---
# System prepended metadata

title: 'WotR. Датамайн 2.1.5r (Новые архетипы, ч.1)'
tags: [датамайн, WotR, классы]

---

# WotR. Датамайн 2.1.5r (Новые архетипы, ч.1)

## Новые архетипы

### Reanimator (Алхимик) <Прототип — [Reanimator](https://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alchemist-archetypes/reanimator/)>

*A reanimator is an alchemist who has discovered how to infuse a corpse with a semblance of life. Many work in tandem with necromancers to explore the fine border between the worlds of the living and the dead.*

- **Research of corpses**
The reanimator doesn't spend as much time on bombs as studying the undead. Whenever reanimator kills an enemy, he is inspired by new research ideas and receives a +1 alchemical bonus on attack and weapon damage rolls until the end of combat.
At 5th level, and every six reanimator levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
A reanimator's bombs deal damage one die step lower than normal (regular bombs deal d4s).
- **Simple Reanimation**
At 5th level, a reanimator adds lesser animate dead to his formula book as a 2rd-level extract.
Each undead creature raised by the reanimator gains a +4 alchemical bonus to Strength and Charisma for the duration of the spell that raise it.
- **Improved Reanimation**
At 11th level, a reanimator adds create undead to his formula book as a 4th-level extract.
Now each undead creature raised by the reanimator gains a +6 alchemical bonus to Strength and Charisma for the duration of the spell that raise it.
- **Greater Reanimation**
At 15th level, a reanimator adds create greater undead to his formula book as a 5th-level extract.
Now each undead creature raised by the reanimator get one extra attack per round.

### Flesh Eater (Варвар) <Прототип — [Flesheater](https://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo-barbarian-archetypes/flesheater-barbarian-archetype/)>

*A flesheater eats flesh to create a spiritual bond between herself and the consumed creature, allowing her to take on aspects of the creature that served as the meal.*

- **Crush and Tear**
At 1st level flesheater gains a bite attack. This is secondary attack and deal 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. At 5th level, the damage is increased to 1d6 and its bite are considered as cold iron and silver weapon for the purpose of overcoming damage reduction. At level 11, the damage is increased to 1d8 and their bite attack deals 1d6 points of bleed damage in addition to its other effects. At level 17, the damage is increased to 1d10.
If the flesh eater has animal fury rage power, its bite attack damage in rage is increased by one step (2d6 to 17th level).
This ability replaces uncanny dodge and improved uncanny dodge.
- **Consume Flesh**
At the 2nd level fleshheater feels a constant hunger, which can only be satisfied by the essence of a magical creature — flesh, blood, or related organs. This is a full-round action that can be used on any undead, dragon, magical beast, fey, or outsider that have a body. Until the hunger is sated, the flesh eater gains a +2 bonus to hit and damage against creatures whose flesh can feed it, but also –2 penalty to Intelligence while raging and 20% chance to get confused every round. Once his hunger is sated, the fleshheater gains the Satiety state for the next 24 hours, granting him in rage a minor aspect based on the creature devoured, and one point of essence. At 9th and every 18th levels the flesh eater's hunger becomes harder to satisfy and the bonus against creatures it can devour is increased by 1. She cannot have more than 1 essence.
DC of all abilitys gained from this feature are equel to 10 + half of flesheater level + constitution bonus
***Minor aspects***:
  - Dragon — Resist energy from dragon equal to the flesheater's level
  - Fey — As quickling, a flesheater moves with incredible speed. Once per round, when she move at least 10 feet or charge, the flesheater's shape blurs and shimmers with this speed, granting it concealment (20% miss chance). At 8th level, she also gains evasion and uncanny dodge (as the rogue abilities of the same names).
  - Magical Beast — Anyone striking the flesheater with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage. This damage increases by 1 step every 6 levels, up to 4d6 at 18th level.
  - Outsider — permanent protection from evil/good/law/chaos. Bonuses increase by 1 every 6 levels.
  - Undead — Resist negative energy equal to the flesheater's level
- **Devour Essense**
As swift action the flesheater can use the essence of consumed creatures to keep himself from dying. She heal herself for 1d8 points of damage + her Constitution modifier. For every 5 levels the barbarian has attained above 3rd, this amount of damage healed increases by 1d8, to a maximum of 4d8 at 18th level.
This ability replaces trap sense and 6th-level rage power.
- **Changeable Form**
At 7th level, the flesheater becomes related to the creatures it consumes. The aspects gained from consume flesh of the creature now works even when not enraged, and it gains an major feature. In addition, the maximum amount of essence points is increased to 2.
This ability replaces the damage reduction at levels 7 and 10, and 8th-level rage power.
***Major aspects***:
  - Dragon — Dragon wings (+3 dodge bonus to AC against melee attacks and immunity to ground-based effects, such as difficult terrain.)
  - Fey — Beguiling Aura: Any enemy sexually attracted to flesheater (usually not constructs or undead) runs the risk of being beguiled by a flesheater if it looks upon her beauty from a distance of 30 feet or less. If the creature fails a Will save, it is immediately fascinated (The creature stands quietly and observes the target of it's attraction. Any damage to the target automatically breaks the effect. When this effect ends this way creature gains immunity to fascinate for 24 hour). This is a mind-affecting compulsion effect.
  - Magical Beast — Poison from natural attacks Save: Fortitude (10 + half of flesheater level + constitution bonus)
  Frequency: 1/round for 6 rounds
  Effect: 1d4 Constitution damage
  Cure: 2 consecutive saves.
  - Outsider — SR=11+flesheater level
  - Undead — Living enemies adjacent to the flesheater at the start of her turn take 1d8 points + half of flesheater's Constitution damage from their flesh withering and crumbling to dust. In addition, any living enemy within 10 feet of the flesheater must make a Fortitude saving throw or become sickened for 1d6 rounds.
- **Unbound Rage**
At 11th level, a flesheater can draw in mass from the Ethereal Plane to enlarge herself when she enters a rage, as long as the creature whose flesh she last consumed was at least one size category larger than her base size. Unbound rage affects her as enlarge person, except she receives a +4 size bonus to Strength and an additional –2 penalty to Intelligence.
This ability replaces greater rage.
- **You Are What You Eat**
At 14th level, a flesheater learns to consume flesh to awaken the abilities of creatures whose bodies he has devoured. When she consumes a creature, she gains special ablity, based on the type of creature it consumed, at a cost of two essence points. This abilitys are not affected by spell resistance. The amount of maximum essence a flesheater can store increases to 3.
This ability replaces the damage reduction at levels 13 and 16 and 14th-level rage power.
  - Dragon: Breath Weapon. You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level. A successful Reflex save results in half damage. The spell's effect and energy
  - Fey: Wild Gaze: All creatures within 30 feet that fail a Will save against the gaze of a flesheater instinctively recognize their power. Humanoids and monstrous humanoids stand frozen in awe, becoming paralyzed. Magical beasts and animals become frightened, and all other creatures become confused. These effects last for 1 round, and multiple failed saving throws against multiple Wild Gaze in a single round do not cause this duration to stack. A creature that succeeds on a saving throw against this special attack is immune to the wild gaze for 24 hours. This is a mind-affecting effect.
  - Magical Beast: Ruinous Blood: As a move action, a flesheater can spray a 60-foot line of blood from the stump of its tail. Creatures caught in this area must succeed at a Fortitude save or be affected by baleful polymorph for number of rounds equel flesheater level
  - Outsider: Chaos Hammer / Holy Smite / Order's Wrath / Unholy Blight, but with caster level = flesheater level and limited to 10d8 and 20d6 respectively)
  - Undead: Channel Negative Energy with cleric level equal to flesheater level. For all effects, the flesheater is considered undead.
- **Unbound Form**
At 20th level, the flesheater gain Unbound Rage benefits it's size increases by one more category and she recives extra +8 size strenght bonus (to total +12 size bonus). Finally, amount of maximum essence a flesheater can store increases to 4.
This ability replaces the damage reduction at level 19 and mighty rage.

### Hag Riven (Наследник ярости) <Прототип — [Hag-Riven](https://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo-bloodrager-archetypes/hag-riven-bloodrager-archetype/)>

*All changelings have the potential to transform into hags, but the process is a slow one, requiring several nights to complete. When left incomplete — by virtue of a wily changeling's escape or her mother's death — the creature is scarred and saturated in arcane power. Though she remains in possession of her own faculties, the seeds of hag hatred sprout within her. These hag-riven wield powerful magic interlaced with more powerful emotions.
The painful rituals that create a hag-riven can work for any creatures tenacious enough to endure them, and the art has sprung up as a defense against the devastating power of hags in various remote communities.*

- **Claws of the Hag**
A hag-riven grows a pair of vicious claws that are treated as natural weapons. These claws are primary attacks and deal 1d4 points of damage each (1d3 for a Small creature) plus the hag-riven's Strength modifier.
At 2nd level, these claws are considered magic weapons for the purpose of overcoming damage reduction.
At 5th level, the damage increases to 1d6 points (1d4 for a Small creature).
At 9th level, using claws gives a bloodrager a rend ability.
At 13th level, the hag-riven's claws threaten a critical hit on a natural roll of 19–20.
At 17th level, the damage increases again to 1d8 points (1d6 for a Small creature) and it's attacks cause Weakness to enemys.
Weakness: A hag-riven claws sap strength from those she strikes. Each time a hag-riven hits a foe with her claw attack, the victim takes 1d4 points of Strength damage unless he resists the weakness with a Fortitude save (DC 10 + half of bloodrager level + constitution bonus).
This replaces fast movement and uncanny dodge.
- **Sorcerous Claws**
At 5th level, a hag-riven can as a swift action grant her claws an enhancement bonus +1. This bonus lasts for 1 minute and stacks with existing enhancement bonuses (such as those provided by magic fang or magic items) to a maximum of +5. This bonus increases to +2 at 7-th level, to +3 at 10-th level and to +4 at 13-th level
Beginning at 7th level, the hag-riven can sacrifice one point of the bonus provided by her sorcerous claws to add any of the following weapon properties to her claws: corrosive, flaming, frost, keen, shock, vicious.
Beginning at 10th level, the hag-riven can sacrifice two point of the bonus provided by her sorcerous claws to add any of the following weapon properties to her claws: anarchic, corrosive burst, flaming burst, icy burst, shocking burst or unholy.
Beginning at 13th level, the hag-riven can sacrifice three point of the bonus provided by her sorcerous claws to add any of the following weapon properties to her claws: nullifying or speed
Her claws must have a minimum enhancement bonus of +1 before any special abilities can be added.
This replaces improved uncanny dodge.
- **Scarred Hide**
At 7th level, a hag-riven's scarred flesh becomes thick and leathery. She gains a +1 natural armor bonus to AC. At 10th, 13th, 16th, and 19th levels, this bonus increases by 1.
- **Hexing Claws**
At 10th level, a hag-riven gains **Critical Focus** as a bonus feat, but she can apply its benefits only to her claw attacks. One per day, she can select a single feat with **Critical Focus** as a prerequisite and apply its benefits to her claw attacks. This critical focus don't couns as prerquisite for gaining feats in normal way.
This replaces damage reduction.
- **Hag (Bloodline) <Прототип — [Hag Bloodline](https://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/bloodrager-bloodlines/paizo-bloodrager-bloodlines/hag-bloodrager-bloodline/)>** (пока невозможно понять, это отдельное наследие или только для архетипа Hag Riven)
*Hags interbreed with other races frequently, and those children who escape their grasp may pass their heritage on to later generations before it reemerges. The potent humors that accompany hag blood are better suited to a bloodrager's ferocity than to traditional spellcasting. While bloodraging, you manifest the physical power and arcane corruption of your hag ancestor.
Bonus Feats: Blind-Fight, Improved Blind Fight, Greater Blind Fight, Deceitful, Great Fortitude, Intimidating Prowess, Improved Great Fortitude.
Bonus Spells: corrosive touch(7th), blindness/deafness (10th), bestow curse (13th), dominate monster (16th).*
  - **Evil Eye**
  At 1st level, you can curse an opponent with a wicked glance. As a standard action, you can afflict one target within 30 feet that you can see, causing it to take a –2 penalty to AC and on attack rolls for 1 round per class level. A Will save reduces this to just 1 round (DC = 10 + half your bloodrager level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 8th level the penalty increases to –4.
  - **Hag Fortitude**
  At 4th level, you become immune to mundane and magical diseases. At 8th level, you also become immune to poison.
  - **Hag Transformation**
  At 12th level, your form grows more twisted and powerful while bloodraging, but clumsy, blind aggression clouds your mind. You assume the form of annis hag, gaining a +2 racial bonus on Intimidate checks. Your morale bonus to Strength increases by 2, and you gain scent ability, but you take a –2 penalty to both Dexterity and Wisdom for the duration of your bloodrage.
  At 16th level, you apply your morale bonus on Will saving throws while bloodraging to Fortitude and Reflex saving throws.
  - **Covenguard**
  At 16th level, you can cast bestow curse three times per day as a spell-like ability.
  - **Curse Conduit**
  At 20th level, you gain immunity to negative energy damage and all spells with the curse descriptor. Whenever you confirm a critical hit with a melee weapon, you can immediately target your opponent with a bestow curse spell-like ability with random curse effect.

### Ghost Rider (Всадник) <Прототип — [Ghost Rider](https://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/paizo-cavalier-archetypes/ghost-rider-cavalier-archetype/)>

*Ghost riders are conflicted warriors who use the powers of the phantasmal dead even while seeking out and banishing the corruption of undeath from plagued communities. Their strange abilities mark them as outsiders and stoic loners, and they stay in one place only long enough to help the afflicted before riding off to unknown destinations.*

- **Frightful Gaze**
At 1st level, a ghost rider can use this ability on opponents within 30 feet as a standard action. Creatures within range must succeed at a Will saving throw (DC = 10 + 1/2 the ghost rider's class level + the ghost rider's Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. Creatures that successfully save against that ghost rider's frightful gaze are immune to it for 24 hours.
At 9th level, this ability can affect creatures that are mindless or immune to mind-affecting effects, and ignores immunity to fear effects. In addition, creatures immune to paralysis instead become staggered if they fail a saving throw.
The ghost rider can use this ability a number of times each day equal to her Charisma modifier.
- **Fearless**
At 3rd level, a ghost rider becomes immune to fear. Each ally within 10 feet of the ghost rider gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the ghost rider is conscious, not if she is unconscious or dead.
- **Ghost Mount**
At 1st level, a ghost rider gains a special mount of conjured ectoplasm rather than one of flesh and bone.
  - **Etheric Tether**
  At 1st level, as a free action a ghost rider can form an ethereal leash by connecting his soul with a mount. With this leash whenever ghost mount's hit points should be reduced to 0 or less, the ghost rider transfers some of his life force to the horse, curing it to 1 HP but taking as much damage as he cured.
  - **Magic Attacks**
  At 3th level, a ghost rider's mount treats its attacks as if they were magic for the purposes of overcoming damage reduction. If the ghost rider is 10th level or higher, all of the ghost mount's weapons are treated as the alignment of the ghost rider for the purpose of overcoming damage reduction.
  - **Spirited Mount**
  At 5th level, the ghost rider's mount ignores difficult terrain. At 8th level, it gain a permanent concealment (20% miss chance).
  - **Ghost Wind**
  At 11th level, the ghost mount's speed increased by 40 feet. At 14th level, it becomes airborne, which gives it immunity to ground-based effects and immunity to trip.
  - **Spiritual Bond**
  At 14th level, a the ghost rider can indissolubly fuse his life force with the spiritual essence of the ghost rider. With this bond whenever  the ghost rider takes damage that would reduce her to fewer than 0 hit points, the ghost mount transfers some of its life force to the ghost rider, curing it to 1 HP but taking as much damage as it cured. This ability cannot work simultaneously with etheric tether.
  - **Shared Minds**
  At 16th level, once per round, when a ghost mount is failed a Will saving throw, the ghost rider can make a Will saving throw, shielding his companion's mind. A ghost mount's saving throw is considered successful if the result of the ghost rider's saving throw is greater than the DC of the opponent's attack.

### Separatist (Жрец) <Прототип — [Separatist](https://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo-cleric-archetypes/separatist/)>

*[Draft] A radical cleric, unsatisfied with the orthodoxy of her deity's teachings, forges her own path of defiant divine expression. Though most members of her faith would call her a separatist or heretic, she continues to receive spells from her deity. Charismatic separatists may develop a large following of like-minded believers and eventually found a splinter church of their deity—and they are just as likely to be the cause of a holy civil war as the branches of the religion fight to determine which is the true faith.*

- **[Draft] Forbidden Rites**
[Draft] A separatist selects one domain from her deity's domain list, and a second domain that is not on her deity's domain list. This second domain cannot be an alignment domain that doesn't match the cleric's or her deity's alignment. For example, a lawful good separatist cleric of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn't lawful.
Granted powers from the cleric's second domain function as if the cleric's level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn't gain the domain's higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, the separatist gains these as normal.
In all other respects, this ability works like and replaces the standard cleric's domain ability.

### Winter Child (Друид) <Прототип — [Arctic Druid](https://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo-druid-archetypes/arctic-druid/)>

- **[Draft] Ice In The Blood**
[Draft] At 1nd level, a winter child must select the [Ice subdomain](#Новые-домейны) when choosing a domain. This ability replaces nature bond.
- **[Draft] Calling For a Feast**
[Draft] The winter child summons creatures from the frozen wastes of the north, in whose hearts the essence of cold slowly beats. All creatures summoned by winter child gain resist cold 5. At 10th level, cold resistance increases to 10, and the blizzard hinders their opponents as if they were under a blink spell. At 15th level, cold resistance increases to 15, and all creature attacks deal an additional 2d6 cold damage. The winter child cannot summon fire elementals.
  - **[Draft] Calling For a Feast — Covering Blizzard**
  [Draft] At 10th level, all creatures summoned by winter child increases cold resistance to 10, and the blizzard hinders their opponents as if they were under a blink spell.
  - **[Draft] Calling For a Feast — Frost Bites**
  [Draft] At 15th level, all creatures summoned by winter child increases cold resistance increases to 15, and all creature attacks deal an additional 2d6 cold damage.
- **[Draft] Arctic Native**
[Draft] At 4th level, a winter child gains resistance to cold 5. This resistance increases by 5 every 4 levels. She is also immune to being dazzled.
This ability replaces resist nature's lure.
- **[Draft] Blizzard Servant**
[Draft] At 4th level, a winter child forms a bond with a blizzard elemental. This ability functions like the druid animal companion ability, except that the his effective druid level is equal to his arctic druid level –3 and she can only select a blizzard elemental.
This ability replaces wild shape.
  - **[Draft] Blizzard Whirlwind**
  [Draft] Blizzard servant can transform yourself into whirlwind and back again. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls and must succeed on a concentration check (DC 15 + spell level) to cast a spell. An affected creature must succeed on a Reflex save (DC 10 + half blizzard's servant level + his Strength modifier) each round or take damage as if it were hit by the blizzard's servant slam attack.
  - **[Draft] Blizzard Servant — Winter Is Coming**
  [Draft] At 6h level, a winter child strengthens the bond with her companion, imbuing them with her own power and empowering them. Blizzard servant gains the following benefits:
Its size increases to Medium; he gains a +2 bonus to Strength, +4 bonus to Dexterity, +2 bonus to Constitution and its cold resistance increases to 10
  - **[Draft] Blizzard Servant — Deep Connection**
  [Draft] At 11th level, a winter child strengthens the bond with her companion, imbuing them with her own power and empowering them. Blizzard servant gains the following benefits:
Its size increases to Large; he gains a +4 bonus to Strength and Dexterity, a +2 bonus to Constitution; +2 natural armor bonus to AC, DR 5\-, and its cold resistance increases to 15. In addition, its blizzard wnirlwind becomes selective and no longer affects allies.
  - **[Draft] Blizzard Servant — Soulmates**
  [Draft] At 16th level, a winter child uses a piece of her soul to let a great blizzard spirit into the material world. Blizzard servant gains the following benefits:
Its size increases to Huge; he gains a +4 bonus to Strength, +6 bonus to Dexterity, a +2 bonus to Constitution; +2 natural armor bonus to AC, ***numbing cold*** ability and its cold resistance increases to 20. In addition, all allied hits within the blizzard wnirlwind take an additional 2d6 cold damage.
    - ***[Draft] Numbing Cold***
    [Draft] When an blizzard elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is Constitution-based.
- **[Draft] Snowcaster**
[Draft] At 9th level, the winter child gains the ability as a swift action to call upon the primal forces of winter to change the damage type of his spells to cold. In addition, she can see normally in ice storm or similar natural snowstorms.
- **[Draft] Flurry Form**
[Draft] At 20th level, an winter child fully reveals his connection to the blizzard. It gains cold immunity, an airborne feature, an elemental subtype, and is also considered a native outsider for effects spells and spell-like abilities.

### Tandem Executioner (Охотник) <Хоумбрю>

*Many hunters rely on spells, but there are also those who avoid the help of divine powers for their own reasons. In rigorous training with their animal companion, they polish their skills in chasing and eliminating prey to perfection. For such unprincipled and cruel hunters, it doesn't matter who their target is: a beast, a man or a demon.*

- **No Spellcasting**
Tandem executioner do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
- **Studied Target(?)**
At 1st level, a tandem executioner gains the slayer's studied target class feature. He uses his hunter level as his effective slayer level to determine the effects of studied target.
Tandem executioner shares the bonuses granted by his studied target ability with his animal companion as long as it is within 60 feet of his.
- **Tandem Executioner Techniques**
At level 4 and every 3 levels thereafter, the Tandem executioner chooses one of the techniques developed by him during long training sessions with an animal companion. Delving into the study of a certain style of combat, he opens up its new possibilities.
  - **Don't let him focus**
  The DC to cast spells defensively increases by +4 for all enemies that are within 10 feet of you or your animal companion.
  - **Don't touch my buddy**
  If your animal companion is within 10 feet of you, whenever an enemy adjacent to you makes a successful attack against your animal companion, the enemy provokes an attack of opportunity from you.
  Your animal companion similarly performs attacks of opportunity against creatures that have successfully attacked you.
  - **I push it, you bite it**
  Once per round, when you attack an enemy, adjacent to your animal companion with a ranged weapon from the bows, crossbows or thrown fighter weapon group, you perform a bull rush combat maneuver with a +4 circumstance bonus, using your Dexterity modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.
  If your combat maneuver is successful, your animal companion expend a use of an attack of opportunity to take a melee attack against that enemy and automatically hit him.
  - **Make it bleed**
  Being within 10 feet of each other and attacking the same creature with melee weapon, you and your animal companion gain a +4 competence bonus on attack rolls made to confirm critical hits.
  If a critical hit is confirmed, it causes the enemy to take 2d6 bleeding damage.
  You must be 16th level to select this technique.
  - **Penetrating cascade**
  As a full-round action, you can fire a multiple arrows, attacking all enemies within 15 feet of the selected point.
  Your animal companion knows this technique and does not come under fire, and also gives -2 penalty to AC to all enemies within 10 feet of themselves during this attack.
  You must be 16th level to select this technique.
  - **Take your toy**
  When your animal companion hits an enemy with attack of opportunity, it interrupts that enemy's movement.
  When you attack an enemy with a ranged weapon from the bows, crossbows or thrown fighter weapon group, you mark a target for your animal companion. It's next attack against target deal additional points of precision damage equal to 1d6 per four your hunter level.
  - **Tidbit**
  You like to hunt casters. As soon as you see someone cast a spell or spell-like ability, you and your animal companion gain a +2 bonus on attack and damage rolls against that creature until the end of the combat.
  Additionally, anytime an enemy within 10 feet of you or your animal companion makes a concentration check, it must roll twice and take the worse result.
  You must be 16th level to select this technique.
  - **Try to hit me**
  Being within 10 feet of each other, you and your animal companion gain a dodge bonus to the AС and a competence bonus on Reflex saving throws equal to 1/4 hunter's level.
  You must be 16th level to select this technique.
  - **Watch out for the spell**
  Once per round when your animal companion failed a saving throw, you attempt a Lore(Nature) skill check to negate the effect that caused it. Effect is negated if your Lore(Nature) check result is greater than the effect's DC.
  Your animal companion can do a similar Mobility check relative to you once per round when you fail a Fortitude or Reflex saving throw while being 10 feet away from it.
  - **Watch your back**
  Once per round when your animal companion is hit in combat, you attempt a Lore(Nature) skill check to negate the hit. The hit is negated if your Lore(Nature) check result is greater than the opponent's attack roll.
  Your animal companion can do a similar Mobility check relative to you once per round if you are within 10 feet of it.
  - **Weaken the spell**
  All enemies within 10 feet of you or your animal companion gain a -2 penalty to their spells DC and spell attack rolls.
  - **Work in tandem**
  Being within 10 feet of each other and attacking the same creature with melee weapon, you and your animal companion gain a competence bonus to attack equal to 1/4 of the hunter's level.

### Dual-Cursed Oracle (Оракул) <Прототип — [Dual-Cursed Oracle](https://www.d20pfsrd.com/classes/base-classes/oracle/archetypes/paizo-oracle-archetypes/dual-cursed-oracle/)>

*All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly afflicted with supernatural or physical hindrances, a dual-cursed oracle can manipulate fortune and gains greater insights into her mystery.*

- **Second Curse(?)**
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle's choice) never changes its abilities as the oracle gains levels
- **Dual Cursed Oracle Bonus Spells**
Dual Cursed Oracle gains this spells as bonus spell in adiitional to other mistery spells: ill omen (2nd), oracle's burden (4th), bestow curse (6th).
- **Addiitional Revelations**
A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.
  - ***Misfortune (Ex)***: At 1st level, if eny any enemy creature 30 feet around you roll natural 20 on attack roll, saving throw, combat maneur or skill check it rerolls it, it rerolls it. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
  - ***Fortune (Ex)***: At 5th level, if eny ally 30 feet around you rolls natural 1 on attack roll, saving throw, combat maneur or skill check it rerolls it. Once a creature has benefited from your fortune, it cannot be the target of this revelation again for 1 day.
- **Cooldown(?)**
???

### Tortured Crusader (Паладин) <Прототип — [Tortured Crusader](https://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/tortured-crusader-paladin-archetype/)>

*[draft] Though tortured crusaders may be beaten and battered, body, mind, and soul, they still somehow continue through torment and hardship. Despite setbacks and impossible odds, they shine like candles even in the darkest times. Somewhere in their minds, they realize that they can't win in the end, but this only strengthens their resolve to fight for what is right, rather than giving in to hopelessness.*

- **Smite Evil(?)**
[draft] Tortured crusader can use his smite evil ability 1 time at level 1 and he gains additional uses each 5 level beyond 1.
- **[draft] Torment**
[draft] A tortured crusader's great suffering in the face of inevitable horror strengthens her faith and resolve, even as it makes her introverted and far less personable than most paladins. A tortured crusader uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of lay on hands. A tortured crusader doesn't gain the divine grace class feature.
- **[draft] Self-Sufficient**
[draft] A tortured crusader gains a number of skill ranks equal to 3 + her Intelligence modifier at each level, instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier.
In addition Paladin gains additional Combat Feats at level 2 8 12 16.
[draft] Tortured Crusader is more self suffiecient than other Paladins, due constant battles with overwhelming darkness. He gains list of bonus feats as Fighter does.
[draft] tortured crusader can heal only himself. he heals for 1d6.
- **[draft] All Is Darkness**
Everything around a tortured crusader is so bleak that detecting evil only reminds her that the odds are always against her. At 1st level, a tortured crusader gains the smite evil ability, but instead of her Charisma bonus to attack rolls and deflection bonus equal to her Charisma bonus to her AC she adds 1/2 Wisdom bonus to attacks and a +4 deflection bonus to AC against the target of her smite. She adds smite evil bonuses vs eny alignment. Tortured Crusader can use this ability once at 1st level, and gain additional use for every 5 levels he have for a total of 5 uses at level 20.
- **[draft] Alone in the dark**
[draft] Faced with endless foes, a tortured crusader can't ask others to confront the same horrors she does. She can't use her lay on hands ability to heal others or to channel energy, though starting at 4th level, she can convert two uses of lay on hands into an additional use of smite evil. Her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her, not her allies. When she selects a divine bond, it must be with a weapon, not a mount.
Starting 2nd level for each dead or dying party member Tortured Crusader will gain +2 untyped bonus to attack and damage rolls. His AC will also increase by 1 per such member. Effect lasts for 1 minute.
  - **[draft] Smite Evil — Alone in The Dark**
  [draft] Tortured crusader can use smite evil spending 2 uses of his Lay on Hands feature.
  - **[draft] I Will avenge !**
  [draft] for every dying or dead party member tortured crusader gets +2 untyped stackable bonus to attack and damage rolls. His AC is increased by 1. This bonus lasts for 1 minute. Radius of this ability to trigger is 50 feet from tortured crusader
  - **Aura of Courage(?)** (изменена базовая способность)
  [draft] At 3rd level, a paladin is immune to fear (magical or otherwise).
  - **Aura of Resolve(?)** (изменена базовая способность)
  [draft] At 8th level, a paladin is immune to charm spells and spell-like abilities.
  - **Aura of Faith(?)** (изменена базовая способность)
[draft] At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction.
  - **Aura of Righteousness (?)** (изменена базовая способность)
  [draft] At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities.
- **[draft] Second Chance**
[draft] Beginning at 2nd level, a paladin can heal wounds. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Wisdom modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a swift action.
At 8nd level, tortured crusader lay on hands ability heals for 1d8 instead of 1d6.
At 15th level, when this ability is used it's healing is Maximised.
  - **[draft] Improved Lay on hands self**
  [draft] tortured crusader lay on hands ability heals for 1d8 for 2 levels of paladin instead of 1d6.
- **[draft] Final Justice**
[draft] At 11th level, a tortured crusader can spend an 2 uses of smite evil when declaring a smite to make it a Final Justice. The duration of Final Justice benefits is only 1 minute. However, the bonus damage from smite evil is doubled on every attack. This effect dispells All is Darkness — Smite.
- **[draft] Tortured Crusader**
[draft] At 20th level Crusader is almost unstoppable in combat.  He gains three additional uses of Smite Evil and Lay on Hands. Each time he smites a foe, it's must pass FORT (DC 30+Wisdom Mod) or be stunned for 2d4 rounds. He gains one additional attack.

### Dark Lurker (Вор) <Прототип — [Dark Lurker](https://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo-rogue-archetypes/dark-lurker-rogue-archetype/)>

*Dark lurkers use darkness as an ally. They are widely feared in many major metropolises, spoken of as "living shadows" by guards and called "the hungry night" by citizens who mistake them for fetchling assassins.*

- **Blade from the Shadows**
At 2nd level, a dark lurker gains the ability to travel between shadows and deal a sudden blow to victims. Being within 5 feet from a creature larger than himself and using his shadow, as a standard action the dark lurker can move into the shadow of enemy larger than himself at range of up to 30 feet and sneak attack with melee weapon. At night the dark lurker gains a +2 circumstance bonus to this attack.
At 14th level, as a full-round action the dark lurker can similarly move to the enemy and make a full attack with melee weapon. The first attack in this action is considered a sneak attack and gains a +2 circumstance bonus if made at night .
The dark lurker can use this ability once per day at 2nd level, plus one additional time per day for every three levels beyond 2nd, to a maximum of seven times per day at 20th level.
Additionally, at night the dark lurker gains a +2 bonus to initiative.
- **Extra Feats(?)**
  - At 2nd level, a dark lurker gains Blind Fight as a bonus feat, even if he does not meet the prerequisites.
  - At 8nd level, a dark lurker gains Improved Blind Fight as a bonus feat, even if he does not meet the prerequisites.
  - At 14th level, a dark lurker gains Greater Blind Fight as a bonus feat, even if he does not meet the prerequisites.
- **Rogue Talent(?)**
As a dark lurker gains experience, he learns a number of talents that aid him and confound his foes. Starting at 4nd level, a dark lurker gains one rogue talent. She gains an additional rogue talent at levels 6th, 10th, 12th, 16th, and 18th. A dark lurker cannot select an individual talent more than once, unless its description says otherwise.
The dark lurker can take evasion as a rogue talent.
- **Instinctual Sense**
At 20th level, a dark lurker gains blindsight with a range of 30 feet.

### Prophet of Pestilence (Шаман) <Хоумбрю>

*[Draft] A shaman who has made a deal with the Horseman of Pestilence, a powerful entity from Abaddon, voluntarily links himself to the source of all disease. No matter what the initial reason was — the promise of power, the desire to be saved from an incurable disease, or just the whim of Apollyon — in the end they will gladly sow plague and decay.*

- **[Draft] Pestilence Spirit**
[Draft] The shaman, who has connected his life with the spirit of pestilence, is full of feverish, sickly energy, despite the appearance that disgusts most sentient beings. Their thick clothes hide yellow skin, ulcers, numerous welts and oozing pus. When she calls upon one of this spirit's abilities, the disease recedes, bringing relief and satisfaction — only to return again a moment later.
- **[Draft] Plague's Caress**
[Draft] At 1st level, you can make a melee touch attack as a standard action that causes a living creature's flesh to break out into rancid-smelling pustules and sores for a number of rounds equal to 1/2 your shaman level (minimum 1 round). These sores cause the victim to become sickened for the duration of the effect; this is a disease effect. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
- **[Draft] Disease Spreader**
[Draft] At 2nd level, the prophet of pestilence gains a **Abaddon's plague** hex and also chooses one of its mutations. At 6nd level and every 4 levels after, the plague inside the shaman mutates, allowing him to choose an additional mutation from his plague hex. This replaces the shaman's choice of hex at levels 2, 10, 14, and 18, as well as the wandering hex feature.
  - **[Draft] Abaddon's Plague**
  The prophet of pestilence releases a particle of the plague incubating within it, infecting its opponent. The target must make a Fortitude save or be infected with Abaddon's plague. It lasts for a number of rounds equal to the shaman's level or until the target rolls a Fortitude save. Because the disease has a supernatural connection to the Plaguerider, the target only gains immunity from Abaddon's plague after successfully recovering from it. This immunity lasts for 24 hours, after which the disease mutates and again becomes dangerous for the victim. It's disease effect.
  - ***[Draft] Plague Mutation: Contagiousness***
  When a creature becomes infected with Abaddon's Plague, all creatures within 10 feet of a main target must pass a Fortitude saving throw or immediately receive effect of hex.
  - ***[Draft] Plague Mutation: Charisma Damage***
  [Draft] Abaddon's plague mutates, dealing 1d4 Charisma damage to the affected person.
  - ***[Draft] Plague Mutation: Constitution Damage***
  [Draft] Abaddon's plague mutates, dealing 1d4 Constitution damage to the affected person.
  - ***[Draft] Plague Mutation: Dexterity Damage***
  Abaddon's plague mutates, dealing 1d4 Dexterity damage to the affected person.
  - ***[Draft] Plague Mutation: Terminal Stage***
  [Draft] Abaddon's plague reaches its terminal stage. Any stat damage dealt by Abaddon's plague increases by 1 dice.
  - ***[Draft] Plague Mutation: A New Strain***
  [Draft] Abaddon's plague mutates and intensifies, increases stat damage by 1 step.This mutation can be taken multiple times.
  - ***[Draft] Plague Mutation: Intelligence Damage***
  [Draft] Abaddon's plague mutates, dealing 1d4 Intelligence damage to the affected person.
  - ***[Draft] Plague Mutation: Withering***
  [Draft] Abaddon's plague mutates, consuming the life force of its victim. In addition to the main effects, the sick person gains 1 negative level.
  - ***[Draft] Plague Mutation: Strength Damage***
  [Draft] Abaddon's plague mutates, dealing 1d4 Strength damage to the affected person.
  - ***[Draft] Plague Mutation: Wisdom Damage***
  [Draft] Abaddon's plague mutates, dealing 1d4 Wisdom damage to the affected person.
  - ***[Draft] Plague Mutation: Befuddled***
  [Draft] A character befuddled by a plague is losing her grasp on thought, reality, and self. For the duration of the infestation, the target acts as if it were under the effect of a confusion spell.
  - ***[Draft] Plague Mutation: Mental Impaired***
  [Draft] A character weakened by a hex suffers all the effects of the shaken condition.
  - ***[Draft] Plague Mutation: Mental Weakened***
  [Draft]The DC spells and spell-like abilities of character weakened by a hex decrease by 2.
  - ***[Draft] Plague Mutation: Physical Impaired***
  [Draft] A character weakened by a hex suffers all the effects of the sickened and fatigued conditions.
  - ***[Draft] Plague Mutation: Physical Staggered***
  [Draft] A character by hex is so weakened that she suffers the effects of the staggered condition.
  - ***[Draft] Plague Mutation: Physical Weakened***
  [Draft] A character by a hex also suffers the effects of the exhausted condition. Whenever he makes an attack or casts a spell, he must succeed at a Fortitude save at the same DC as the hex DC or lose the action and gain the nauseated condition for 1 round.
  - ***[Draft] Plague Mutation: Immunodeficiency***
  [Draft] A character by hex takes an additional –2 penalty on the Fortitude checks. Every time she attempts a Fortitude save against the poison of disease, whether she succeeds or fails, she takes damage as on initial exposure.
  - ***[Draft] Plague Mutation: Weakened Immune System***
  [Draft] A character whose health is weakened by hex takes a –2 penalty on all Fortitude saves.
  - ***[Draft] Plague Mutation: Stiffened***
  [Draft] A character stiffened by plague feels numb and stiff. He is considered flat-footed and is denied his Dexterity bonus to AC, even if he has uncanny dodge. He can't make attacks of opportunity.
  - ***[Draft] Plague Mutation: Dulled Reactions***
  [Draft] A character rendered sluggish by hex has dulled reactions. He takes a –2 penalty on Reflex saves and all Dexterity-based attack rolls, ability checks, and skill checks, as well as to AC.
  - ***[Draft] Plague Mutation: Muscle Atrophy***
  [Draft] A character weakened by hex suffers additional additional 2 points of damage in Strength. She is also taking a -10 feet penalty to her speed.
  - ***[Draft] Plague Mutation: Infirmity***
  [Draft] A character impaired by hex experiences rapid muscle atrophy. She takes an additional 2 points of damage in Strength, and penalty to her speed increase to 15 feet.
- **[Draft] Mutating Strain**
[Draft] Pestilence consumes every cell of the you, strengthening its grip. At 4rd level, shaman become immune to the sickened condition and gain a +4 bonus on all saving throws against effects that cause nausea or disease. At 12th level, he become immune to the nauseated condition and all diseases and poisons, including natural and supernatural diseases, but except his own. In addition, DC of any disease effect shaman create increase by +2. This ability replaces wandering spirit and wandering spirit (greater).
- **[Draft] Rapid Spread**
[Draft] At level 8, whenever a shaman is attacked in melee with a non-reach weapon, the creature must pass a Fortitude saving throw (DC= 10 + 1/2 the shaman's level + the shaman's Wisdom modifier), or immediately fall under its Abaddon's plague hex effect. In addition, Abaddon's plague shaman's hex range is increased to 30 feet.
- **[Draft] Fatal Disease**
[Draft] At the 16th level, saving trows all spells and abilities of a shaman with the descriptor "disease" must roll twice and take the worse result.
- **[Draft] A Thousand Diseases**
[Draft] At the 20th level, all enemies infected with disease that come within 30 ft. of prophet of pestilence gain the effects of Abaddon's Plague shaman's hex. If they do not have any disease, they must immediately make a Fortitude save or be affected by Abaddon's Plague shaman's hex. This ability replaces the wandering spirit (true).

### Weretouched (Перевертыш) <Прототип — [Weretouched](https://www.d20pfsrd.com/classes/base-classes/shifter/archetypes/weretouched-shifter-archetype/)>

*[draft] Weretouched shifters are scions of lycanthropic forces, whether hereditary or supernaturally imposed.
[draft] The Weretouched Shifter is a unique that allows a shifter to embrace their inner animal spirit and take on the traits of a were creatures. Unlike traditional lycanthropes, who are cursed with their condition, the Weretouched Shifter chooses to embrace their animal nature and use it for good or evil.*

- **[draft] Lycanthropic Aspect**
[draft] At 1st level, a Lycanthropic shifter gains her unique minor form — ability to tap into a primal lycanthropic energy that imbues her body and enhances her physical abilities. She can shift into her minor form for a number of minutes per day equal to 3 + her shifter level. The duration does not need to be consecutive, but it must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action.
While in this minor form you gain a +2 Inherent bonus to your Strength, Dexterity and Constitution score. At 8th level, the bonus increases to +4, and at 16th level it increases to +6.
- **[draft] Lycanthropic Tracker (Ex)**
[draft] At 2nd level, a Weretouched gains the heightened senses and tracking abilities of lycanthrope form. Weretouched gains a +4 bonus to Perception. The Weretouched gains the Scent ability with a radius of 10 feet.
- **[draft] Lycanthropic major forms**
[draft] Wereshifter can shift between three wereforms. **Weretiger**, **Wererat** and **Werewolf**. Each from have it's unique abilites and role in a group.
  - **[draft] Lycanthropic major form — wererat**
  A lycanthropic shifter can take on a wererat major form and assume its traits as a swift action. While in this form, she gains DR 1/silver. This shifter gains two attacks with claws and a bite attack. He gains 1d6 sneak attack feature and **Jump Up** ability while in this form. She can maintain this form for a number of minutes per day equal to 1 + her shifter level. The duration does not need to be consecutive, but it must be spent in 1-minute increments (the Master Shapeshifter mythic ability makes this duration permanent). When making bite aatck he can make a disarm attempt.
Gains 2 natural armor.
At 8th level, wererat major form's sneak attack damage is 2d6. It's Lycanthropic Wild Shape DR increases to 3/Silver, gains **Bestial Howl**, she gains benefits of **Weakening Wound** while in this form.
At 15thlevel, wererat major form's sneak attack damage is 3d6. It's Lycanthropic Wild Shape DR increases to 5/Silver and she gains **Crippling Strike** and **Opportunist** feature while in this form.
  - **[draft] Lycanthropic major form — weretiger**
  A lycanthropic shifter can take on a weretiger major form and assume its traits as a swift action. While in this form, she gains DR 5/silver and gains benefits of **Combat Expertise** while in this form. This shifter gains two attacks with claws (1d6) and a bite attack (1d6). in addition to normal benefits of normal benefits of **Defensive Instinct** ability — Weretiger gains additional racial bonus to AC as 1/2 Shifter level. She can maintain this form for a number of minutes per day equal to 1 + her shifter level (the Master Shapeshifter mythic ability makes this duration permanent). The duration does not need to be consecutive, but it must be spent in 1-minute increments.
  Gains 2 natural armor.
  At 8th level, the weretiger major form's DR increases to 10/Silver. His claws damage is 2d6, critical threat range now is 18-20. Gains **Pounce** special ability. Also gains **Bestial Howl (su)**.
  At 15th level, the weretiger major form's DR increases to 15/Silver, and has **lunge** and **fast healing 5** while in this form. His claws damage is 2d8.
  - **[draft] lycanhropic major form — werewolf**
  [draft] A lycanthropic shifter can take on a werewolf major form and assume its traits as a swift action. While in this form, she gains DR 3/ silver. This shifter gains two attacks with claws and a bite attack. Her claw attacks deals 1 point of **bleed** damage which stacks with it self to a maximum of 5 stacks on one target. Bleed can be stopped by victim each round if she makes FORT saving throw (DC 10 + Shifter level +Strength modificator). She can maintain this form for a number of minutes per day equal to 1 + her shifter level (the Master Shapeshifter mythic ability makes this duration permanent). The duration does not need to be consecutive, but it must be spent in 1-minute increments. She gain trip feat while in this form.
  Gains 2 natural armor.
  At 8th level, the werewolf major form's DR increases to 5/Silver, and can make free **trip** attack with her bite. Her bleed attack damage increased to 2. Also gains **Bestial Howl (su)**.
  At 15th level, the werewolf major form's DR increases to 7/Silver and gains **greater trip** her bleed attack damage increased to 5.
    - **[draft] razorsharp claws**
    [draft] werewolf claws is unnaturaly sharp and each succesful attack deals bleed damage to its victim. Each stack of bleed effect deals 1 damage. Maximum 5 stacks.
- **[draft] Bestial Howl**
[draft] Wheretouched shifter can spend 1 charge from his Wild Shape ability and make a terrifying roar that shakes the resolve his enemies. All creatures within a 30-foot cone must make a Will save (DC of 12+ 1/2 Shifter LVL + Wisdom) or become shaken for a number of rounds equal to his Shifter level. You will gain bestial roar effect after you use this ability. Duration of bestial roar is 1 round * shifter lvl.
While Bestial Roar is active, you gain a +4 Situational bonus on Intimidate for the duration.
- **[draft] Lycanhropic Hide**
???

### Geomancer (Колдун) <Прототип — [Geomancer](https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/)>

*You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties. Geomancer sorcerers can spill blood on terrain that surrounds him to gain special benefits.*

- **Geomancy**
Geomancy: The next spell Geomancer casts deal 1d8 direct damage to geomancer, but he and listed creatures in 30 feet radius gain special benefits or affected by special dubuffs, listed below. If this ability causes to make enemy saving throw, the DC of this saving throw is equal to DC of the spell causes it:
  - ***Abyss***: Dark energy of the abyss corrupts your enemy, each enemy takes 1d4 damage per spell level and they make a fortitude saving throw or become corrupted.
   Corrupted creatures take penalty -2 to attacks, damage and DC of their spells, this is curse effect
  - ***Desert***: Your enemys a targeted of furious sandstorm, each enemy takes 1d4 slashing damage per spell level and they make reflex save or become blinded for 1d4 rounds.
  - ***Forest***: The growing fields and pulsing vitality of the plains provide you vigor you and all allys regain 1d6 х spell level hitpoints.
  - ***Highlands***: The rugged endurance of the mountain protects you from harm. You and all allys gain DR/- equal to spell level х2 for 1 round.
  - ***Underground***: Stalagmites and stalactites attack your enemies pinning them to ground, each enemy takes 1d4 piercing damage per spell level and they make reflex save or become immobilized for 1 round.
  - ***Urban***: All enemys attacked with urban debris like bricks or roof tiles each enemy takes 1d4 blungening damage per spell level and they make fortitude save or become stunned for 1 round.
This ability replaces bloodline bonus spells.

### Dark Sister (Ведьма) <Прототип — [Dark Sister](https://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo-witch-archetypes/dark-sister-witch-archetype/)>

*Dark Sisters are feared for their ability to bend minds and sow discord. Some say these witches can watch their enemies from afar and can even corrupt the minds of the most innocent or loyal, including newborn babes and cherished pets.*

- **Dark Pact**
Instead of choosing patron, dark sister forms a pact with specific **Night Hag**, this hag grants witch a familliar and bonus spells as patron feature does.
  - **Night Hag**
  ???
- **Curdle Thoughts**
At 2nd level, a Dark Sister can insert negative emotions into the mind of a single target.
She gains a +2 bonus on Persuasion checks due it's perfect ability to sow suspicion, hatred, or other forms of animosity. In addition, a Dark Sister increase the save DC of any spell with the fear descriptor she casts by 2.
This ability replaces the witch's 2nd-level hex.
- **Sunder Hope**
At 8th level, a Dark Sister can violently dismiss her curses to counter magical boons and impose her own capricious whims. Once per day, after the Dark Sister has successfully affected a creature with a mind-affecting spell, spell-like ability, or hex, she also affect creature with greater dispel magic. At 14th and 20th levels, a Dark Sister can use this ability an additional time per day.
- **Hag Crony**
At 12th level, a Dark Sister gains a blessing in the form of an alliance with a **night hag** special companion. This comanion progresses as dark sister gain more powers.
  - At 12-th level of Dark Sister, her Night Hag companion level is 12th and she gain following spells she can cast at will: **Deep Slumber, Invisibility, Ray of Enfeeblement, Magic Missile**.
  - At 13-th level of Dark Sister, her Night Hag companion level is 13th and she Night Hag gain following spells she can cast at will: **Blindness, Scare**.
  - At 14-th level of Dark Sister her Night Hag companion level is 14th and she Night Hag gain following spells she can cast at will: **Hideous Laughter, Haste**.
  - At 15-th level of Dark Sister her Night Hag companion level is 16th and she Night Hag gain following spells she can cast at will: **Dispel Magic, Vampiric Touch**.
  - At 16-th level of Dark Sister her Night Hag companion level is 18th and she Night Hag gain following spells she can cast at will: **Slow, Contagion**.
  - At 17-th level of Dark Sister her Night Hag companion level is 19th and she Night Hag gain following spells she can cast at will: **Crushing Despair, Fear**.
  - At 18-th level of Dark Sister her Night Hag companion level is 20th and she Night Hag gain following spells she can cast at will: **Phantasmal Killer, Unholy Blight**.
  - At 19-th level of Dark Sister her Night Hag companion level is 21th and she Night Hag gain following spells she can cast at will: **Enervation, Confusion**.
  - At 20-th level of Dark Sister her Night Hag companion level is 23th and she Night Hag gain following spells she can cast at will: **Baleful Polymorph, Cone of Cold**.

### Shadowcaster (Маг) <Прототип — [Shadowcaster](https://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo-wizard-archetypes/shadowcaster/)>

*[draft] The Shadowcaster is a mysterious and enigmatic wizard, devoted to the study and manipulation of the dark and mysterious powers of the Shadow Plane. They are masters of illusions and shadows, able to bend reality to their will and deceive even the most perceptive of foes. Their spells are steeped in the darkness of the Shadow Plane, and they are able to summon powerful shadow creatures to do their bidding.
As they progress in power, Shadowcasters become more and more attuned to the Shadow Plane, able to see in even the darkest of environments and control the shadows around them with ease. They are also able to tap into the primal fears of their enemies, causing them to become paralyzed with terror or flee in panic.
But with great power comes great danger, and Shadowcasters must be careful not to become consumed by the darkness they seek to control. Those who delve too deeply into the Shadow Plane risk losing their grip on reality and becoming twisted and corrupted by the shadows. Only the most skilled and disciplined Shadowcasters are able to harness the full power of the Shadow Plane without succumbing to its temptations.*

- **[draft] Shadow Spells**
[draft] At 2nd level and every 2 levels after shadowcaster gains additional known spells to his or her spellbook:
  1. Vanish
  2. Blur
  3. Displacement
  4. ShadowConjuration
  5. ShadowEvocation
  6. PhantasmalPutrefaction
  7. ShadowConjurationGreater
  8. ShadowEvocationGreater
  9. Shades
- **[draft] Shadow Sight**
[draft] At 5th level, a shadowcaster gains blindsight of 30 feet. This ability replaces the shadowcaster's 5th-level wizard bonus feat.
- **[draft] Summon Shadow**
[draft] At 7th lvl Wizard can summon one Shadow — directly from Plane of Shadows to do his bidding for 1 minute per Wizard level and attack enemies of Wizard. Every round Shadow will try to break controll making saving throw of DC 18, if failed Shadow will turn against their party. Shadow grows more powerfull with levels: It gains +2 to DEX, CHA, AC, Attack Bonus, REF, WIL with profane descriptor at level 7 and this bonus is increased by 2 each time you gain this feature afterwards.
  - **[draft] Unstable Control**
  [draft] This Shadow is trying to break free of its owner control, each round it must pass will 18 saving throw to end this effect and to becomes hostile to player group.
  - **[draft] Plane of shadows infused**
  [draft] Shadow is infused with negative energy rom plane of shadows.
  Shadow gains +2 to DEX, CHA, AC, Attack Bonus, REF, WIL with profane descriptor. This bonus is increased by 2 each time you gain this feature.
  - **[draft] Powers from the Shadowplane**
  [draft] Shadow power grows with it's summoner. At 11, and each even after (13, 15, 17, 19) — shadow gains bonuses to its AC, DEX, CHA, Attack, Damage, REF, WILL (descriptor — profane).
- **[draft] Shadowy Specialisation — Increased Intelligence**
[draft] shadowcaster's brain is infused so much with shadow plane energy. You gain 1 int (profane) at level 10 and gain 1 more at 12, 14, 16, 18 shadowcaster.
- **[draft] Shadowform**
[draft] At 20th level, the Shadowcaster can transform into a being of pure shadow for a limited time. This ability allows the Shadowcaster to take on the form of a Shadow. While in Shadowform, the Shadowcaster gains a number of benefits:
The Shadowcaster becomes incorporeal undead and gain benefits of transformation spell.
The Shadowcaster intelligence is additionaly increased by 2.
The Shadowcaster gains shadow touch ability. Incroporeal touch attack with 2d8 strength damage.
The Shadowcaster gains immunity to ground-based effects, such as difficult terrain. It's speed is increased by 30 feet.
The Shadowcaster can maintain Shadowform for a number of rounds equal to their wizard level. Once Shadowform has been used, the Shadowcaster cannot use it again for 24 hours.
  - **[draft] over Infused with shadow energy**
  [draft] Body of shadowcaster is overinfused by shadow energy. He cannot transofrm into shadow.

## Новые Верные звери, Компаньоны

- **Ghost Mount**
Только для архетипа [Ghost Rider (Всадник)](#Ghost-Rider-Всадник-ltПрототип-—-Ghost-Ridergt).
- **Blizzard Elemental**
Только для архетипа [Winter Child (Друид)](#Winter-Child-Друид-ltПрототип-—-Arctic-Druidgt).
- **Night hag special companion**
Только для архетипа [Dark Sister (Ведьма)](#Dark-Sister-Ведьма-ltПрототип-—-Dark-Sistergt).

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###### tags: `WotR` `датамайн`
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