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Ghost in the Shell

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Site Title


© 2003 Valar Project Inc. (from the book of Erotic Fantasy)

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special Abilities
Sanctuary 1/day
---
Cohort
Sanctuary 2/day
Inspired smite evil 1/day
Bonus feat
Sanctuary 3/day
---
---
Inspired smite evil 2/day, sanctuary
---
Bonus feat
---
---
Inspired smite evil 3/day
---
---
---
---
Inspired smite evil 4/day

Key Abilities: Appearance, Dexterity, Constitution

Alignment: Any non-evil

Hit Die: d4

Class Skills: Bluff, Concentration, Craft, Diplomacy, Heal, Listen, Perform, Profession, Sense Motive, Spellcraft, and Spot

Starting Skill Points: (4 + INT modifier) x 4

Points/Additional Level: 4 + INT modifier

Class Features:

  • Weapon and Armor Proficiencies:
    Imagist's are proficient with the following weapons:
    Dagger, sling, and quarterstaff.
    They are proficient with light armor and are prohibited from wearing medium or heavy armor. They are proficient with bucklers but may not use any other type of shield.

  • Appearance Modifier:
    Starting at 1st level, the imagist uses her appearance score for the Bluff skill, the Diplomacy skill, and her leadership score.

  • Sanctuary: [Su]
    At 1st level, the imagist gains the ability to create a sanctuary effect on herself only, otherwise it is identical to the spell. Caster level equals class level. At 4th level, she can produce the effect on herself twice a day, and three times a day at 7th level. Upon reaching 10th level, the effect is always upon the imagist. The save DC is Appearance based.

  • Cohort:
    The beauty of the imagist attracts a devoted cohort as if she had the leadership feat. She uses her Appearance score instead of her Charisma score to determine her Leadership score. She gains a cohort, but no followers from this class ability.

  • Bonus Feats:
    At 6th and 12th levels, an imagist gains bonus feats. At each such opportunity, she can choose a metamagic feat or one of the following:
    Animal Affinity, Combat Casting, Dodge, Leadership, Negotiator, Persuasive, Satisfied Glow, or Spell Focus. The imagist must meet all prerequisites for a bonus feat.

  • Spells:
    An imagist casts divine spells that are drawn from their spell list. She can cast any spell she knows without preparing it ahead of time.
    To learn or cast a spell, an imagist must have an Appearance score equal to at least 10 + the spell level (App 10 for 0 level spells, App 11 for 1st level spells and so forth). The Difficulty Class for a saving throw against an imagist's spell is 10 + the spell level + the imagist's Appearance modifier.
    Like other spellcasters, an imagist can cast only a certain amount of spells per day. (Read our house rules, we have a spell point system!) Her base spell allotment is given in the table below. In addition, she receives bonus spells per day if she has a high Appearance score.
    Appearance determines how powerful a spell is when cast, how many spells can be casted and how hard those spells are to resist.
    An imagist begins play knowing four 0-level spells and two 1st level spells of your choice. At each new imagist level, she gains one or more new spells, as indicated on the table. (Unlike spells per day, her Appearance score does not effect the number of spells an imagist knows; the numbers in the table are fixed.
    Upon reaching 4th level and at every even numbered imagist level after that (6th, 8th and so on), an imagist can choose to learn a new spell in place of one she already knows. In effect, the imagist "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest spell she can cast. An imagist may only swap one spell at any given level, and must choose whether or not to swap the spell at the same time she gains new ones known for that level.
    Unlike a cleric or a wizard, an imagist need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not used up her spells per day for that spell level.

    Spells Per Day

    Level
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    0lv
    5
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    1st
    3
    4
    5
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    2nd
    --
    --
    --
    3
    4
    5
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    3rd
    --
    --
    --
    --
    --
    3
    4
    5
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    4th
    --
    --
    --
    --
    --
    --
    --
    3
    4
    5
    6
    6
    6
    6
    6
    6
    6
    6
    6
    6
    5th
    --
    --
    --
    --
    --
    --
    --
    --
    --
    3
    4
    5
    6
    6
    6
    6
    6
    6
    6
    6
    6th
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    3
    4
    5
    6
    6
    6
    6
    6
    6
    7th
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    3
    4
    5
    6
    6
    6
    6
    8th
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    3
    4
    5
    5
    5
    9th
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    3
    4
    6

    Spells Known

    Level
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    0lv
    4
    5
    5
    6
    6
    7
    7
    8
    8
    9
    9
    9
    9
    9
    9
    9
    9
    9
    9
    9
    1st
    2
    2
    3
    3
    4
    4
    5
    5
    5
    5
    5
    5
    5
    5
    5
    5
    5
    5
    5
    5
    2nd
    --
    --
    --
    1
    2
    2
    3
    3
    4
    4
    5
    5
    5
    5
    5
    5
    5
    5
    5
    5
    3rd
    --
    --
    --
    --
    --
    1
    2
    2
    3
    3
    4
    4
    5
    5
    5
    5
    5
    5
    5
    5
    4th
    --
    --
    --
    --
    --
    --
    --
    1
    2
    2
    3
    3
    4
    4
    4
    4
    4
    4
    4
    4
    5th
    --
    --
    --
    --
    --
    --
    --
    --
    --
    1
    2
    2
    3
    3
    4
    4
    4
    4
    4
    4
    6th
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    1
    2
    2
    3
    3
    3
    3
    3
    3
    7th
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    1
    2
    2
    3
    3
    3
    3
    8th
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    1
    2
    2
    3
    3
    9th
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    1
    2
    3

  • Inspired Smite Evil: [Su]
    Once per day at 5th level, an imagist can inspire an ally to smite evil as a standard action. On the ally's next melee attack roll (if it is made before the end of the next round), the ally adds the imagist's Appearance modifier (if any) to his attack roll and deals 1 point of extra damage per inspiring imagist level.
    For example, a 10th level imagist with an Appearance modifier of +5 inspires her cohort to smite evil. The next time her cohort acts, he makes a melee attack against an evil creature. The cohort has a +5 bonus on his attack roll and deals an additional +10 points of damage. If the ally does not make a melee attack, or if the target is not evil, the smite has no effect, and the imagist's ability is used up for the day.
    At 10th level, and every five levels thereafter, the imagist may inspire smite evil on additional time per day.
    Page Last Updated March 3rd, 2005

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