New Character Options (from ECR)

Apr 23, 2016 10:11 pm
Expedition to Castle Ravenloft offered a few options for players. Here are the conversion for those options listed here.

The Lightbringers
The Lightbringers are an expansive guild of undead hunters that readily hands out charter membership to anyone who wants to stamp out undead. The Lightbringers have no central headquarters. Generally affiliated good-aligned temples in large cities set aside meeting rooms for those who sign the guild’s charter. Sarenrae’s temples are best known for hosting Lightbringers—believers and nonbelievers alike.
Symbol: The Lightbringers’ symbol is a stylized half-sun, half-moon disc.
Credo: "Suffer no false life."

Lightbringers Entry Requirements
As a guild, the Lightbringers organization requires prospective members to have at least 1 rank (if a trained class skill) or 4 ranks (if not) in an associated skill. The guild accepts all classes, so no minimum level requirement exists. Entry and annual dues are required, and the guild imposes minimum service.
Associated Classes: Any.
Associated Skills: Diplomacy, Heal, Knowledge (history), Knowledge (local), Knowledge (religion), Sense Motive.
Dues: The initiation fee is a one-time payment of 100 gp, donated to the affiliated temple housing the local Lightbringers chapter. Annual dues are also 100 gp, but the real cost of membership is a commitment to destroy a minimum number of undead each year. Each member sets his or her own limit, and is accountable only to the local chapter.

Lightbringers Benefits
All guilds provide basic service to their members, including food and lodging, a 10% subsidy on the cost of basic supplies and guild-related services, emergency loans, and other aid. Guild members gain a contact within the organization who can help with specific tasks.
In addition, the Lightbringers guild provide the following benefits to members.
• A guild member gains access to alternative class abilities associated with the guild (see below). On joining the Lightbringers, a character can choose to retroactively apply Lightbringers alternative abilities to class levels he or she has already gained. The guild doesn’t require that the member take any alternative abilities, it merely offers the option.
• A guild member is guaranteed on free casting of restoration per week at an affiliated temple, as long as the condition requiring the spell was caused by an undead.
• Lightbringers respect each other. A guild member receives a +2 circumstance bonus on Diplomacy checks made while talking to a fellow Lightbringer.
• A guild member who finds an undead enclave too tough to handle alonce can travel to the nearest affiliated temple and petition the Lightbringers for aid. Such request requires a DC 20 Diplomacy check, with a cumulative -2 penalty for each previous call for aid that member has made. On a successful check, the member gains the aid of one guild member whose level is equal to the petitioner’s -2 (min. 1); determine class randomly.
• Every guild member gains a useful contact.
• Guild members qualify for the Favored In Guild feat described below and qualify for its associated benefit. The guild doesn’t require that the member take the feat; it merely offers the option.
Favored In Guild Benefit: The guild further subsidizes a member’s purchase of equipment useful in combating undead, including stakes, holy water, alchemical flares, alchemical stakes, alchemical vampire repellent, silvered weapons, and so on. this subsidy reduces the usual cost of supplies by an additional 5% (maximum 1,000 gp/year).

Favored In Guild
You are an active and valued member of your guild.
Prerequisites: Membership in a guild (including 2 ranks in two of the guild’s associated skills, and at least 1 rank in another two of the guild’s associated skills).
Benefits: As an active member of your guild, select one of your guild’s associated skills. As long as you remain a menber of the guild, you gain a +2 competence bonus on all checks made with that skill.
An active member in the Lightbringers also gain additional fringe benefits, as noted in the Lightbringers organization description above.

Lightbringer Alternative Class Features
Alternative class features replace class features found in the original class description. If you have already reached or passed the level at which you can take the feature, you can use the retraining option described below to gain an alternative class feature in place of the normal feature gained at that level.
Lightbringer alternative class abilities help members improve in their quest to destroy all undead.
each set of alternative class abilities represent variants for selected standard classes based on the concept of hunting undead.
A character need not take all the alternative class abilities provided for a class. For instance, a light bringer paladin might decide to take only the detect undead class ability at 1st level, ignoring those available at other levels.
The format for alternative class features is summarized below.

Alternative Class Feature Name
A general description of the ability and why you might want to consider it.
Level: You can select the alternative class feature only at this level (unless you are using the retraining option).
Replaces: This line identifies the ability that you must sacrifice to gain the alternative class feature.
Benefit: This section describes the mechanical effects of the new ability.

Class Feature Retraining
Retraining is adjusting a decision you made earlier in your character’s career by selecting a different legal option. This technique represents the character practicing new talents in lieu of honing older ones. In a way, the process is similar to attaining a new level. In keeping with the concept, the retraining option can be chosen only during level advancement.
Each time your character attains a new level, you can chose to retrain. This decision must be implemented before any of benefits of the newly attained level are applied. For example, if a 5th-level rogue wants to trade her trap sense feature for the penetrating strike alternative class feature, she can do so immediately upon attaining 6th-level, before she gains any of the benefits for that level (such as additional hit points, skill points, and so on).
Class feature retraining allows you to swap out one character option at any character level for another. The character remains basically the same, since his class levels haven’t changed, but he’s now highlighting a different aspect of his class. Such retraining also allows a character to adopt an alternative class feature, such as those presented in this section.
To chose an alternative class feature, substitute it for one class feature available at that level. the new feature must represent a choice that you could have made at the same level as you made the original choice. Also, the new choice can’t make any of your later choice illegal—though it might automatically change class features acquired later if they are based on the initial choice.

Lightbringer Bard
Bards who are most excited by the music of the dirge, the funeral marches, or the requiem are those most strongly drawn to the light bringers. The light bringer bard brings hope and courage to those oppressed by the depredations of unlike, and he uses tricks, music, and magic to thwart for conspiracies of undead masterminds.

Undead Bardic Knowledge
A light bringer bard has special interest in events, items, and persons that are important to undead. Your focused, careful studies allow you to identify such creatures and effects commonly associated with them.
Level: 1st.
Replaces: Bardic knowledge.
Benefit: You can tap into some of your specialized knowledge of the undead. You add your class level to your Knowledge (arcana), Knowledge (religion), or Knowledge (history) skills, which you can still make untrained, but only on checks made to learn about an undead creature or some other bit of undead lore—such as an item used to destroy a legendary undead or a plague caused by undead—as your insight concern only the undead. For every +5 bonus this class feature grants you, you can instead opt to roll your affected Knowledge skill one extra time, keeping the better result. for example, a 7th-level bard with undead bardic knowledge could opt to make a Knowledge (religion) roll twice, but only with a +2 bonus, keeping the best result.

Inspire Channel Energy
You use your knowledge of religious hymns and divine songs to lend greater energy to an ally’s channel positive energy attempt.
Level: 3rd.
Replaces: Inspire competence bardic performance ability.
Benefit: When using your bardic performance ability, you can help an ally who channels positive energy to damage undead. the ally must be within 30 feet and able to see or hear you, depending on your choice of performance. you must also be able to see the ally. The ally gains an extra d6 on his channel positive energy attempts so long as he continues to see or hear your performance. The effect lasts as long as you concentrate, up to a maximum of 2 minutes. This bonus increases by +1d6 for every four levels you have attained (for every levels at which inspire competence would have increased its bonus by +1; +2d6 at 7th, +3d6 at 11th, and so on). You can’t use inspire channel positive energy on yourself. This is a supernatural, mind-affecting ability.

Repel Domination
Your study of the undead allows you to fortify your mind against their attacks.
Level: 6th.
Replaces: Suggestion bardic performance ability.
Benefit: You gain a +2 bonus on saving throws against mind-affecting spells or abilities from undead creatures. Furthermore, whenever you succeed on such a saving throw, the undead creature that produced the effect is shaken for the remainder of the encounter.

Lightbringer Cleric
Lightbringer clerics are those clerics who focus first and foremost on their ability to harm undead by channeling positive energy. They know that the positive energy they bring to bear against undead is the single most important aspect of their class. The negative energy of undeath must be opposed everywhere and always with the positive energy of light.

Destroy Undead
You can better channel positive energy to greatly harm undead creatures.
Level: 1st.
Replaces: Channel energy (positive).
Benefit: Instead of the clerics’s normal ability to channel positive energy, a light bringer cleric can channel positive energy only to harm undead, not to heal the living.
Destroy undead works just like channel positive energy when used to damage undead, except that it inflicts 1d8 damage every odd cleric level instead of the normal 1d6, in addition, the Cleric adds his Charisma modifier to the total of damage. So, for example, a 5th level cleric with a Charisma score of 16 using destroy undead would inflict 3d8+3 points of damage to every undead within 30 feet if they failed their save, and half that if they succeed.
When using this ability against incorporeal undead, it inflicts full damage on them.
Destroy undead still counts as channel positive energy for the purpose of meeting prerequisites for feats, prestige classes, and so forth. A light bringer cleric can use this ability the same number of times per day he could channel energy. Any ability that grants a bonus to channel positive energy instead grants an equal bonus to this ability instead. This is a supernatural ability.

True Daylight
Lightbringer clerics, as befit their names, are capable of channeling divine energy in the form of pure sunlight.
Level: 1st.
Replaces: One domain 1st-level granted power.
Benefit: A light bringer cleric can use up one of his channel positive energy uses for the day to empower a daylight spell he casts with positive energy. The resulting daylight effect has a smaller radiance radius and a shorter, inconsistant duration; however, the daylight created is the equivalent of actual, real daylight for the purpose of its effect on creatures that are damaged or destroyed by bright light (such as vampires).
The effect created by this ability sheds true daylight in a 10-foot radius and has a duration of 1d4 rounds (roll to determine each time this ability is used). This is an extraordinary ability.

Positive Healing
By imparting a portion of the divine energies he commands into an ally, the light bringer cleric sustains his friend against injuries.
Level: 1st.
Replaces: One domain 1st-level granted power.
Benefit: A light bringer cleric can use one of his channel positive energy uses for the day to internalize the influx of positive energy and so can grant himself or an ally within 30 feet the fast healing ability. The amount of hit points healed by this fast healing ability is equal to the cleric’s Charisma modifier and lasts for an amount of rounds equal to 4 plus one fifth of the cleric’s class levels, rounded up. so for example, a 3rd level cleric with a charisma score of 14 would grant fast healing 2 for 5 rounds

Lightbringer Paladin
Lightbringer paladins are little different from standard paladins, and share the same compassion to pursue good, the will to uphold law, and the power to defeat evil. However, the light bringer paladin has made it her specialization to seek out and destroy undead, seeing them as the penultimate manifestation of evil in the world.

Detect Undead
Lightbringer paladins specialize in sniffing out the stench of undeath.
Level: 1st.
Replaces: Detect evil.
Benefit: A light bringer paladin can use this ability at will. This is a divination effect similar to detect evil, except that it finds undead only (of any alignment). Unlike with detect evil, the light bringer paladin doesn’t need to concentrate to know all relevant information. At the moment the paladin uses the ability, she knows if there are any undead with a chosen 60-degree arc, knows the exact number, and knows their exact location. This ability is the equivalent of a 2nd-level spell . It is a spell-like ability.

Sarenrae’s Blessing
A light bringer paladin excels at slaying the undead. When he channels energy to smite his foes, the power he summons proves particularly effective against the living dead.
Level: 3rd.
Replaces: Divine health.
Benefit: A light bringer paladin who uses his smite evil ability against undead gains an additional +2 bonus to his attack rolls and deal an extra 1 point of damage per two paladin levels. For example, a 13th-level light bringer paladin armed with a longsword would deal 1d8+19 points of damage when using his smite evil ability against an undead, plus any additional bonuses for high Strength or magical effects that would normally apply. This is an extraordinary ability.

Strengthen Bond
The light bringer paladin is a special, favored warrior of light. The gods strengthen his divine bond so that the powers of darkness cannot easily defeat him.
Level: 6th.
Replaces: Mercies gained at 6th, 12th, and 18th level.
Benefit: If the paladin chose to enhance her weapon, her weapon’s enhancement bonus is considered 1 higher for the purpose of calculating its hardness and hit points and it gains a +2 to its saving throws. She can also add bane (undead), ghost touch, shock, and shocking burst to the list of properties she can apply to her weapon.
If the paladin chose to gain the service of a loyal animal, her mount will—in addition to the standard qualities of a special mount—become immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells, chill touch, or channel negative energy).

Lightbringer Rogue
While most rogues are loners from day one, the light bringer rogue has decided to throw in his lot with others who share her fundamental disgust and rancour toward undead. The light bringer rogue has taken extra trouble to research dusty tomes and tombs to learn about undead habits, undead physiology, and most importantly, undead weaknesses. The light bringer rogue desires to bring all undead to their penultimate ends.

Penetrating Strike
Creatures that are resistant to damage are a bane to rogues everywhere. Particularly in ancient tombs where undead are common, rogues must rely on their wits to survive. You have spent significant time studying this problem and have learned ways to strike harm even to these resilient opponents.
Level: 3rd.
Replaces: Trap sense.
Benefit: Whenever you flank a creature with damage reduction, which is incorporeal, or which is immune to sneak attack, you can find a way to pierce through those resistances.
against damage reduction, for each 1d6 of extra sneak attack damage you forgo, your weapon gains one of the vulnerability required to overcome this damage reduction. So for example, a rogue with sneak attack +3d6 that attacks a vampire he’s flanking with a nonmagical silver weapon could chose to lower his sneak attack extra damage by 1d6 in order to have his weapon considered magical in order to bypass the vampire’s damage reduction.
In the case of incorporeal targets, if the weapon is nonmagical, you still inflict half your extra sneak attack damage. If your weapon is magical, you inflict your full sneak attack damage. Your weapon’s regular damage, included damage from high Strength or magical effects which would normally apply, is either ignored or halved, depending on the situation, as per the normal rules for incorporeal creatures.
Finally, if the target is simply immune to sneak attacks, like elementals, you inflict half your extra sneak attack damage.
Note that these benefits do not extend to creatures that ignore sneak attack damage because you cannot flank them. In addition, you still cannot use these benefits against such foes if they are flat-footed. You must flank a creature in order to use this ability.
Apr 23, 2016 10:14 pm
New Alchemical Items
Undead hunters can choose from a number of alchemical substances and tools to defend against their prey. Undead creatures and their masters also have access to substances that enhance their abilities.

Alchemical Flare Bolt: The head of this alchemically prepared crossbow bolt contains a blend of phosphorus, silver particles, garlic, and other alchemical substances to ignite desiccated flesh. An alchemical flare bolt that hits a corporeal undead deals an extra 1d6 points of fire damage.
A living creature struck by a flare bolt takes normal bolt damage with no extra fire damage.
Craft (alchemy) Check DC: 20.
Weight: 1 lb. (10 bolts).
Price: 150 gp (10 bolts).

Alchemical Flare Stakes: Treat this alchemically prepared wooden stake as a dagger for the purpose of proficiency with such a weapon. However, it is destroyed after one successful attack.
Like alchemical flare bolts, alchemical flare stakes contain a blend of phosphorus, silver particles, garlic, and other alchemical substances to ignite desiccated flesh. An alchemical flare stake that hits a corporeal undead deals an additional 1d6 points of fire damage and lodges within the creature’s body. each embedded stake deals 1d6 points of fire damage per round to the undead creature, which can remove all embedded stakes as a standard action that provokes an attack of opportunity.
A living creature struck by a flare stake takes normal dagger damage with no additional fire damage.
Craft (alchemy) Check DC: 20.
Weight: 1 lb. (10 stakes).
Price: 150 gp (10 stakes).

Alchemical Sun Flash: This sealed flask contains a blend of alchemical ingredients that mimics sunlight when set aflame, as well as phosphorus to ignite the mixture when the flask is broken.
A flask of alchemical sun flash can be thrown as a splash weapon (PF:CR 202). Treat this attack as a ranged touch attack with a range increment of 10 feet. a direct hit deals 1d6 points of fire damage, and 1 point of splash damage to creatures in adjacent squares. In addition, the ignited mixture releases a flash of brilliance akin to pure daylight for 1 second. The flash illuminates a 10-foot radius around the point of impact; it provides bright light to a distance to 100 feet.
Creatures with light sensitivity, aversion to daylight, or light blindness within the area of the flash are dazzled for 1 round. Vampires and creatures that are powerless in sunlight can take only single move actions or standard actions on their next turn if they ar caught in the flash.
Multiple flashes over subsequent rounds can prolong these effects described. However, two successive flash do not destroy vampires as natural sunlight would, but merely holds them to a single action for 2 rounds.
Craft (alchemy) Check DC: 25.
Weight: —.
Price: 125 gp.

Alchemical Vampire Repellent: This vial resembles a bottle of premium cologne; however, it contains an alchemical distillation of garlic, essence of silver particles, and holy water. As a standard action, a user sprays the content vial over himself as though applying perfume. Ordinary vampires and vampire spawns recoil from the user. Vampires must stay at least 5 feet away from the user and cannot touch or make melee attacks against him. the effect lasts 10 rounds.
If alchemical repellent is applied to an object, a vampire cannot touch or handle that object for 10 rounds. The substance can be sprayed into the air and is sufficient to repel a vampire from a 5-foot-cube volume for 10 rounds.
A user can instead spray the content of a vial on a vampire as a standard action. The affected vampire takes a -2 circumstance penalty on attack rolls and saving throws for 10 rounds.
Craft (alchemy) Check DC: 25.
Weight: —.
Price: 125 gp.

Embalming Fire: This bitter-smelling liquid must be poured over a corpse and allowed to soak for at least 1 minute before the corpse is animated as a zombie. Once animated, if the zombie takes even a single point of damage, it bursts into blue flame for 1 minute. This fire deals no damage to it, but the zombie’s attacks during that time each deal an extra 1d6 points of fire damage.
Spreading embalming fire over a creature’s body requires a full-round action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature four flasks, a Gargantuan creature eight flasks, and a Colossal creature sixteen flasks.
Craft (alchemy) Check DC: 20.
Weight: 8 oz.
Price: 20 gp.

Ghost Touch Oil: This clear oil has a slight tint of fray, and strange, wispy forms seem to swirl through it. When applied to a weapon, ghost touch oil allows it to affect incorporeal creatures normally for the next 1 minute.
Applying ghost touch oil to a weapon of any size is a full-round action that provokes an attack of opportunity. One flask of ghost touch oil contains enough liquid to coat one weapon of Medium size or smaller. A Large weapon requires two flasks, a Huge weapon four flasks, a Gargantuan weapon eight flask, and a Colossal weapon sixteen flasks.
Craft (alchemy) Check DC: 25.
Weight: 1 lb.
Price: 500 gp.

Ipecac: This syrupy alchemical concoction is derived from the ipecacuanha plant. Ipecac is a powerful emetic that can counter the effects of ingested poisons. The substance is also useful for expelling other unwanted objects from the drinker’s stomach.
Drinking a dose of ipecac induces immediate vomitting—the drinker is nauseated for 1d4 rounds. a character who drinks a dose of ipecac within 1 minute of ingesting a poison gets a +5 bonus on the second saving throw against the effect of the poison.
A vial contains 10 doses.
Craft (alchemy) Check DC: 25.
Weight: —.
Price: 50 gp.

Lichbane: Lichbane is a bone-white unguent distilled from holy water and laced with positive energy. If affects only undead creatures.
Lichbane is applied to a weapon like contact poison. an undead creature struck by a treated weapon must succeed on a DC 17 Fortitude saving throw or take 1 point each of permanent Intelligence drain, Wisdom drain, and Charisma drain. One minute later, the undead creature must succeed on a second DC 17 Fortitude saving throw or take an additional 1d4 points each of Intelligence damage, Wisdom damage, and Charisma damage. This damage cannot reduce any ability score below 1.
Applying lichbane to a weapon of any size is a full-round action that provokes attacks of opportunity. One flask of lichbane contains enough of the substance to coat one weapon of Medium size or smaller. A Large weapon requires two flasks, a Huge weapon four flasks, a Gargantuan weapon eight flasks, and a Colossal weapon sixteen flasks.
Craft (alchemy) Check DC: 25.
Weight: 1 lb.
Price: 650 gp.

Liquid Night: This dark sticky fluid provides a daylight sensitive undead creature with temporary protection from the sun’s deadly rays. It allows the creature to ignore any vulnerability to sunlight for a full hour. If subjected to a spell or magical effect that would cause extra damage to an undead creature that is vulnerable to sunlight, the creature is treated as not having that vulnerability (however, this also burns away the liquid night, ending the protection against either mundane or magical sunlight). Liquid night has a distinct musky odor of moonflower (one of its ingredients).
Spreading liquid night over a creature’s body requires a full-round action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature four flasks, a Gargantuan creature eight flasks, and a Colossal creature sixteen flasks.
Craft (alchemy) Check DC: 25.
Weight: 1/2 lb.
Price: 150 gp.
Apr 27, 2016 1:51 pm
I updated Destroy Undead and Penetrating Strike Lightbringers alternative class features a bit.
Apr 27, 2016 7:40 pm
New Feats

Enduring Life

You can ignore the effect of negative levels for a short time.

Benefit: Whenever you would gain a negative level, you can ignore the penalties and other ill effects associated with that negative level for a number of minutes equal to your Constitution bonus (if any). You also gain a +4 bonus on Fortitude saves to remove negative levels.

Lasting Life
You can shed negative levels with an act of will.
Prerequisites: Endurance, Enduring Life.
Benefit: Once per round as a standard action, you can attempt to remove a negative level to yourself by attempting a Will save (DC 10 + 1/2 attacker's HD + attacker's Cha Modifier). If the saving throw succeeds, the negative level goes away. You make a separate saving throw for each negative level you have gained. If the save fails, you retain the negative level, but you can try again next round to remove it.

Knight of the Raven

Entry Requirements
Alignment: Any good.
Base Attack Bonus: +4
Spellcasting: Ability to cast 1st-level divine spells.
Special: Must meet an existing knight on friendly terms and then spend an overnight prayer in vigil in the chapel of Ravenloft.

HD: D10

Class Skills (2 + Int modifier per level): Diplomacy, Knowledge (local), Knowledge (religion), Perception, Survival.

Lvl / BAB / Fort / Ref / Will / Special / Spellcasting
1 / +1 / +1 / +0 / +1 / Raven harrier (harry), speak with raven / —
2 / +2 / +1 / +1 / +1 / Smite undead 1/day / +1 lvl of existing divine spellcasting class
3 / +3 / +2 / +1 / +2 / Channel positive energy 1d6, sun domain, raven harrier (baffle) / +1 lvl of existing divine spellcasting class
4 / +4 / +2 / +1 / +2 / Light focus, smite undead 2/day / +1 lvl of existing divine spellcasting class
5 / +5 / +3 / +2 / +3 / Raven harrier (falter), Enduring Life / +1 lvl of existing divine spellcasting class
6 / +6 / +3 / +2 / +3 / Channel positive energy 2d6, smite undead 3/day / +1 lvl of existing divine spellcasting class
7 / +7 / +4 / +2 / +4 / Raven harrier (channel spell) / +1 lvl of existing divine spellcasting class
8 / +8 / +4 / +3 / +4 / Lasting life*, smite undead 4/day / +1 lvl of existing divine spellcasting class
9 / +9 / +5 / +3 / +5 / Channel positive energy 3d6, raven harrier (gith link) / +1 lvl of existing divine spellcasting class
10 / +10 / +5 / +3 / +5 / Burst of vitality, smite undead 5/day / +1 lvl of existing divine spellcasting class

Spellcasting: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Knight of the Raven, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Raven Harrier (EX): At 1st level, you call a celestial raven into your service. This creature aids you in combat by distracting foes, and it gains additional abilities as you advance in level. Its statistics are normal for a raven with the celestial template, except as noted here. Your raven's hit point total equals one-half of your full normal hit points. For the purpose of effects related to number of Hit Dice use your HD total. The raven uses your base saving throw bonuses plus its ability score modifiers. It has an intelligence of 3.
The raven is incredibly agile. It never provokes attacks of opportunity for moving into an opponent's square of for leaving a threatened area. If it is killed, a replacement appears at the next dawn. You suffer no special penalties should your raven fall in battle.
You raven harrier has the following special abilities.
Harry (Ex): As a swift action, you can command your raven harrier to distract a single opponent within 30 feet of you. The raven enters that opponent's space. The target must then make a Will save (DC 10 + 1/2 your class level + your Charisma modifier). If the save fails, that opponent takes a -2 penalty to its AC for 1 round.
Baffle (Su): When you reach 3rd level, you can command your raven harrier to prevent an opponent from taking advantage of lapses in your defenses. If at the start of your opponent's turn the raven is in its space, the opponent must make a Will save (DC 10 + 1/2 your class level + your Cha modifier). If the save fails, that opponent cannot make attacks of opportunity for 1 round.
Falter (Su): At 5th level, you can command your raven harrier to keep an opponent off balance against enemies. If your raven occupies its space, that opponent provokes attacks of opportunity from threatening foes even when it takes a 5-foot step. Your raven harrier automatically follows a target that makes a 5-foot step.
Channel Spell (Su): When you reach 7th level, you can channel spells through your raven harrier, as long as you have line of sight to it. Channeling a spell requires you to lengthen its casting time: A spell that normally requires a free, move, swift, or immediate action now takes a standard action, while one that requires a standard action takes a full-round action. Other spells remain unchanged. A channeled spell is treated as though the raven were the caster for the purpose of range. Thus, you can channel a spell with a range of touch through the raven to cast the spell on a creature the raven touches. If the target is not willing, the raven must hit with a melee touch attack using its own attack bonus to successfully deliver the spell.
Sight Link (Su): At 9th level, you gain the ability to see briefly through your raven's eyes. Using this ability is a full-round action, and you can see through the raven's eyes only for the round in which you performed this action. At the end of the round, you are fatigued. You can use this ability at will, although if you use it while you are already fatigued, you become exhausted. While seeing through your raven's eyes, you cannot see through your own eyes. Your raven can be at any distance from you, but it must be on the same plane of existence as you are.

Speak with Ravens (Su): You have the ability to speak with ravens, including raven familiars and your own raven harrier. If a raven has an Int above 2, you can communicate with it as you would with a (rather stupid) human, using a language you both share. If the raven has animal intelligence, you can communicate with it as if you were using the speak with animals spell, though this ability does not have a duration.

Smite Undead (Su): When you reach 2nd level, you gain the ability to channel holy radiance into attacks made against an undead creature. As a swift action, pick one target within sight to smite. If this target is an undead creature, you add your Charisma bonus (if any) to your attack rolls and add your Knight of the Raven class levels to your damage rolls made against the target of your smite. If you roll a natural 20 on one of your smite attacks, your bonus damage is doubled for this attack. This is not a critical hit, and no confirmation roll is necessary. Regardless of the target, smite undead attacks automatically bypass any DR the creature might possess.
In addition, while smite undead is in effect, you gain a deflection bonus equal to your Charisma modifier (if any) to your AC against attacks made by the target of your smite. If you target a creature that is not an undead, the smite is wasted with no effect. If you are using this ability against an incorporeal undead creature, it takes three-quarter (75%) damage instead of half damage.
The smite remains in effect until your target is dead or the next time you rest and regain your uses of this ability. For every two levels you advance beyond 2nd, you gain one additional daily use of this ability.

Channel Positive Energy (Su): At 3rd level, you gain the ability to release a wave of positive energy by channeling the power of your faith through your holy symbol. This energy will damage undead creatures and heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centred on you. The amount of damage dealt or healed is equal to 1d6 points of damage for every three Knight of the Raven levels beyond 3rd (2d6 at 6th and 3d6 at 9th) you possess. Undead creatures that take damage from channeled positive energy receive a Will save to halve the damage. The DC of this save is equal to 10 + your Knight of the Raven class levels -2 + your Charisma modifier. Creatures healed by channeled positive energy cannot exceed their maximum hit point total—all excess healing is lost. You may channel energy a number of times per day equal to 3 + your Charisma modifier. This is a standard action that does not provoke an attack of opportunity. You can choose whether or not to include yourself in this effect. You must be able to present your holy symbol to use this ability.
If you also posses levels of cleric, your channel positive energy stacks with your cleric’s channel energy to determine the strength. You also calculate your save DC as 10 + 1/2 (your cleric levels + your Knight of the Raven levels -2) + your Charisma modifier.

Sun Domain: At 3rd level, you gain access to the Sun domain. If you have cleric levels and do not already have access to the Sun domain, you gain the domain's granted powers and can choose domain spells from the Sun spell list as well as from those of your other domains, adding your Knight of the Raven levels to your cleric levels for the purpose of the granted powers. If you already have access to the Sun domain, consider your Knight of the Raven levels to be 2 higher when you stack them with your cleric levels for the purpose of your granted powers.
If you do not have cleric levels, then you can use the granted power of the Sun domain normally, substituting your knight of the raven levels for your cleric levels. Add the Sun domain's spells to your class' spell list. If you are a spontaneous caster such as a XX or sorcerer, then you can select a Sun domain spell whenever you have the option to choose a new known spell. Once you know the domain spell you may cast it freely.

Light Focus: When you reach 4th level, you become adept at casting spells with the light descriptor. Any time you cast such a spell, you can choose one of the following effects to enhance the spell.
• Double the radius of illumination, and treat the spell as one level higher for the purpose of countering and dispelling a spell with the darkness descriptor.
• Increase its saving throw DC by 2.
• Increase your effective caster level by one.

Enduring Life: At 5th level, you gain Enduring Life as a bonus feat (new feat see above).

Lasting Life: At 8th level, you gain Lasting Life as a bonus feat, even if you do not meet the prerequisites (new feat see above).

Burst of Vitality (Su): At 10th level, you gain the ability to remove negative levels by channeling positive energy. As a standard action, spend a channel positive energy attempt and roll your dice. You can remove a number of negative levels from yourself and allies within 30 feet equal to half the amount of damage you would have dealt/healed. You may distribute the removal however you choose.
Apr 27, 2016 9:02 pm
D'oh! completely skipped over the alchemical vampire repellent. XD
Fixed.

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