Gifted
Alignment: Any
Hit Die: d8
Class Skills: 4+ Int mod. Appraise, Acrobatics, Bluff, Diplomacy, Disable Device, Escape Artist, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Perception, Sleight of Hand, Sense Motive, Stealth.
Role: The Gifted gains their power from the mysterious Outsider, whether they worship him or not. They are just as comfortable in the flay of a battlefield as they are skulking in the shadows of a back-alley.
Proficiencies: light armor, all simple and martial weapons, and firearms.
Table: Gifted
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Mana Pool, Versatile, Occultist
2nd +1 +0 +3 +3 Outsider Gift
3rd +2 +1 +3 +3 Escapist
4th +3 +1 +4 +4 Outsider Gift
5th +3 +1 +4 +4 Manipulator
6th +4 +2 +5 +5 Outsider Gift
7th +5 +2 +5 +5 Faceless
8th +6/+1 +2 +6 +6 Outsider Gift
9th +6/+1 +3 +6 +6 In Harm's Way
10th +7/+2 +3 +7 +7 Outsider Gift, Spiritual Remedy
11th +8/+3 +3 +7 +7 Vanished
12th +9/+4 +4 +8 +8 Outsider Gift
13th +9/+4 +4 +8 +8 Cleaner, Always Ready
14th +10/+5 +4 +9 +9 Outsider Gift
15th +11/+6/+1 +5 +9 +9 Phantom
16th +12/+7/+2 +5 +10 +10 Outsider Gift
17th +12/+7/+2 +5 +10 +10 Speed of Darkness
18th +13/+8/+3 +6 +11 +11 Outsider Gift
19th +14/+9/+4 +6 +11 +11 Tempest
20th +15/+10/+5 +6 +12 +12 Outsider Gift, Revenge Solves Everything
Alignment: Any
Hit Die: d8
Class Skills: 4+ Int mod. Appraise, Acrobatics, Bluff, Diplomacy, Disable Device, Escape Artist, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Perception, Sleight of Hand, Sense Motive, Stealth.
Role: The Gifted gains their power from the mysterious Outsider, whether they worship him or not. They are just as comfortable in the flay of a battlefield as they are skulking in the shadows of a back-alley.
Proficiencies: light armor, all simple and martial weapons, and firearms.
Table: Gifted
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Mana Pool, Versatile, Occultist
2nd +1 +0 +3 +3 Outsider Gift
3rd +2 +1 +3 +3 Escapist
4th +3 +1 +4 +4 Outsider Gift
5th +3 +1 +4 +4 Manipulator
6th +4 +2 +5 +5 Outsider Gift
7th +5 +2 +5 +5 Faceless
8th +6/+1 +2 +6 +6 Outsider Gift
9th +6/+1 +3 +6 +6 In Harm's Way
10th +7/+2 +3 +7 +7 Outsider Gift, Spiritual Remedy
11th +8/+3 +3 +7 +7 Vanished
12th +9/+4 +4 +8 +8 Outsider Gift
13th +9/+4 +4 +8 +8 Cleaner, Always Ready
14th +10/+5 +4 +9 +9 Outsider Gift
15th +11/+6/+1 +5 +9 +9 Phantom
16th +12/+7/+2 +5 +10 +10 Outsider Gift
17th +12/+7/+2 +5 +10 +10 Speed of Darkness
18th +13/+8/+3 +6 +11 +11 Outsider Gift
19th +14/+9/+4 +6 +11 +11 Tempest
20th +15/+10/+5 +6 +12 +12 Outsider Gift, Revenge Solves Everything
Mana Pool: At first level, you gain a pool of mana equal to your level+your Wis modifier. This pool replenishes 1 point per minute, or fully after a night's rest. Worshiping at an altar to the Outsider for one uninterrupted hour also fully replenishes this pool.
Versatile: At first level, you gain a bonus combat feat that you meet the prerequisites for. You may ignore a BAB requirement of +1 or less for this.
Occultist: At first level, second level, and every second level thereafter, choose an Outsider Gift you meet the level requirement for. You must have a free hand to use Gifts that require you to spend mana. You may instead choose to enhance a gift you already possess, so long as you meet the prerequisites.
Escapist: At third level, you gain Evasion.
Manipulator: At fifth level, you gain a bonus combat feat that you meet the prerequisites for. You may ignore a BAB requirement of +5 or less for this.
Faceless: At seventh level, you add your Wis modifier to stealth checks on top of your Dex modifier.
In Harm's Way: At ninth level, You gain the Opportune Parry and Riposte Swashbuckler deed, that functions off of your Mana pool.
Spiritual Remedy: At tenth level, your mana pool now replenishes at a rate of 5 points per minute. Additionally, you may create a spiritual remedy. The process requires one minute. You spend any amount of mana during creation, and the spiritual remedy has a number of points of mana equal to the amount you spent. You may consume the spiritual remedy as if it were a potion, gaining the amount of mana that the spiritual remedy contains. Any mana over your maximum is wasted. You may have a number of spiritual remedies at any given time equal to your Wis modifier.
Vanished: At eleventh level, you gain Improved Evasion.
Cleaner: At thirteenth level, you gain a bonus combat feat that you meet the prerequisites for. You may ignore a BAB requirement of +15 or less for this.
Always Ready: At thirteenth level, you gain Uncanny Dodge and may always act in the surprise round. If you have Uncanny dodge from another source, this automatically becomes Improved Uncanny Dodge.
Phantom: At fifteenth level, you may move at full speed while using Stealth without taking any penalty, and may Hide in Plain Sight, as the Assassin class feature.
Speed of Darkness: At seventeenth level, you may use an additional swift or immediate action each round, provided you spend at least one of them on a gift or class feature from this class that requires a swift or immediate action to activate. You may do this a number of times per day equal to your Wis modifier.
Tempest: At nineteenth level, you gain a bonus combat feat that you meet the prerequisites for. You may ignore any BAB requirement for this.
Revenge Solves Everything: At twentieth level, a number of times per day equal to your Wis modifier, you may retaliate against someone who has attacked you. This is an immediate action. Whenever you are targeted by something that does damage, you may roll the same amount of damage as they do, using their modifiers instead of theirs. You subtract the damage you do from the damage they do, at a 1:1 ratio. If this reduces their damage to zero, their attack is negated (along with any other properties it may have, such as poison). Any damage you do above theirs, they take instead.
For example, if you use this ability when someone targets you with a Vital Strike while wielding a great sword, you would both roll 8d6 and add any modifiers as if you were making the same attack (Such as your Str modifier, any abilities that increase your damage for great swords, or any abilities that increase your damage for vital strike).
You may also use this ability if you are in the area of an area effect. In which case, you must forgo any save it allows and make an attack roll against the DC. You roll the same damage as the area effect, as above, but remaining damage you do beyond bringing it to zero has no effect. Treat the reduced amount of damage as the original damage for the effect.
For example, if a dragon uses its breath weapon and you use this ability, you make an attack roll against the breath weapon's DC of 27. You both roll 10d6. The dragon gets 40 and you get 25. The total damage everyone in the area takes is 15, with a reflex save for half. You have forgone your save by using this ability, so you take the 15 damage regardless.
Versatile: At first level, you gain a bonus combat feat that you meet the prerequisites for. You may ignore a BAB requirement of +1 or less for this.
Occultist: At first level, second level, and every second level thereafter, choose an Outsider Gift you meet the level requirement for. You must have a free hand to use Gifts that require you to spend mana. You may instead choose to enhance a gift you already possess, so long as you meet the prerequisites.
Escapist: At third level, you gain Evasion.
Manipulator: At fifth level, you gain a bonus combat feat that you meet the prerequisites for. You may ignore a BAB requirement of +5 or less for this.
Faceless: At seventh level, you add your Wis modifier to stealth checks on top of your Dex modifier.
In Harm's Way: At ninth level, You gain the Opportune Parry and Riposte Swashbuckler deed, that functions off of your Mana pool.
Spiritual Remedy: At tenth level, your mana pool now replenishes at a rate of 5 points per minute. Additionally, you may create a spiritual remedy. The process requires one minute. You spend any amount of mana during creation, and the spiritual remedy has a number of points of mana equal to the amount you spent. You may consume the spiritual remedy as if it were a potion, gaining the amount of mana that the spiritual remedy contains. Any mana over your maximum is wasted. You may have a number of spiritual remedies at any given time equal to your Wis modifier.
Vanished: At eleventh level, you gain Improved Evasion.
Cleaner: At thirteenth level, you gain a bonus combat feat that you meet the prerequisites for. You may ignore a BAB requirement of +15 or less for this.
Always Ready: At thirteenth level, you gain Uncanny Dodge and may always act in the surprise round. If you have Uncanny dodge from another source, this automatically becomes Improved Uncanny Dodge.
Phantom: At fifteenth level, you may move at full speed while using Stealth without taking any penalty, and may Hide in Plain Sight, as the Assassin class feature.
Speed of Darkness: At seventeenth level, you may use an additional swift or immediate action each round, provided you spend at least one of them on a gift or class feature from this class that requires a swift or immediate action to activate. You may do this a number of times per day equal to your Wis modifier.
Tempest: At nineteenth level, you gain a bonus combat feat that you meet the prerequisites for. You may ignore any BAB requirement for this.
Revenge Solves Everything: At twentieth level, a number of times per day equal to your Wis modifier, you may retaliate against someone who has attacked you. This is an immediate action. Whenever you are targeted by something that does damage, you may roll the same amount of damage as they do, using their modifiers instead of theirs. You subtract the damage you do from the damage they do, at a 1:1 ratio. If this reduces their damage to zero, their attack is negated (along with any other properties it may have, such as poison). Any damage you do above theirs, they take instead.
For example, if you use this ability when someone targets you with a Vital Strike while wielding a great sword, you would both roll 8d6 and add any modifiers as if you were making the same attack (Such as your Str modifier, any abilities that increase your damage for great swords, or any abilities that increase your damage for vital strike).
You may also use this ability if you are in the area of an area effect. In which case, you must forgo any save it allows and make an attack roll against the DC. You roll the same damage as the area effect, as above, but remaining damage you do beyond bringing it to zero has no effect. Treat the reduced amount of damage as the original damage for the effect.
For example, if a dragon uses its breath weapon and you use this ability, you make an attack roll against the breath weapon's DC of 27. You both roll 10d6. The dragon gets 40 and you get 25. The total damage everyone in the area takes is 15, with a reflex save for half. You have forgone your save by using this ability, so you take the 15 damage regardless.