifier instead of strength.

<p style="font-size:14px;line-height:22px;">Dragon Style: The dragon spirit has 200 hit points rather than 100 hit points, and gains the effects of any damage reduction the water dancer might have.

<p style="font-size:14px;line-height:22px;">Kraken Style: The kraken spirit, while active, grants the water dancer's wisdom modifier to all grapple checks made by the water dancer.

<p style="font-size:14px;line-height:22px;">Panther Style: The pather spirit, while active, grants the water dancer the pounce ability as well as two additional claw attacks to the end of a full attack that each deal 1d8 damage and are modified by the water dancer's wisdom modifier.

<p style="font-size:14px;line-height:22px;">Wolf Style: The wolf spirit, while active, grants the water dancer heavy fortification and a bonus to perception equal to the water dancer's level.

Night Blade
'Lurking in darkness, the Night Blade is a shadow of death and bloodshed. In addition they have an uncanny knack for discovering dangers.'

Requirements: 20 or more total hit die, at least one of which must be a ninja level.

Alternate Class Features If the night blade chooses: in place of magic trap levels, he may instead choose to take a bonus skill feat, a bonus to his trapfinding of +1, or +1d6 to sneak attacks; (no more than five of each selection may be chosen.)

Night Blade levels count as ninja levels for skill ranks, class skills, class features and feats that require ninja levels.

Hit Dice: D8 Shades of Red The night blade's sneak attack damage is multiplied x2 on a critical hit.

Unerring Eyes At 2nd level, the night blade has the ability to notice traps and secret doors with the undetectable special ability.

Night Trick At 3rd level and every three levels thereafter, (6th, 9th), the night blade can select one of the following tricks.

Bane Strike: upon selecting this trick, the night blade chooses a creature type from the ranger favored enemy list. Whenever the night blade successfully makes a sneak attack on that target, she adds 1/2 of her night blade levels to the damage per sneak attack die. The night blade can select this more than once, but each time must select a different creature type.

Cleaving Death: upon selecting this trick, whenever the night blade cleaves with the cleave or great cleave feats, they can add sneak attack damage to each hit up to a total number of sneak attack die they have. (for instance if she is great cleaving against four enemies and has 12d6, she may add 3d6 to each enemy or 6d6 to two enemies or any other combination thereof.

Impossible Speed: upon selecting this trick, the night blade gains an insight bonus to will and fortitude saves equal to 1/2 of their dexterity modifier.

Counter Stance: upon selecting this trick, the night blade, may, whenever taking a full defensive action, make an attack of opportunity against any creature who attacks them and add the sneak attack damage to this blow. The night blade cannot make more than one attack against a single creature this way.

Eagle's Courage: upon selecting this trick, whenever the night blade takes a move action or a charge attempt, they do not provoke attacks of opportunity up to 1/2 of their night blade level. For instance, a level 10 night blade is protected from the first 5 opportunities for an attack during this action. Though they can provoke attacks if they choose to.

This does not prevent attacks of opportunity provoked from other sources however.

Energy Strike: upon using this trick, damage dealt by the night blade's sneak attack becomes energy damage (of the night blade's choice). The energy type cannot be changed upon taking this. The energy type is limited to fire, cold, acid and electricity. This can be taken multiple times to select an additional energy time, the ninja must declare if it is physical or energy before making the attack. The sneak attack can only do one energy type at a time per sneak attack, energy-based sneak attacks are not multiplied on a critical hit as noted in Shades of Red.

Reflex Maneuvers: upon selecting this trick, 1/2 of the the night blade's base reflex save is added to their AC as a dodge bonus.

Vampiric Blow: upon selecting this trick, the night blade's sneak attack damage heals him for 1d8 per three 1d6 dice. (for instance if the ninja has 9d6 sneak attack he will heal for 3d8 whenever he successfully inflicts sneak attack damage.)

Magic Trap At 4th level and 8th level, the night blade gains the ability to lay one of the following magic traps, however he can only select one of the below traps per level. As a full round action the night blade can set up one of these traps in a 5-foot square per two night blade levels, as long as the squares are adjacent to each other. If the trap calls for a save, the DC is 10 + 1/2 of the night blade's total ninja levels + his intelligence modifier.

darkness sphere this trap, when triggered, inflicts 1d4 energy drain plus 1 per 5 ninja levels energy drain. a will save negates.

fire breath this trap, when triggered, inflicts 1d6 fire damage per ninja level in a 15 foot cone emitted from a target square in the night blade's square array, all untargeted squares selected by the night blade at the time of setting this trap serve as triggers for this trap. Reflex halves this damage.

poison breath as fire breath except instead of dealing fire damage this trap inflicts 1d6 permanent ability damage of the night blade's choice plus 1 per 5 ninja levels. Reflex Halves this damage. This is a poison effect.

proximity scroll setting this trap consumes a scroll from the night blade's inventory. When triggered the effect on the scroll is cast on the creature triggering the trap using the scribe of the scrolls caster level.

stone breath as fire breath except instead of dealing fire damage, this trap attempts to petrify the targets in the area of effect as a flesh to stone spell using the night blade's total ninja levels as the caster level. A fortitude save negates this effect.

Alternatively, the night blade may select an alternative class feature (listed above) at each of these levels.

Perfect Lie At 5th level, the night blade can add his total ninja levels to his Bluff checks.

Sound Body, Quick Mind At 7th level, the night blade gains bonus skill points based on his dexterity, rather than his intelligence. (This is retroactive.)

Split Image Strike At 10th level, when making a full round attack, the night blade may instead summon mirror images as cast by the mirror image spell using his total ninja levels as his caster level, and make a single attack with each of these images, these attacks count as a single attack to determine damage, and are all considered to be flanking. The night blade can do this 3 times per day. The images do not remain after the attack is made.

Ninja Master
The ninja master is a ninja who has decided to study beyond that of a martial assassin and has taken it upon himself to study the ancient arts of ninjutsu to perform magical effects and harness the elements into their way of combat.

Requirements: 20 or more total hit die, at least one of which must be a ninja level.

Alternate Class Features: If the ninja does not meet the requirements for one of the below abilities for the advanced ninja class due to an archetype replacing or altering it, he may instead choose to take a +2 bonus to Ki, a bonus meta-magic feat, or +1d6 to ki channel; (no more than five of each selection may be chosen.)

Ninja Master levels count as Ninja levels for class skills and skill ranks per level, as well as sneak attack. However it does not count towards the class features of ninjas. (such as no trace and ninja tricks, with the exception of sneak attack.)

Hit Dice: D8 Ninjutsu Art: The ninja master A casts ninjutsu spells which are drawn from the ninja master spell list. A ninja master must choose and prepare her spells in advance. To prepare or cast a spell, a ninja master must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ninja's spell is 10 + the spell level + the ninja's Charisma modifier. Like other spellcasters, a ninja can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Ninja Master. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Ninja masters meditate for their spells. Each ninja master must choose a time at which she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells. Time spent resting has no effect on whether a ninja master can prepare spells. A ninja master may prepare and cast any spell on the ninja master spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Ninjutsu Combat: At 2nd level, a ninja master may activate one prepared 'onkei' spell as a free action at the end of a full-round attack. At 8th level he may instead, use a 'koushi' spell as a swift action at the end of a full-round attack.

Ki Channel: At 3rd level, the ninja master may Channel Energy in 30 feet. This is a form of variant channeling unique to the ninja master and they cannot channel negative or positive energy. Channeling this way consumes a point of Ki. If the ninja master does not have the ki pool class feature, take an alternative class feature (listed above) instead.

Unlike a cleric, his channel energy dice are equivalent to 1/2 of his total ninja levels (max 8d6) and he can use either harm or heal effects at will, and can harm any creature type (though energy resistance applies) and is not affected by channel resistance. Ki Channel counts a Channel Energy for the following feats: Channel Ray, Channel Smite, Extra Channel, Improved Channel and Selective Channeling.

The DC for this is equal to 10 + 1/2 of the ninja master's hit dice + his charisma modifier.

Burning Mantra (gained at 3rd) - Harm: All creatures within 30 feet must save or become shaken and take fire damage equal to the effective channel energy dice of the ninja master + his Charisma modifer to each dice. Reflex for half. Heal: All creatures within 30 feet are purged of poison and bleed effects and ability damage dealt by these effects.

Freezing Mantra (gained at 3rd) - Harm: All creatures within 30 feet must save or become slowed and take cold damage equal to the effective channel energy dice. Fortitude for half. Heal: All creatures within 30 feet are purged of emotion-based conditions.

Corrosive Mantra (gained at 6th) - Harm: All creatures within 30 feet must save or have their natural armor class halved for 1d3 rounds and take acid damage equal to the effective channel energy dice. Fortitude to Half. Heal: All creatures within 30 feet are removed of any entanglement effects.

Thunder Mantra (gained at 9th) - Harm: All creatures within 30 feet must make a will save or become stunned for 1d3 rounds if they successfully save they are instead deafened for 2d6 rounds. Also they take electricity damage equal to the effective channel energy dice. Heal: All creatures within 30 feet are granted haste for 1 minute.

This alters sneak attack.

Elemental Style: At 4th level, the ninja master gains the elemental fist and improved unarmed strike feat as a bonus feat. At 8th level they are granted a bonus style feat of their choice, but the bonus style feat they select must have elemental fist as an requirement. Additionally, they may use the effects of the style feat granted by this class feature with any weapon they wield. (but style feats that require elemental fist that are gained through other means must be done as described in their descriptions.)

Ki Augmentation: At 5th level, the ninja master can sacrifice a ki point as a free action to gain one of the following benefits for 1 round per ninja master level: Flaming, Icy, Corrosive or Shocking on their wielded weapon; +1 to any ability score; +1 to ac as a dodge bonus. Additional ki points can be sacrificed to increase these things by an additional 1 per ki point (max +6). An additional +1 Ki point spent on the Flaming, Icy, Corrosive, and Shocking abilities become their respective Elemental Burst ability. Only one augmentation can be active at a time, and these augmentations can be dismissed at any time as a free action for the purposes of changing it to another augmentation. If the ninja master does not have the ki pool class feature, take an alternative class feature (listed above) instead.

Additionally, 'koushi' spells can be augmented by spending ki points, as described in their spell descriptions.

Ki Fade: At 6th level, a ninja master's form blurs, whenever the ninja master uses ninjutsu combat after a full attack, they gain 5% concealement per ninja master level until their next turn.

Ki Meta-Focus: Upon reaching 7th level, whenever a ninja master applies a meta-magic feat to a spell on the ninja master spell list, they may sacrifice ki points instead of raising the level of the spell as described in the meta-magic feat. Ninja Master Spells can never have their casting time altered either with quicken spell or through secondary effects of other meta-magic feats that increase the casting time. One Ki point must be expended for each level that would be applied to the spell through a meta-magic feat. If the ninja master does not have the ki pool class feature, take an alternative class feature (listed above) instead.

Shadowstride: At 9th level, the ninja master gains the ability to, as part of their move action, to step between shadows in areas of dim or lower light, as per the shadow walk spell. However they cannot travel further than twice their total movement speed, including any steps taken before reaching these areas of dim light. (for example: a ninja master with 30 base movement speed may travel 10 feet, step into shadows, use the shadows to teleport 40 feet, and then continue to move an additional 10 feet during the same movement action.)

Elemental Form: At 10th level, whenever the ninja master uses a 'koushi' spell with an elemental descriptor, they gain the following until the end of their following round. Only one elemental form can be activated at a time.

Air: Incorporeal Form, fly speed equal to their movement speed with perfect maneuverability, Electricity resistance 20 and Dexterity +4 (alchemical bonus).

Water: Amorphous Anatomy, swim speed equal to their movement speed, Cold resistance 20 and Wisdom +4 (alchemical bonus).

Fire: Heat (as efreeti), haste, Fire resistance 20 and Charisma +4 (alchemical bonus).

Earth; Stoneskin (50 points), Burrow Speed equal to 1/2 of their movement speed, Acid resistance 20 and Constitution +4 (alchemical bonus).

Wood; Fast Healing 4, Natural Armor +4 (alchemical bonus), Spell Resistance equal to HD, and +4 Intelligence (alchemical bonus).

Metal; DR 5/-, Base attack bonus treated as full character level, +4 CMD, and +4 Strength (alchemical bonus).

Archon
'The archon is a powerful force of light and protection, and stand as a beacon of law and good and a judge of chaos and evil. The archon's abilities focus on empowering her allies with this same holy power that drives their will against the forces of darkness.'

Requirements: 20 or more total hit die, at least one of which must be a paladin or paladin archetype level.

Alternate Class Features: If the archon does not meet the requirements for one of the below abilities for the advanced paladin class due to an archetype replacing or altering it, he may instead choose to take a bonus combat feat, a bonus spell per day of either 1st, 2nd, 3rd, or 4th level, or +1d6 to lay on hands; (no more than five of each selection may be chosen.)

Archon levels count as Paladin levels for skill ranks, class skills and feats that require paladin levels however it does not count towards paladin class features that increase with paladin levels with the exception of channel energy, mercies, and smite evil.

Hit Dice: D10 Versatile Smiting: An archon may smite chaos as well as evil, however they must declare which they are using when performing the smite, uses of smite chaos count towards the maximum number of uses of smite evil that a paladin has.

Additionally, the archon can now detect chaos in the same way that they detect evil.

If the archon does not have the smite evil class feature, choose an alterative class feature (listed above) instead.

Channel Mercy: At 2nd level, all mercies known by the archon are applied to affected targets whenever the archon channels energy.

If the archon does not have the channel energy class feature or the mercy class feature, choose an alterative class feature (listed above) instead.

Infused With Light: At 3rd level, the archon may select a cleric spell from the cleric spell list to add to their own spell list, this spell is added as one level lower than the cleric's version. For instance flame strike can be added as a level 4 spell for the paladin. However spell added this way that do a set amount of damage or healing per caster level, such as flame strike, have their maximum dice or bonus decreased by 5. For instance, Mass Cure Light Wounds would maximize at 1d8+20 instead of 1d8+25.

These cleric spells must be prepared in the same way the archon prepares his paladin spells.

The archon can add an additional spell every level thereafter.

The archon cannot gain necromancy spells this way.

If the archon does not have the spells class feature, choose an alterative class feature (listed above) instead.

Resistance: At 4rd level, the archon gains spell resistance equal to 11 + her total hit die, the archon can willingly decrease this unless targeted with a necromancy spell.

Empowering Touch: At 5th level, whenever the archon lays on hands, any spell with a personal range affecting them affects the target that would be healed by the archon's lay on hands ability for 1 round per two archon levels, this only includes effects with a duration longer than 1 round.

Lay on hands used this way does not affect the archon herself, and instead, the lay on hands is used normally as if the archon did not have this class feature.

at 10th level this applies to channel energy. However the archon herself is still not affected by the empowering touch ability and is healed by channel energy as if the archon did not have this class feature.

If the archon does not have the channel energy or lay on hands class feature, choose an alterative class feature (listed above) instead.

Incorruptible: At 6th level, the archon becomes immune to poison, ability damage, magical fatigue and exhaustion effects and death effects. Additionally the archon can never be raised as an undead creature.

Greater Aura: At 7th level, the range of the archon's auras increases to 20 feet. This stacks with any other ability that increases the range of the archon's auras

Aura of Courage now grants allies bonuses against all emotion effects in addition to fear

Aura of Resolve now grants allies bonuses against all magical fatigue and exhaustion effects in addition to charm.

Aura of Justice now grants allies the ability to smite chaos.

Aura of Faith now grants the archon and allies' weapons as lawful in addition to good for the purposes of overcoming damage reduction.

Aura of Righteousness now grants all allies a +4 bonus to saves against death effects in addition to a bonus against compulsion.

If the archon does not have either the aura of courage, aura of resolve, aura of justice, aura of faith, OR aura of righteousness feature, choose an alterative class feature (listed above) instead.

Though if he has at least one of the above, or an aura that alters one of the above to a different effect or name, he continues to take this class feature.

Channel Disruption: At 8th level, whenever the archon uses their channel energy to harm undead, it also harms evil and chaotic outsiders in the form of good or lawful divine damage. Additionally, whenever the archon channels energy this way he makes a caster level check as if casting a dispel magic spell against the affected creatures' magical effects.

If the archon does not have the channel energy class feature, choose an alterative class feature (listed above) instead.

Divine Instrument: At 9th level, any weapon the archon wields is treated as both holy and axiomatic even if the weapon is neither magical nor masterwork. Also, whenever the archon makes a full attack, his target falls to the effects of a focused flame strike spell cast by a 10th level caster. This flame strike effect can only trigger once every 1d4+1 rounds.

Against All Hope: At 10th level, the Archon may sustain smite evil or smite chaos against a number of creatures equal to his charisma modifier simultaneously. However he can only choose to use smite evil against all targets or smite chaos against all targets, and cannot sustain both at the same time, even against different targets.

Fireguard
'The fireguard stands firm against the elements, bending them to his will and deflecting them back at his enemies. Through his greater bond with the divines and his empowered spellcasting, he is a versatile combatant.'

Requirements: 20 or more total hit die, at least one of which must be a paladin or paladin archetype level.

Alternate Class Features: If the fireguard does not meet the requirements for one of the below abilities for the advanced paladin class due to an archetype replacing or altering it, he may instead choose to take +2 to DC of fire spells, an additional +1d6 to lay on hands (or 1d4 in the case of fireguard's touch), or a +1 bonus to his divine bond ability. (no more than five of each selection may be chosen.)

Fireguard levels count as Paladin levels for skill ranks, class skills and feats that require paladin levels however it does not count towards paladin class features that increase with paladin levels with the exception of smite evil, divine bond and lay on hands as well as any fireguard ability that calls for paladin levels.

Hit Dice: D10 Bolstered Magic: The caster level of the fireguard equals his total paladin level -2 rather than -3. Additionally, the fireguard can cast additional spells as listed on the fireguard spell list at the bottom of this page. They are treated as divine spells based on the spell casting ability of the paladin.

If the fireguard does not have the ability to cast spells via paladin levels, his increased spells per day, as well as the above ability, are negated. Choose an alternative class feature (listed above) instead.

Improved Bond: At 2nd level, the paladin's divine bond ability can get up to a maximum of a +9 enhancement bonus at level 9. When using any combination of abilities granted by the paladin's divine bond, the fireguard's weapon ignores all DR (including DR/-) except for DR/Noqual, DR/Abysium, DR/Admantite, DR/Inubrix, DR/Siccatite and DR/Horalcum.

Whenever the fireguard uses the divine bond ability to enhance their weapon it becomes a flaming weapon in addition to the regular choices he made.

If the divine bond is with an animal companion, the animal companion gains the fireguard's full level paladin level as the druid level for the purposes of progression, and the animal companion gains DR/Abysium equal to the fireguard's total paladin levels.

If the fireguard does not have the divine bond ability, choose an alternative class feature (listed above) instead.

Elemental Warding: Upon reaching 3rd level, the fireguard gains energy resistance equal to his total paladin levels. This resistance applies to Fire, Cold, Electricity, and Acid damage only.

Dismissing Touch: At 4th level, the fireguard may use a use of his lay on hands ability to invoke a dismissal effect using his full paladin level as the caster level. The fireguard must make a successful touch attack on unwilling targets. The DC is Charisma based.

If the fireguard does not have the lay on hands ability, choose an alternative class feature (listed above) instead.

Elemental Attunement: At 5th level, the fireguard may, as a swift action, invoke an Elemental Aura (fire) this ability requires two uses of the paladin's lay on hands ability, and uses the fireguard's caster level -4 (this value includes the -2 penalty to the fireguard's caster level). The damage dealt by this elemental fire aura is 1/2 fire and 1/2 holy.

If the fireguard does not have the lay on hands ability, choose an alternative class feature (listed above) instead.

Planar Auras: At 6th level, the fireguard's auras are granted additional bonuses.

Aura of Earthen Heart: In addition to the normal bonuses granted by this aura, the fireguard's companions gain a +4 sacred bonus to saves against acid-based effects and +4 to CMD.

This alters the Aura of Courage ability.

Aura of Icy Will: In addition to the normal bonuses granted by this aura, the fireguard's companions gain a +4 sacred bonus to saves against cold-based effects, and +1 dodge bonus to AC

This alters the Aura of Resolve ability.

Aura of Lifting Wind: In addition to the normal bonuses granted by this aura, the fireguard's companions treat rough terrain as normal terrain, and gain a +4 sacred bonus to saves agaist electricity effects,.

This alters the Aura of Justice ability.

Aura of Flaming Truth: In addition to the normal bonuses granted by this aura, the fireguard's companions gain a +4 sacred bonus to saves against fire effects, additionally, allies weapons are granted the flaming weapon ability and the effects of shield of the dawnflower, lesser.

This alters the Aura of Faith ability.

Aura of Rectitude: In addition to the normal effects granted by this aura, the fireguard's allies gain a +4 bonus to caster levels for the purposes of dispel effects and overcoming spell resistance. Additionally the allies of the fireguard are granted the light fortification armor ability even if they are not wearing armor.

This alters the Aura of Righteousness Ability

If the fireguard does not have any of the above, choose an alternative class feature (listed above) instead.

If the fireguard has at least one of the above abilities, this class feature is sustained.

Fireguard's Touch: At 7th level, the fireguard may, with a touch attack, use a use of his lay on hands ability to strike a foe with 1d4 damage of either fire, cold, electricity, or acid energy per paladin level.

If the fireguard does not have the lay on hands ability, choose an alternative class feature (listed above) instead.

Greater Bond: At 8th level, the fireguard's divine bond is strengthened, the flaming weapon property granted by improved bond is replaced with burning and flaming burst. Additionally, the paladin may use his divine bond on an armor or shield to grant any combination of the following abilities, to a maximum of +9 at level 29. Champion, Moderate Fortification, Ghost Touch, Jarring, Invulnerability, Sensing, Spell Resistance (19) or Improved Elemental Resistance (as +3).

If the fireguard's divine bond is with an animal companion instead, the creature gains one of the following templates, Agile (Mythic), Invulnerable (Mythic), or Divine (Mythic); as well as two path abilities that cannot be changed after being selected. An agile creature chooses two trickster path abilities as if they were mythic rank 1; Invulnerable chooses two guardian path abilities as if they were mythic rank 1; and Divine chooses two heirophant path abilities as if they were mythic rank 1.

If the fireguard does not have the divine bond ability, choose an alternative class feature (listed above) instead.

Deflect Energy: At 9th level, while wearing a shield, the fireguard is treated as if he had spell resistance equal to his total paladin levels. This spell resistance is counted seperately and checked before any other spell resistance is applied. This spell resistance only works against spells with either the fire, water, earth or air descriptor. If the spell resistance check fails by more than 5 the spell is reflected back at the caster, and the fireguard's normal spell resistance is ignored.

If the caster has spell resistance, then the fireguard must make a caster level check against that creature's spell resistance as if he had cast the spell being reflected.

The fireguard can choose to ignore this ability as a free action whenever a spell that would be applied is cast.

Bane of the Four: At 10th level, the fireguard may use his smite evil ability against any creature with an elemental subtype regardless of its alignment.

If the fireguard does not have the smite evil ability, choose an alternative class feature (listed above) instead.

Fireguard Spell List

1st - animal purpose training, aspect of the nightengale, bed of iron, bless, blessed fist, blessing of the water, bless water, bless weapon, bowstaff, burning disarm, challenge evil, compel hostility, create water, cure light wounds, deadeye's arrow, detect charm, detect poison, detect the faithful, detect undead, diagnose disease, divine favor, emblazon crest, empower holy water, endure elemental, enhance water, firebelly, ghostbane dirge, grace, haze of dreams, hero's defiance, honeyed tongue, horn of pursuit, ironbeard, keep watch, knight's calling, know the enemy, liberating command, linebreaker, litany of sloth, longshot, magic weapon, protection from chaos/evil, rally point, read magic, resistance, lesser restoration, sanctify corpse, shield of fortification, stunning barrier, swift girding, sun metal, tactical acument, touch of truthtelling, tracking mark, unbreakable heart, veil of positive energy, virtue, wartrain mount, weapons against evil, weaponwand, word of resolve.

2nd - abeyance, admonishing ray, lesser angelic aspect, arrow of law, aura of greater courage, bestow grace, bestow weapon proficiency, blade tutor's spirit, blessing of courage and life, blessings of luck and resolve, blinding ray, blood blaze, boiling blood, bullet ward, bull's strength, burning hands, carry companion, corruption resistance, death candle, delay disease, delay poison, divine arrow, divine illumination, eagle's splendor, effortless armor, communal endure elemental, fairness, fire of entanglement, flame arrow, holy shield, imbue with elemental might, instant armor, ironskin, life shield, light lance, litany of defense, litany of eloquence, litany of entanglement, litany of righteousness, litany of warding, magic siege engine, martyr's bargain, owl's wisdom, paladin's sacrifice, communal protection from chaos, communal protection from evil, remove paralysis, righteous vigor, resist energy, sacred bond, sacred space, saddle surge, shield companion, shield other, soothing word, undetectable alignment, vestment of the champion, wake of light, weapons of awe, widen auras, zone of truth.

3rd - accept affliction, angelic aspect, archon's aura, aura of inviolate ownership, bestow auras, blade of bright victory, blessings of the mole, burst of speed, continual flame, cure moderate wounds, daybreak arrow, daylight, deadly juggernaut, communal delay poison, discern lies, dispel magic, divine transfer, elemental speech, fire of judgement, mass ghostbane dirge, heal mount, heroic fortune, holy whisper, litany of escape, litany of sight, magic circle against evil/chaos, greater magic weapon, mantle of calm, marks of forbiddance, planar adaptation (elemental), lesser planar ally, prayer, remove blindness/deafness, remove curse, resilient reservoir, communal resist energy, sanctify armor, sanctify weapons, searing light, greater shield of fortification, greater stunning barrier, trial of fire and acid, wrathful mantle.

4th - greater angelic aspect, archon's trumpet, bestow grace of the champion, blaze of glory, blessing of fervor, mass blessings of luck and resolve, break enchantment, bloodsword retribution, burst of glory, chains of light, crusader's edge, cure serious wounds, death ward, dimensional blade, dispel chaos, dispel evil, eaglesoul, enchantment foil,  fireball, fire of vengeance, forces repentance, forceful strike, guardian of faith, healing warmth, holy sword, king's castle, litany of thunder, litany of vengeance, greater magic siege engine, mark of justice, neutralize poison, oath of peace, paragon surge, planeslayer's call, raise animal companion, reprobation, resounding blow, restoration, sacrifical oath, shield of dawn, shield of the dawnflower, lesser spellcrash, stay the hand, suppress planar magic, symbol of healing, ward of the season.

5th - curse of burning sleep, dimensional anchor, dispel balance, dragon breath (metallic only), elemental assessor, elemental body I, firefall, fireshield, fire trap, geniekind, lesser globe of invulnerability, hallow, hymn of mercy, obsidian flow, scorching ash form, sirocco, spell immunity, stoneskin, wall of fire.

6th - banishment, chains of fire, chain lightning, contact other plane, mass cure light wounds, damnation stride, detonate, greater dispel magic, elemental body II, firesnake, greater flaming sphere, flame strike, form of the dragon (metallic only), pillar of life, planar ally, planeshift (elemental), spell resistance, veil, wall of light, wreath of blades.

Dragon Caller
<p style="font-size:13px;">The dragon caller is a powerful practicioner of the conjuration magics and have close ties with dragon kind especially.

<p style="font-size:13px;">Requirements: 20 or more total hit die, at least one of which must be a sorcerer or sorcerer archetype level.

<p style="font-size:13px;">Dragon Caller levels count as Sorcerer levels for skill ranks, class skills and feats that require sorcerer levels.

<p style="font-size:13px;">Hit Dice: D6 <p style="font-size:13px;">Dragon Calling: A dragon caller adds the following creatures to their summon monster lists.

<p style="font-size:13px;">Summon Monster I: Wyrmling Red, Gold, Black, Brass dragon; Very Young White, Green, Blue, Silver, Copper, Bronze dragon.

<p style="font-size:13px;">Summon Monster II: Young Red, Gold, Black, Brass dragon; Juvenile White, Green, Blue, Silver, Copper, Bronze dragon.

Summon Monster III:  Juvenile Red, Gold, Black, Brass dragon; Young Adult White, Green, Blue, Silver, Copper, Bronze dragon.

Summon Monster IV: Young Adult Red, Gold, Black, Brass dragon; Adult White, Green, Blue, Silver, Copper, Bronze dragon.

Summon Monster V: Mature Adult Red, Gold, Black, Brass dragon; Old White, Green, Blue, Silver, Copper, Bronze dragon.

Summon Monster VI: Old Red, Gold, Black, Brass dragon; Very Old White, Green, Blue, Silver, Copper, Bronze dragon.

Summon Monster VII: Very Old Red, Gold, Black, Brass dragon; Ancient White, Green, Blue, Silver, Copper, Bronze dragon.

Summon Monster VIII: Ancient Red, Gold, Black, Brass dragon; Wyrm White, Green, Blue, Silver, Copper, Bronze dragon.

Summon Monster IX: Wyrm Red, Gold, Black, Brass dragon; Great Wyrm White, Green, Blue, Silver, Copper, Bronze dragon.

<p style="font-size:13px;">Bonus Feat: At 2nd, 5th and 8th level, the Dragon Caller may select one bonus feat. This feat must be a Combat, Meta-magic or other Magic feat.

<p style="font-size:13px;">Dragon Blessing: At 3rd level, the dragon caller adds his charisma modifier to all Fort and Will saves as a Misc. Bonus, and any dragon-based spell they cast, such as form of the dragon, fire breath, and so forth is cast at +2 caster levels.

<p style="font-size:13px;">Divinatory Glance: At 4th level, the dragon caller gains mythic true seeing in 60 feet.

<p style="font-size:13px;">Arcane Scales: At 6th level, the dragon caller gains a deflection AC bonus equal to his Charisma modifier.

<p style="font-size:13px;">Star Calling: At 7th level, the dragon caller adds the following creatures to their summon monster lists.

<p style="font-size:13px;">Summon Monster V: Young Lunar, Solar, Time, Void and Vortex Dragon

<p style="font-size:13px;">Summon Monster VII: Adult Lunar, Solar, Time, Void and Vortex Dragon

<p style="font-size:13px;">Summon Monster IX: Ancient Lunar, Solar, Time, Void and Vortex Dragon

<p style="font-size:13px;">Forseeing the Shades: At 9th level, the dragon caller can negate a number of elemental (Acid, Fire, Cold, Electricity) attacks that would include them in their target(s). The dragon caller can negate a number of attacks per day up to their Charisma modifier.

<p style="font-size:13px;">Reflecting Scales: At 10th level, the dragon caller gains a constant spell turning effect that can turn a total level of spells up to 15 + their Charisma modifier per day. They can decide which spells targetting them are turned or not turned as a free action.

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Blooded Elementalist
The blooded elementalist is a master of elemental magic.

Blooded elementalist levels count as Sorcerer levels for skill ranks, class skills and feats that require sorcerer levels.

Requirements: 20 or more total hit die, at least one of which must be a sorcerer or sorcerer archetype level.

Hit Dice: D6 Break Through: At 1st, 4th, 7th, and 10th level, all elemental spells (Fire, Cold, Electricity, Acid) have their damage caps increased by 5 dice. For example, Fireball's cap becomes 15d6, 20d6, 25d6 and 30d6 at each respective tier of this class feature, however they still must be able to raise their caster level to match these new caps through other means, as this simply raises the cap.

Elemental Union: At 2nd level, the blooded elementalist may select an elemental school of magic as if they were a elemental specialized wizard (fire/air/earth/water), and gain all abilities as if their wizard level was equal to their sorcerer level minus 5. They do not however, choose an opposition school. They use their Charisma modifer in place of any ability that calls the Intelligence modifier of the wizard.

Bending the Forces: At 3rd level, the blooded elementalist can apply the effects of the elemental spell meta-magic feat to any spell they cast without changing it's level.

Additionally, as an immediate action they can bend any elemental spell that would include them as a target to any element they choose, however they can only do this if the spell level does not include their blooded elementalist level. Spells that do partial damage types such as Flame Strike, and Ice Storm have all their damage changed to the new damage type.

Saint's Burst (Sp): At 5th level, the elementalist can, as a standard action, use Saint's Burst. They can do this any number of times per day. Saint's Burst does not consume spell slots, and inflicts 1d6 points of damage per caster level. This damage type is determined by the element they chose in the Elemental Union class feature. A reflex save halves this damage and the DC is equal to 10 + 1/2 of caster level + the elementalist's Charisma Modifier.

Elemental Supremacy: At 8th level, the elementalist adds their Charisma modifier to the caster level of their elemental spells (Fire, Cold, Electricity, Acid).

Cataclysm of the Four (Sp): At 9th level, the elementalist can, as a full-round action, use Cataclysm of the Four as a spell-like ability. This can be done a number of times per day equal to 3 + their Charisma Modifier.

Cataclysm of the Four inflicts 30d6 points of bludgeoning damage at a target square in a 25 ft diameter, followed by four short bursts of 20d8 Fire followed by 20d8 Cold, followed by 20d8 Electricity followed by 20d8 Acid. The initial damage can not be prevented by any means other than Damage Reduction, but each of the elemental bursts can be halved with a successful Reflex saving throw with a DC of 15 + 1/2 of sorcerer levels + the elementalist's Charisma Modifier. This damage cannot be altered by any means save for resistance to the element and a saving throw, Elemental Supremacy does not apply, nor do any meta-magic feats or meta-spell-like-ability monster feats.