Friday, April 18, 2014

New Familiars

Ok, the week got away from me. I'll add to this in a bit, both text and art, but to sort of keep to my self-imposed deadline, I wanted to have something up.




A lot of people feel that familiars are a liability. I can see their point, especially with Wizards' horrible joke about mystical lengths of time, where if your familiar dies you lose a bunch of xp and are out a class feature for a year and a day.
On the other hand, they're a great benefit for low level characters, and can add a lot of personality to a caster. They can also be just plain fun. I'm of the opinion that you can never have too many familiars or options there for.

The following familiars are available to characters with the Familiar class feature, Obtain Familiar feat, or, if you're using it, the Acquire Familiar feat (see below):


Lantern Beetle

Lantern Beetles are large (roughly mouse-sized) beetles, distantly related to rhinoceros beetles. In place of the rhinoceros beetle's horn, however, the lantern beetle has a vine-like appendage from which sprouts blue-berry sized orbs around which float small rings, and a large dish-shaped structure over their abdomens in which they carry a these orbs as they grow. These orbs give off light and heat as candles, and the beetle itself gives off light as a torch when its dish is full. Lantern Beetle familiars use the same stats as bats (swap the fly speed for a 15' climb speed), and the light cast by its orbs act as a focus for evocation effects, granting their masters a +1 bonus to the DC to resist evocation spells the master casts.

Meerkat

Meerkats are diminutive social mammals which live in warm plains in large family groups. They are well represented by a rat which has had it's swim speed traded for a 5' burrow speed and an immunity to diminutive and smaller scorpion venom. Meerkat familiars grant their master a +4 bonus to Initiative checks, and like to perch on their heads, or the heads of trusted party members, ever wary for danger.


Personal Dis Assistant

The forces of Hell are not just evil, they're ingenious and insidious. They have created amazingly small and innocuous fiends, capable of fitting in a case roughly the size of a tinderbox, and are busily peddling these diminutive devils to upwardly mobile spellcasters in search of familiars. The Personal Dis Assistant is very much like an imp in appearance, save that it is roughly six inches in height. They are capable of reproducing any image or sight which they can see so long as they are provided paint and paper or canvas (though the duplicate image is no larger than the case itself), and help the spellcaster remember important appointments and keep track of time. In addition, Personal Dis Assistants have vast memories and can hold all kinds of facts. A Personal Dis Assistant grants their master a +2 bonus on Knowledge the Planes, and one other Knowledge or Spellcraft.


Witch's Doll

Some casters create their familiars from mystic powders, pieces of ritually important animals, sturdy fabric and alchemical pigments. These familiars are readily overlooked by those not well versed in magic (Kn. Arcane DC 20 to recognize as an animate creature), and can create a link to their masters' enemies in combat, allowing them to better be affected with the caster's spells. As a swift action, the caster may gesture and chant with the witch's doll in the direction of a chosen enemy to create this link. As a benefit, the caster gains a +1 bonus to their attack rolls and +2 to the DC to resist the spell when they target that enemy (if the spell targets more than one enemy, the caster only gains this benefit against one of them).
Due to their special tie to their creator, a witch's doll may always Speak With Master, so long as their master is their creator.

Scaling Feat: Acquire Familiar [Spellcasting or Combat]

A character may set Acquire Familiar to scale by Caster Level or BAB. If they choose CL they can only choose familiars which require CL as a prerequisite, if they choose BAB, they can only chose familiars that require BAB as a prerequisite. Either scale allows familiars which require both, and either scale allows familiars to increase in size or masters to accumulate more familiars. 
You have some creature that follows you around, gets things from shelves for you and occasionally fights off obnoxious goblins and kobolds while you’re casting the game ending spell. 
CL/BAB 0: You have some small animal (about Tiny or Diminutive size category) that follows you about. It is imbued with greater intelligence than normal for it’s type (it has Int 3) and is a magical beast rather than an animal. 
CL/BAB 1: Your familiar advances as that of a wizard or sorcerer of your caster level. 
CL/BAB 6: You may choose a new familiar from a small list of more powerful creatures. Either you dismiss your old familiar or it turns into the new creature, it really doesn't matter, and can completely depend on your character. The character must have the Caster level or BAB (and occasionally both) indicated on the chart, and can be no more than one step away from the indicated alignment on each axis (good-evil and law-chaos). To select a familiar with an elemental or energy subtype, the master must have at least one Spell, Spell Like, Supernatural or Extraordinary ability of the same type. Alternatively, your familiar can become bigger (advance it by sufficient HD to make it's CR 3 less than your own, and increase it's size one category larger), or you can gain an additional normal one. 
FamiliarRequired ALCaster Lv/BABSource 
Anarchic CreatureChaotic3rdPlanar Handbook 
Axiomatic CreatureLawful3rdPlanar Handbook 
Celestial Hawk(1)Good3rdMM 
Fiendish Tiny Viper(2)Evil3rdMM 
KrensharN3rd or +3MM 
WorgNE3rd or +3MM 
Copper Asp-3rdDrg 341 
Razor Hawk-3rdDrg 341 
Shocker LizardN5thMM 
StirgeN5thMM 
Air elemental, small-5thMM 
Earth elemental, small-5thMM 
Fire elemental, small-5thMM 
Water elemental, small-5thMM 
Blink DogLG5th and +5MM 
Hell HoundLE5th and +5MM 
Crystal Cat-5thDrg 341 
Glass Dragonfly-5thDrg 341 
Salvage Rat-5thDrg 341 
Xeg-yiNCL 7thMotP 
Xag-yaNCL 7thMotP 
Xac-YelNCL 8thPlanar Handbook 
Xac-YijNCL 8thPlanar Handbook 
Xap-YaupNCL 8thPlanar Handbook 
Xong-YongNCL 8thPlanar Handbook 
Xor-YostNCL 8thPlanar Handbook 
Formian WorkerLN7thMM 
ImpLE7thMM 
PsuedodragonNG7thMM 
QuasitCE7thMM 
Homunculus(3)-7thMM 
MephitN7thMM 
HippogriffN7th or +7MM 
HowlerCE7th or +7MM 
Winter WolfLE7th or +7MM 
Spark Guardian-7thCW 
Erudite Owl-7thDrg 341 
Mercurial Spider-7thDrg 341 
Gauntlet Guardian-9thCW 
Blade Guardian-11thCW 
1-Or other celestial animal from the standard familiar list.
2-Or other fiendish animal from the standard familiar list.
3-The master must first create the homunculus, substituting ichor or another part of the master’s body for blood if necessary.
CL 11/BAB 11: Choose one spell you know or can cast, your familiar can cast this spell as a spell like ability a number of time equal to 10-spell level per day. 
CL 16/BAB 16: Your familiar gains a template from the following list, following the same guidelines as above, alternatively, your familiar becomes bigger (advance it’s HD enough to make it one size category larger).
TemplateRequired ALSource 
Ghost-MM 
Half CelestialGoodMM 
Half FiendEvilMM 
Half Dragon-MM 
Vampire-MM 
Umbral Creature-LM 
Entropic Creature-Planar Handbook 
Vivacious Creature-Planar Handbook 
Cold Creature-Drg 347 
Magma Creature-Drg 347 
Ooze Creature-Drg 347 
Smoke Creature-Drg 347 
Air Creature-MotP 
Earth Creature-MotP 
Fire Creature-MotP 
Water Creature-MotP 
Arcane-Blood Creature(1)-Drg 350 
Poisonous Creature(1)-Drg 350 
Stonebone Creature(1)-Drg 350 
Corrupted Creature-Drg 350 
1-The familiar also gains Evolved from the same article as a bonus feat.

Friday, April 11, 2014

Magical Warrior

Nerali, Magical Warrior of Baphomet
In the name of Baphomet, I will punish you!

It is not uncommon for young people to be chosen by mysterious patrons, learning of their destiny only when an adorable animal shows up and won't stop following them, or a small charm falls out of space and smacks them in the head. 
Whether they know of their patron or not, and how much they know if anything, has no bearing on a magical warrior's power. 

Individual Magical Warriors display a wide variety of specific powers, but all have an outfit and weapon granted and augmented by their patron, as well as an adviser they can consult. 

Wizards, Bards, Archivists and other classes which have good will saves and at least one Kn. Skill have the easiest time becoming Magical Warriors. There are, however, many ways of gaining Knowledge skills as class skills, and so a character of any class may find themselves called to fight under their patron's banner. 

Race: Patrons typically favour attractive and strong willed races, but any character who meets the requirements can enter the class. 

Alignment: Magical Warriors often fight "for beauty and truth," or at least an aesthetic ideal and a belief that their way of life is superior. They tend to be Lawful, but nothing requires them to be. 



Requirements 
Base Will Save: +4 

Skills: Knowledge (any one, see Patron) 8 ranks 

8 ranks in any of the following: Bluff, Diplomacy, Disguise, Intimidate, Perform (Any), Use Magic Device 


Class Skills: Balance, Diplomacy, Disguise, Handle Animal, Intimidate, Jump, Knowledge (type by Patron), Sense Motive, Spellcraft, Tumble, Use Magic Device

 Level   BAB   Fort   Ref   Will  Special
1
+0
+0 +2 +2 Patron, Craft of the Warrior, Patron's Regalia, Diminutive Adviser
2
+1
+0 +3 +3 Sphere (Basic), Smite 1/day
3
+2
+1 +3 +3 Prophetic Power, Regalia Power Up (increased damage), Quick Transformation (Standard)
4
+3
+1 +4 +4 Smite 2/day, Regalia Power Up (improved armour)
5
+3
+1 +4 +4 Sphere (Advanced), Regalia Power Up (increased damage), Quick Transformation (Move)
6
+4
+2 +5 +5 Regalia Power Up (improved armour)
7
+5
+2 +5 +5 Smite 3/day, Regalia Power Up (increased damage), Quick Transformation (Free)
8
+6/+1
+2 +6 +6 Sphere (Expert), Regalia Power Up (improved armour)
9
+6/+1
+3 +6 +6 Quick Transformation (Swift), Regalia Power Up (increased damage)
10
+7/+2
+3 +7 +7 Smite at will, Regalia Power Up (improved armour), Quick Transformation (Immediate)


Weapon and Armour Proficiencies: A Magical Warrior gains proficiency in one weapon and one armour of her choice. 

Patron: Each Magical Warrior is chosen by a patron. The nature of this patron determines the Knowledge skill they must have 8 ranks in to enter the class and get a bonus to from their familiar, the target of their smite attack, and the sphere they gain access to. 

Craft of the Warrior: Every warrior has their own suite of powers which draw on their history. When a character takes levels in Magical Warrior, they choose one class for levels of which to stack with levels of Magical Warrior for advancing specific features, chosen from below:
  • Assassin: Death Attack, Spellcasting (Magical Warrior counts half for Death Attack) 
  • Barbarian: Rage (Tome- Rage, Rage Dice) 
  • Bard: Bardic Music, Spellcasting 
  • Cleric: Spellcasting 
  • Druid: Wild Shape or Spellcasting 
  • Fighter: Feats (A Magical Warrior who has levels in Fighter also has Full BAB for her Magical Warrior levels if she does not apply Craft of the Warrior to another class) 
  • Knight: Knight's Challenge (Tome- Designate Opponent, Damage Reduction 
  • Monk: Unarmed Attack Damage, Flurry of Blows, Ki Strike (Tome- Armoured in Life, Fighting Style) 
  • Paladin: Smite Evil, Magic Warrior Smite, Lay on Hands(Tome- Smite, Spells) 
  • Ranger: Combat Style, Favoured Enemy 
  • Rogue: Sneak Attack, Special Ability 
  • Samurai: (Tome- Bonus Feats, Kiai!) 
  • Sorcerer: Spells 
  • Wizard: Spells 
  • Other: Generally speaking, a class with full casting has their casting advanced by levels in Magical Warrior. Classes which do not have full casting have their one or two most key features advanced.
Patron's Regalia: All Magical Warriors receive a weapon and armour from their patron, which, when not in use, change to an innocuous form or are stowed in an extra-dimensional space. As a Full Round Action, a Magical Warrior may transform, unleashing this armour and weapon for the duration of her combat, or until she becomes exhausted. 

The armour of the Magical Warrior takes the form of any one type of armour, which always benefits from an enhancement bonus equal to 1/3 the Magical Warrior's character level. 

The weapon of the Magical Warrior may be any one weapon, ranged or melee, or a ranged touch blast which she fires from her hand and deals 1d6 damage (the type may be chosen from the following: Cold, Electricity, Fire, Light, Sonic, Positive or Negative Energy). 

The Magical Warrior always applies her Charisma modifier as a Deflection bonus to Armour Class, and as a bonus to damage rolls made with her weapon. 

This armour and weapon is granted by her patron, and cannot be destroyed save by the patron's whim. If the weapon or armour is sundered, it will reform with 24 hours. Particularly grievous attacks against the regalia may prevent the regalia from reforming automatically, effectively placing a geas (which can be completed within 1 day's time once it is begun) upon the Magical Warrior, but in these events, the Warrior always retains a piece of the item in question, and once the geas is completed, the item reforms within 1d6 minutes. 



Diminutive Adviser: A Magical Warrior is always accompanied by an intelligent adviser, who conveys the will and lessons of her Patron, and aids her in understanding her enemies. This functions as a familiar, save that the creature has an intelligence score equal to that of the base creature, or 10+Magical Warrior Class level, whichever is higher, and always has max ranks in the knowledge skill (using the Magical Warrior's HD) which the Magical Warrior's patron required. This means that a Magical Warrior's familiar is always able to aid her on her Patron's knowledge skill, effectively granting a +2 to rolls, and allowing the familiar to make it's own roll if the Magical Warrior's fails. Each level of Magical Warrior is treated as two levels of Wizard for the purposes of the Adviser's special abilities and natural armour. 

Effectively, Magical Warriors gain Obtain Familiar and Improved Familiar as bonus feats. Typically, their Improved Familiar is a celestial or fiendish version of a normal animal.


Magical Warrior Teams
It is not uncommon for multiple Magical Warriors to fight as a single team. In this case, they often share a single patron, who grants them one adviser for the group. These advisers are treated as the adviser of the Magical Warrior with the highest class level, with each other Magical Warrior acting as a bonus class level for determining special abilities, natural armour, intelligence and ranks in the patron's preferred Knowledge of the adviser.

Sphere: At 2nd level, a Magical Warrior gains basic access to one sphere, the nature of which is based on her Patron. This improves to Advanced at 5th level and Expert at 8th level. 

Smite: A 2nd level Magical Warrior learns her mission is to destroy enemies of her Patron. To that end, she is granted the ability to smite a particular category or categories of foe 1/day as a paladin of her class level. She may smite one additional time per day at 4th and 7th level. When she reaches 10th level, she gains the ability to smite at will. 
A Magical Warrior with levels of Paladin counts both her Paladin and Magical Warrior levels to determine the number of times per day she may use each smite ability, and may, at her option, apply both smite abilities to a single attack if appropriate to her target. A Magical Warrior with levels in any other class which grants a Smite ability may do the same. 
Patrons generally grant the ability to smite one or two of the below categories: 
Aberration 
Arcane Spellcasters 
Construct 
Creatures of a specific alignment part (good, evil, lawful or chaotic) 
Divine Spellcasters 
Dragon 
Giant 
Humanoid (typically a broad type or group of subtypes. "Goblinoids, Orcs and Kobolds," or "Civilized [Dwarves, Elves, Gnomes, Halflings and Humans]" for example) 
Magical Beasts 
Monstrous Humanoids 
Oozes 
Undead 
Vermin 
"Servants of [Nemesis]" (Example- Servants of Lolth, which would include drow, bebiliths, monstrous spiders, driders, etc)

Prophetic Power: Magical Warriors frequently display the ability to suddenly unlock new power in the midst of combat. Once per level, a 3rd level or higher Magical Warrior, if she is 75% or more of the way to her next level, may use any ability she does not have, but would reasonably be able to acquire at her next level. If she does so, however, she must acquire that ability on her next level up. 
For example, a Wiz5/Magical Warrior3 with 34,000 or more xp could make use of the spell Dismissal once during CharLv8. If she did so, however, she would have to select Dismissal as a new spell upon leveling up to CharLv9. 
A Fighter5/Magical Warrior3 with 34,000 or more xp could make use of the feat Improved Critical ([Regalia Weapon]), but would be required to take the feat as her ninth level feat, or fighter bonus feat at 9th level. 
A Bard5/Magical Warrior3 with 34,000 or more xp and only 2 ranks of Concentration could make a single roll during 8th level as if she possessed 11 ranks, but would be required to purchase 9 ranks of the skill when she next leveled up. If she could not afford this (taking into account Intelligence modifier and skill points per level), she would only be able to act as if she had as many ranks as she could afford to purchase. 
To reiterate: This ability may only be used once per character level, and only when the Magical Warrior has 75% or more of the experience required to move from her current level to the next level. 

Regalia Power Up: At 3rd level, the Magical Warriors Regalia increases in Power. The weapon granted by her patron deals damage as if it were one size larger. Alternatively, the Magical Warrior may choose a second weapon to wield in her off hand. At 5th level, the weapon becomes a Minor Item, gaining an appropriate ability. At 7th level, it's damage increases as if it were another size larger. At 9th level, the weapon becomes a Moderate Item, gaining an appropriate bonus. 
At 4th level, the Magical Warrior's armour becomes more protective, the armour bonus from the armour increases by 50%. At 6th level, the armour becomes a Minor Item, gaining an appropriate special ability. At 8th level, the armour bonus from the armour increases again, this time by 33% (For a total increase of 100% from the armour's base armour bonus). At 10th level, the armour becomes a Moderate Item, gaining an appropriate ability. 
Once the Magical Warrior has gained four character levels beyond Magical Warrior 9, the weapon becomes a Major Item, gaining an appropriate ability, and once she gains four character levels beyond Magical Warrior level 10, her armour becomes a Major Item, gaining an appropriate ability. 

Quick Transformation: At 3rd level, the Magical Warrior learns to transform into their battle regalia more quickly, taking only a standard action to do so. 
At 5th level, they may transform as a move action, at 7th level as a swift action, at 9th level as a free action, and at 10th as an immediate action.


Alternate Class Feature: Talented Magical Warrior 

Replaces: Diminutive Adviser 
Benefit: Instead of a cute animal to tell you what to do, you get a little more out of your Transformation. Choose one class skill Good save, or weapon proficiency for the class your magical warrior levels stack worth for Craft of the Warrior. While you are transformed, you gain a competence bonus on checks with that skill equal to your magical warrior class level, our half it for attacks our saves with the chosen weapon or save. If you have the feast Versatile Magical Warrior, each persona may provide a bonus to a different skill, weapon or save. 

Feat: Versatile Magical Warrior [General] 

"I'm going to change!" 
The Magical Warrior has a number of personas, choosing the one to assume as fits the situation. 
Prerequisite: Craft of the Warrior 
Benefit: You may choose a number of Classes equal to your Charisma Modifier to stack with your Magical Warrior levels for benefits, as well as a number of weapons and armours with which you are proficient for your regalia to mimic equal to the same. Each class,weapon and armour form a specific persona. You may only benefit from one persona at a time, and each time you wish to change your persona, you must Transform. 

Feat: Focused Magical Warrior [General] 

Some Patrons grant their boons in more discrete packages. 
Prerequisite: Patron's Regalia 
Benefit: Your Devoted Adviser and a piece of your Regalia are one in the same. Your adviser has the Construct type (instead of the Magical Beast type), and may have the Living Construct subtype at your option (if you're not using Tome). Your adviser has a telepathic link with you at all times, and if destroyed, is reformed exactly as your regalia would be, and maintains a telepathic link through the piece of the regalia you keep if you must complete a geas to reform it. Because your regalia is sentient, it can aid you even better in combat, suggesting tactics, and using the Aid Another action on your attacks, if it is your weapon, or effectively using it to help you dodge, if it is your armour, granting a +2 misc bonus to your AC. 
Finally, if you are unconscious or caught unawares, a Weapon Adviser can deflect a single attack each round (replace your AC with an attack roll at your highest bonus for one attack you are subject to each round if unconscious or denied your dexterity to AC), and an Armour Adviser may take a single standard or move action with your stats each round while you are unconscious.

Bonus Post: Spheres

I'm going to be using Spheres, as well as a good amount of other material from a set of house-fixes generally known as The Tomes, written by FrankTrollman and K of the Gaming Den. I will post the things to which I refer as I refer to them. People who are intrigued can look at all the various material Here

reprinted with generalized permission from FrankTrollman:


The Spheres

Fiends (and some of their minions and associates) cast magic primarily through spell-like abilities. While many signature fiends have arbitrary lists of spell-like abilities, the Tome of Fiends offers a method to advance Fiends into thematically appropriate spell-like abilities when they advance. When a fiend has access to a sphere, she is able to use all of the abilities within that sphere up to her character level. If she gains more levels, more powers of the sphere become available. In this way the spell-like abilities of fiends created with the rules in this tome should always be aesthetically and level appropriate.

Basic Sphere Access: When a creature has basic access to a sphere, she can use any of the spells listed in the sphere may be used once per day (each) as spell-like abilities, provided that their listed level is equal or lower to the creature's character level.

Advanced Sphere Access: When a creature has advanced access to a sphere, she can use any of the spells listed in the sphere may be used 3 times per day (each) as spell-like abilities, provided that their listed level is equal or lower to the creature's character level.

Expert Sphere Access: When a creature has expert access to a sphere, any spells listed in the sphere may be used at will as spell-like abilities, provided that their listed level is equal or lower to the creature's character level.

Creating new spheres: The following list of spheres isn't intended to be comprehensive, and we fully expect that some players and DMs will want many more spheres than we have scribed. All new spheres must be approved of by the DM, and should represent some actual (indifferent or evil) trait like "intoxication" or "badgers" rather than a game mechanical notion like "kicking ass and being totally sweet" or something praiseworthy like "generosity". A good place to start is actually Domains, as these are already a source by which a character gain a spell at every odd-numbered


Spheres and Spell Levels: Spell-like abilities used out of spheres re considered to be cast as a spell level equal to half the minimum needed character level to use the ability (rounded up). The save DC of a spell-like ability granted through Sphere access is Charisma-based. Thus, the save DC for a spell-like ability which becomes available at character level 5 is 12 + Charisma bonus.

Bone

Special: Any creature of 10 HD or less killed by one of your spell-like abilities rises as a zombie under your control, with no control limits.
Level, Benefits
1 Command Undead
3 Descecrate
5 Animate Dead
7 Black Sand
9 Summon Undead V
11 Awaken Dread Warrior
13 Revive Undead
15 Awaken Undead
17 General of Undeath
19 Plague of Undead


Bubbles

Special: Three times per day, you may use the Sculpt Spell metamagic on any spell-like ability you can use, but only if you do not use the cone option of this metamagic feat.
Level, Benefits
1 Flaming Sphere
3 Water Breathing
5 Magic Circle against Good
7 Resilient Sphere
9 Binding
11 Telekinetic Sphere
13 Forcecage
15 Prismatic sphere
17 Temporal Stasis
19 Time Stop


Carnage

Special: All of your damaging spell-like abilities do vile damage.
Level, Benefits
1 Seething Eyebane
3 Blade of Fear and Pain
5 Lahm’s Finger Darts
7 Blade Barrier
9 Fleshshiver
11 Disintigrate
13 Flensing
15 Horrid Wilting
17 Mass Harm
19 Implosion


Cold

Special: You gain the [Cold] Subtype.
Level, Benefits
1 Cone of Cold
3 Creeping Cold
5 Ice Storm
7 Wall of Ice
9 Freezing Sphere
11 Control Weather
13 Heat Drain
15 Freezing Fog
17 Fimbul Winter
19 Frostfell


Death

Special: You are immune to any magical death effect You are also healed by negative energy like an undead creature (this does not interfere with any existing ability to be healed by positive energy).
Level, Benefits
1 Death Knell
3 Ghoul Gauntlet
5 Vampire Touch
7 Enervation
9 Raise Dead
11 Symbol of Death
13 Finger of Death
15 Death Pact
17 Wail of the Banshee
19 Implosion


Dominion

Special: Once per month, you may make one of these effects permanent.
Level, Benefits
1 Obscuring Mist
3 Web
5 Wall of Fire
7 Solid Fog
9 Black Tentacles
11 Programmed Illusion
13 Wall of Force
15 Teleport Circle
17 Gate (travel version only)
19 Storm of Vengeance


Fire

Special: You gain the [Fire] subtype.
Level, Benefits
1 Fireball
3 Scorching Ray
5 Firetrap
7 Wall of Fire
9 Fireshield
11 Incendiary Cloud
13 Blackfire
15 Fire Seeds
17 Meteor Swarm
19 Flame Strike (this ability can be used as an Immediate action).


Frostbite

Special: Any creature taking cold damage from your spell-like abilities is frostbitten (treat as fatigued, which is removed when the damage is healed). If you have It's Cold Outside, you may use those frostbite rules if you want.
Level, Benefits
1 Shivering Touch
3 Freezing Ray (as Scorching ray, but Cold subtyped and doing cold damage)
5 Shivering Touch, Greater
7 Cone of Cold
9 Flesh to Ice
11 Entomb
13 Flesh to Ice, Chained
15 Frostfell
17 Iceburg
19 Soul Bind (uses a piece of ice to hold the soul)


Heresy

Special: Gain immunity to the Destroyed result of Turning and the Commanded result of Rebuking..
Level, Benefits
1 Align Weapon (evil only)
3 Desecrate
5 Magic Circle Against Good
7 Unholy Sword
9 Planar Ally, Lesser
11 Dispel Good
13 Unhallow
15 Blasphemy
17 Gate
19 Miracle


Pyre

Special: Fire damage from your spell-like abilities bypasses Fire Resistance, but not Immunity to Fire.
Level, Benefits
1 Burning Hands
3 Flame Blade
5 Fireball
7 Charnal Fire
9 Parboil
11 Ashen Union
13 Fireball, Quickened
15 Incendary Cloud
17 Gate (calling version only, fire subtype creatures only)
19 Storm of Vengence (all elemental damage is fire damage)


Seduction

Special: You gain a +2 bonus to Bluff, Diplomacy, and Sense Motive
Level, Benefits
1 Entice Gift
3 Suggestion
5 Glibness
7 Charm Monster
9 Sympathy
11 Mass Suggestion
13 Mass Charm
15 Simulacrum
17 Programmed Amnesia
19 Mind Rape


Sleep

Special: You can coup de grace a sleeping foe as an attack action.
Level, Benefits
1 Deep Slumber
3 Waves of Fatigue
5 Waves of Exhaustion
7 Dream
9 Nightmare
11 Symbol of Sleep
13 Demand
15 Weird
17 Programmed Amnesia
19 Astral Projection


Stone

Special: You gain the Tremorsense ability, allowing you to detect and target anything touching the ground within 60 feet of yourself.
Level, Benefits
1 Earth Glide
3 Spike Stones
5 Stone Shape
7 Stone Tell
9 Wall of Stone
11 Move Earth
13 Transmute Rock to Mud (special bonus: Transmute Mud to Rock)
15 Earthquake
17 Meteor Swarm
19 Genesis


Terror

Special: Gain Intimidate as a class skill, and may make an Intimidate check to Demoralize Opponent as a free action once a round.
Level, Benefits
1 Cause Fear
3 Scare
5 Halt Undead
7 Fear
9 Phantasmal Killer
11 Symbol of Fear
13 Eyebite
15 Fear, Quickened
17 Weird
19 Wail of the Banshee


Venom

Special: Gain immunity to poison.
Level, Benefits
1 Desecrate
3 Poison
5 Bestow Curse
7 Mind Poison
9 Cloudkill
11 Major Creation (poison or venom only)
13 Circle of Death
15 Finger of Death
17 Shapechange (venomous creatures only)
19 Symbol of Death


Violation

Special: Gain the telepathy special quality. If you already have this special quality, or later gain it from another source, then you gain Detect Thoughts as an at-will spell like ability.
Level, Benefits
1 Hypnotism
3 Suggestion
5 Modify Memory
7 Dominate Person
9 Lesser Planar Binding
11 Geas
13 Greater Planar Binding
15 Dominate Monster
17 Gate (Calling verson only)
19 Mind Rape


Voracity

Special: Any time one of your spell-like abilities grants negative levels or ability damage/drain to a target, you heal 5 HPs of damage per level or point.
Level, Benefits
1 Death Knell
3 Shadow Spray
5 Vampiric Touch
7 Enervation
9 Magic Jar
11 Power Leech
13 Steal Life
15 Energy Drain
17 Reaving Dispel

19 Absorption