Martial Multiclass Feats


Shinobi Manuvers [Ki]
You may use your Ki to perform and manipulate your martial maneuvers.
Prerequisite: Ki power, one martial maneuver
Benefit: You gain Knowledge (martial lore) as a class skill and your initiator level increases by 1, to a maximum equal to your Hit Dice. You may perform any one of your known maneuvers as if it were readied and available for use, by spending a daily use of your Ki power as part of the action needed to initiate the maneuver normally. Using the feat in this manner does not actually ready or expend any of your maneuvers.
  Alternatively, as a full round action that does not provoke an attack of opportunity, you may temporarily exchange one maneuver you know for another maneuver for which you meet the prerequisites, so long as you still meet the prerequisites for all known maneuvers. As part of this action, you must spend a number of daily uses of your Ki power equal to the level of new maneuver. You may only have one such exchange in effect at any one time. Dismissing the effect of this exchange is a free action.

Manaspark Manuver
You can expend your spells to perform any maneuver you know.
Prerequisite: Ability to cast 1st level spells, one martial maneuver
Benefit: Your initiator level increases by 1, to a maximum equal to your Hit Dice. You may perform any martial maneuver you know, even if it has been expended or hasn't been readied or granted, by expending a spell slot equal to or greater than the maneuver's level. This spell slot is used as part of performing the maneuver itself. Using this feat does not actually expend or ready any of your maneuvers. When performing a martial maneuver in this manner, you may do so with an initiator level equal to the caster level of the spell slot used, to a maximum equal to your Hit Dice.

Manifested Manuvers [Psionic]
You can use your power points perform and manipulate your martial maneuvers.
Prerequisites: 1 or more psionic power points, one martial maneuver
Benefit: You gain Knowledge (martial lore) as a class skill and your initiator level increases by 1, to a maximum equal to your Hit Dice. You may perform any maneuver you know, as if it were readied and available for use, by spending a number of power points equal to the maneuver's level as part of the action needed to initiate the maneuver normally. This use of the feat does not actually expend or ready any of your maneuvers known.
  Alternatively, as a full round action that does not provoke an attack of opportunity, you may temporarily exchange one maneuver you know for another maneuver for which you meet the prerequisites, so long as you still meet the prerequisites for all known maneuvers.  As part of this action, you must spend a number of power points equal to 2 * the level of new maneuver - 1. You may only have one such exchange in effect at any one time. Dismissing the effect of this exchange is a free action.

Defiant Defender PrC

Used as bodyguards and point soldiers, these individuals are often highly trained and motivated to make sure enemies have to get through them first.  Capable of anticipating and reacting to danger at a moment's notice, they are also adept at measuring up a situation and those involved.

ENTRY REQUIREMENTS
To qualify to become an defiant defender, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Listen 4 ranks, Spot 4 ranks
Feats: Combat Reflexes and one other feat from the list of bonus fighter feats

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +2 +2 Defensive Harrier, Battle Reactive, Steady
2nd +2 +3 +3 +3 Holding Ground, Elude Touch, Mean Lunge
3rd +3 +3 +3 +3 None Shall Pass, None Shall Flee, Proactive
4th +4 +4 +4 +4 Defensive Bulwark, Interference, Sure Grasp
5th +5 +4 +4 +4 Fearsome Display, Loyalty, Contingency Plans  
6th +6 +5 +5 +5 Impetuous Endurance, Intercept Style
Hit Die: d12
Class Skills (4 + Int modifier per level): Balance, Climb, Escape Artist, Intimidate, Jump, Listen, Perform (weapon drill), Search, Sense Motive, Spot, Swim, Tumble.

CLASS FEATURES
All the following are class features of the defiant defender prestige class.
Weapon and Armor Proficiency: Defiant defenders gain no proficiency with any weapon, armor or shield. 
Defensive Harrier (Ex): As far as a defiant defender sees fit, any number of opponents he threatens suffer a penalty equal to his class level on all skill checks, as well as on all attack rolls made against targets other than the defiant defender himself and his gear. For each size category an opponent holds over the defiant defender, the penalty they suffer is reduced by 1 to a minimum of 0. Opponents become aware of this effect while they are aware of being threatened.
Battle Reactive (Ex): A defiant defender gains a bonus to initiative equal to his class level. He may also add the same number to the amount of attacks of opportunity he can make in one round.
Steady (Ex): Whenever a defiant defender uses a standard action to perform or ready a move action or any other action that involves making a melee attack roll, he may then assume the penalties and benefits of fighting defensively until the start of his next turn. Any penalty a defiant defender suffers on attacks of opportunity due to fighting defensively, is reduced by an amount equal to half his class level (rounded down).
    Alternatively, if the standard action is used to perform or ready a move action only, the defiant defender may then assume the penalties and benefits of a total defense (instead of fighting defensively) and still make attacks of opportunity at a -10 penalty, reducing that penalty by an amount equal to his class level.
    In either case, a defiant defender with the Combat Expertise feat, may use it as part of this ability.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Holding Ground (Ex): Starting at 2nd level, a defiant defender gains a bonus equal to half his class level (rounded down) on Escape Artist checks and on opposed rolls to escape a grapple, avoid a sunder attempt, and to resist bull rush, overrun, feint, demoralize, disarm and trip attempts made against him. In addition, the defiant defender gains an equal dodge bonus to AC against charge attacks and attacks of opportunity made against him.
Elude Touch (Ex): Starting at 2nd level, a defiant defender's instincts begin to supersede his intellect, alerting him to danger from touch attacks (including rays). He gains a bonus to Armor Class against all touch attacks equal to half his class level (rounded down); however, his touch AC can never exceed his Armor Class against normal attacks.
Mean Lunge (Ex): By 2nd level, a defiant defender may use the Intimidate or Perform (weapon drill) skill as a move action, in an attempt to demoralize a single foe he threatens. This effect lasts for a number of rounds equal to half his class level (rounded down) or until the affected foe witnesses the defiant defender rendered helpless or dead. This is a mind-affecting ability that does not stack.
None Shall Pass (Ex): Starting at 3rd level, whenever a defiant defender deals physical damage to an opponent with a melee attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender, the defiant defender may try and stop that opponent in its tracks.
    If the defiant defender so wishes, the opponent struck must make a Reflex save (DC equals his class level + the number of feats he has from the list of bonus fighter feats + the damage dealt). The opponent gets a +4 bonus on the save for each size category it holds over the defiant defender or a -2 penalty for each size category the defiant defender holds over it. If the opponent fails the save, it loses the remainder of its action.
    Alternatively, the defiant defender may attempt a trip attack when using an attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender. In this case, the defiant defender may use the opponent's momentum to his advantage, gaining a circumstance bonus equal to half his class level (rounded down), on the opposed ability check he makes when trying to trip the opponent.
None Shall Flee (Ex): Starting at 3rd level, any opponent threatened by a defiant defender, that takes any sort of movement, even a 5-ft step, provokes an attack of opportunity from him. Opponents may not use the withdraw action to treat the square they start in as no longer threatened by such a defiant defender.
Proactive (Ex): Starting at 3rd level, a defiant defender's initiative count does not change when taking a readied action.
Defensive Bulwark (Ex): By 4th level, a defiant defender has improved his ability to hamper foes that try to move around him, such that all opponents treat the area he threatens as difficult terrain (movement costs are doubled in those squares).
Interference (Ex): Starting at 4th level, before the defiant defender knows the result of a physical attack that he can perceive passing through or occurring within the area he threatens, be it melee or ranged, the defiant defender may use a melee attack of opportunity in an attempt to knock it off course. If the defiant defender's attack roll exceeds the incoming attack roll, the incoming attack roll must be rolled again, using the new result only if it is less than the previous result.
    For each size category the enemy attacker holds over the defiant defender, the defiant defender suffers a -4 penalty on his attack of opportunity when using this ability. Unusually massive weapons (such as boulders or ballista bolts) and attacks that don't involve a solid object or missile can't be affected. Attacks from incorporeal and ethereal enemies can't be affected unless the defiant defender possess a means of striking them with the attack of opportunity this ability allows, in which case he may suffer a miss chance (or not, if using a Ghost Touch weapon or wielding a force effect modeled after a melee weapon).
Sure Grasp (Ex): Starting at 4th level, if a defiant defender becomes stunned or panicked, he may choose not to drop whatever he is holding.
Fearsome Display (Ex): Starting at 5th level, whenever a defiant defender uses a standard action to perform or ready his Mean Lunge ability, the ability may be used against a maximum number of foes he threatens, equal to the number of feats he has from the list of fighter bonus feats.
Loyalty (Ex): By 5th level, a defiant defender may roll his saving throw twice against any mind-affecting attack or effect, and take the better result. Defiant defenders with a natural immunity to mind-affecting effects instead gain turn resistance equal to half their class level (rounded down).
Contingency Plans (Ex): By 5th level, a defiant defender has mastered the task of mentally rehearsing the moves he will make should circumstances change at a moment's notice.
  As a standard action, he may ready a standard, move action or swift action.
  As a move action, he may ready a move action or swift action.
  As a swift action, he may ready a swift action.
  The defiant defender may have multiple readied actions available at any one time, but only one of them may be allowed to occur just before a single triggering action. Only after one of the readied actions is taken, and its triggering action is then resolved, may the other readied action(s) be taken at that time or remain readied to possibly be triggered later during the round.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Impetuous Endurance (Ex): A 6th level defiant defender does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to overcome the save's DC.
Intercept Style (Ex): At 6th level, whenever a defiant defender uses a standard action to ready a move action for the purpose of movement, he may use that readied action any number of times during the round, until the sum of movement it provides equals what he can get from a single move action, or until an event occurs in which he would normally lose an entire move action. For movement that involves a check of some kind, the check must be made each time this particular readied action is used.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.

New Deity



Luthaerius Aelaraeluin

Pushing against the frontiers of what is known, worshipers of this elven deity are most often found engaged in their studies, classrooms and workshops or out charting the cosmos.  Fierce rivalries and steadfast alliances coexist between various chapters and sects in their efforts to both gain and demonstrate the greatest level of understanding and mastery in various arts, trades or subjects.  From both conflict and collaboration, his faithful produce a steady supply of proposals for various projects and endeavors and deliver them to the proper authority in the land.  Divine spellcasters of Luthaerius Aelaraeluin pray for and prepare their spells at noon, when the sun is at its zenith.

Power: Intermediate Deity
Title: The Eager Step Forward, The Ceaseless Scholar
Alignment: Neutral Good
Worshipers: Any non-evil
Clerics: Any good or true neutral
Symbol: A bound scroll with white wings placed beneath a golden torch, all under an arc of seven blue stars.
Domains: Community, Elf, Good, Knowledge, Planning, Pride, Truth and Zeal
Portfolio: advisers, analysis, apprentices, colleagues, discovery, education, explorers, investigators, masters, progress, learning, research, scholars, students, teachers
Favored Weapon: The Long Horizon (Saber -> FRCS pg. 97)
Dogma:  Delight in the sport of discovery, learning, understanding, application and progress.  Thrust aside whatever might veil or obfuscate the path ahead so that others might follow and prosper because of it.  Challenge untested conclusions in the crucible of what can be proven with demonstration and evidence. Document your endeavors and contribute to a greater vision of what promise may be realized beyond the next horizon.

Initiate Feats for Lutharius Aelaeraeluin

Ceaseless Scholar [Initiate]
The need for sleep or reverie need not interfere with your racing thoughts and pressing ideas.
Prerequisites: Cleric level 1st, patron deity Lutharius Aelaraeluin
Benefit: You no longer require sleep or reverie in order to function properly.  The process of regaining spells still requires you to observe an 8 hour period of restful calm prior to the act of preparation or meditation.
In addition, you become immune to involuntary sleep spells and effects.
You may also add the following spells to your cleric spell list: 1st - Identify, 3rd - Ghost Lantern (CM 106), 6th - Legend Lore, 7th - Vision

The Eager Step Forward [Initiate]
Eager to find what you seek, you are often the last to turn back when the path grows perilous.  Although, that could also be because you're often a little more prepared than most for what lies in wait.
Prerequisites: Cleric level 1st, patron deity Lutharius Aelaraeluin
Benefit: Add Gather Information and Search to your list of cleric class skills.
You may also add the following spells to your cleric spell list: 1st - Instant Search (SpC 124), Weildskill, 2nd - Improvisation (SpC 121), 3rd - Ghost Lantern (CM 106), 4th - Ruin Delver's Fortune (SpC 178), 6th - Contingency

Races Adapted From WoW

Inspired from World of Warcraft.  See also Ursinoids and the Eredar race.


BLOOD ELVES
Blood elves possess all the traits of sun elves except as follows:
  • -2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma. These ability adjustments replace those of sun elves.
  • Blood elves do not gain any racial weapon group proficiencies.
  • Use Magic Device is always considered a class skill for Blood Elves.
  • Arcane Torrent (Su): Twice per day as an immediate action, a blood elf may discharge a spread of discordant arcane energies. All hostile creatures within 20 feet must make a Will save against a DC equal to 10 + 1/2 the elf's Hit Dice + the elf's Charisma modifier, or lose the ability to cast spells and spell-like abilities, activate any supernatural ability, or use any spell completion, spell trigger or command item for 1 round. A blood elf must wait 2 minutes after using this ability before it can be used again.
  • Spell Resistance: 11 + HD.
  • Level Adjustment: +1.
Blood Elf Racial and Regional Feats: Blood Elves have access to the all the feats that sun elves do, as well as the following: Infernal Bargainer (RoF 165).


GREEN ORCS
Green orcs possess all the traits of mountain orcs except as follows:
  • +2 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence. These ability adjustments replace those of mountain orcs. A green orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
  • Green orcs do not gain Darkvision or Light Sensitivity.
  • Low-Light Vision: Green Orcs can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Weapon Familiarity: Green Orcs proficient with Axes or Claw Weapons, are automatically proficient with exotic weapons of the corresponding type(s).
  • Command: Each companion, familiar, special mount or similar creature gained by a green orc due to a class feature is often more exceptional than other specimens of its kind, and gains a +2 adjustment to any two ability scores other than Intelligence. Only one such creature per eligible class gains these adjustments.
  • +2 racial bonus on Knowledge (geography, nature and planes) and Ride checks.
  • Hardiness: Whenever a green orc begins his turn stunned or dazed, he can make a new saving throw at the original DC of the effect that stunned or dazed him in an attempt to recover. Recovering from being stunned or dazed in this way is a move action. If the effect that caused him to become stunned or dazed did not allow a saving throw, he can recover by succeeding on a Will save (DC 10 + 1/2 HD or caster level of originator of effect + relevant ability modifier, or Cha modifier if there is not an obvious ability linked to the effect).
  • Blood Fury (Su): Once per day, as a free or immediate action, a green orc may induce an episode of lucid fervor for 3 rounds. During that time, he gains a +4 bonus to Strength and may reroll one occurrence of hit point damage dealt or healed by any means he himself employs, keeping the better result.
  • Favored Class: Barbarian or Ranger. A multiclass green orc's barbarian or ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
Green Orc Racial and Regional Feats: Green orcs have access to the all the feats that standard orcs do, as well as the following: Ancestral Knowledge (RoS 136) or Infernal Bargainer (RoF 165). Green orcs may not have both of these feats at the same time.


IRONFORGE DWARVES
Ironforge dwarves possess all the traits of shield dwarves except as follows:
  • +2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma. These ability adjustments replace those of standard dwarves.
  • No bonus on saving throws against poison.
  • No bonus on saving throws against spells and spell-like abilities.
  • No dodge bonus against giants.
  • No bonus on attack rolls against orcs and goblinoids.
  • Weapon Familiarity: Ironforge dwarves proficient with Maces or Hammers, are automatically proficient with exotic weapons of the corresponding type(s). This replaces the weapon familiarity gained by standard dwarves.
  • +2 racial bonus on saving throws against cold spells and effects.
  • +1 racial bonus on attack rolls to confirm critical hits with a firearm.
  • Stoneform (Su): Twice per day, as a free or immediate action, an ironforge dwarf's body may assume a stone-like consistency. Each time hit point damage is dealt to the ironforge dwarf, that damage is rolled twice and the lesser result is applied. In addition, the dwarf gains immunity to bleeding, poison and disease, and all such effects are removed. This effect lasts 1 round. An ironforge dwarf must wait 2 minutes after using this ability before it can be used again.
Ironforge Dwarf Racial and Regional Feats: Ironforge Dwarves have access to the all the feats that shield dwarves do.


DARKSPEAR TROLLS
  • +2 Dexterity, -2 Intelligence. A darkspear troll's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
  • Humanoid (Troll)
  • Medium: As Medium creatures, darkspear trolls have no special bonuses or penalties due to their size.
  • Darkspear Troll base land speed is 30 feet.
  • Low-Light Vision: Darkspear trolls can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • +2 racial bonus on any Appraise or Craft check related to drugs, medicines or poisons.
  • +2 racial bonus on Escape Artist and Knowledge (nature) checks.
  • +1 racial bonus on attack and damage rolls against animals and vermin.
  • +1 racial bonus on attack rolls to confirm critical hits with a bow or thrown weapon.
  • +1 racial bonus on saving throws against acid, disease, electricity and poison.
  • Berserking (Ex): Twice per day as a free action, a darkspear troll can boost his metabolic and muscular action rates long enough to grant him an additional move action for that turn. A darkspear troll must wait 3 minutes after using this ability before it can be used again.
  • Rapid Healing: Darkspear trolls naturally heal a number of hit points per day equal to the standard healing rate + double their Constitution bonus. They heal even if they do not rest. This healing replaces their normal natural healing. If they are tended successfully by someone with the Heal skill, they instead regain double the normal amount of hit points + double their Constitution bonus.
  • Automatic Languages: Common and Troll. Bonus Languages: Giant, Gnoll, Orc, Goblin, Undercommon.
  • Favored Class: Barbarian or Ranger. A multiclass darkspear troll's barbarian or ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
Darkspear Troll Racial and Regional Feats: Darkspear Trolls have access to the all the feats that ---- do, as well as the following: ----


NIGHT ELVES
Night elves possess all the traits of wild and wood elves except as follows:
  • -2 Strength, +4 Dexterity, -2 Constitution. These ability modifiers replace those of standard elves.
  • Shadow Meld (Su): To adapt to the coloration and texture of her immediate surroundings, a night elf may take a 1 round action that provokes an attack of opportunity. In order to both gain and maintain the benefits of this action, she must not move for any reason, take no other actions, take no damage and make no attempts to defend herself (effectively flat-footed unless she decides to defend herself). After she succeeds in taking this action, she gains a +20 circumstance bonus to Hide and may use the skill even while being observed. As long as she is within 10 feet of some sort of shadow, she can hide herself from view out in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow. A night elf may use the Reverie ability while hiding in this manner.
  • Night elves do not gain any racial weapon group proficiencies.
  • Favored Class: Druid or Ranger. A multiclass night elf's druid or ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
Night Elf Racial and Regional Feats: Night Elves have access to the all the feats that wood and wild elves do, as well as the following: Cover Your Tracks (ShS 20).