A Pathfinder Base Class by clutterArranger
(Levels from 11 to 20 are incomplete. There can be a few changes on erasures, feats, spells, etc.)
Some people have a strange direct connection to Dark Tapestry. They do not manifest abilities to directly alter laws of the planes like arcane spellcasters but the ability to bend the underlying and encompassing void outside it. Aside from having access to psychic spells, using their direct connection, a Nihilist can erase themselves from the planes or create spell-like effects by manipulating the rules of physics.
Role: Even though a nihilist can hurt foes using their key abilities, they shine when it comes to controlling the flow of battle. Using their ability to remove themselves from the battlefield, they can put themselves in risky situations and still stay out of harm's way if needed.
Alignment: Any neutral
Hit Die: d8
Starting Wealth: 2d6 × 10 gp (average 70gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The nihilist’s class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist (Dex), Knowledge (Dungeoneering) (Int), Knowledge (Planes) (Int), Perception (Wis), Spellcraft (Int), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks Per Level: 4 + Int modifier.
All of the following are class features of the nihilist.
Weapon and Armor Proficiency
A nihilist is proficient with all simple weapons, shortsword, sap and shortbow. Nihilists are also proficient with light armor, medium armor and shields (except tower shields).
Daily Spell Slots
A nihilist casts psychic spells drawn from the nihilist spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a nihilist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a nihilist’s spell is 10 + the spell level + the nihilist’s Wisdom modifier.
Like other spellcasters, a nihilist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Daily Spell Slots. In addition, they receive bonus spells per day if they have a high Wisdom score.
The nihilist’s selection of spells is extremely limited. A nihilist does not have any 0th-level spells. At each level, he gains one or more new spells, as indicated on Table: Spells Known. (Unlike spells per day, the number of spells a nihilist knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third nihilist level after that (8th, 11th, and so on), a nihilist can choose to learn a new spell in place of one he already knows. In effect, the nihilist “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell. A nihilist may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A nihilist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
A nihilist has a pool representing their connection to the void. This pool is used to manifest their abilities like Void Visit and some Erasures. This void pool has a number of points equal to their nihilist level + their Wisdom modifier. The pool refreshes once per day when the nihilist contemplates the concept of nothingness for 15 minutes.
Null Ray (Sp)
By expanding 1 point from their void pool can unleash a ray of nothingness as a standard action, targeting any foe within 30 feet as a ranged touch attack. Since Null Ray is a force effect this touch attack it is still subject to AC bonuses from force effects like Mage Armor or Shield. This ray deals force damage equal 1d6 + the nihilist’s Wisdom modifier. On every odd nihilist level this ray gains another 1d6 of damage.
Void Visit (Sp)
Upon reaching the 2nd level a nihilist can visit the vast emptiness of the void up to 3 turns by expending 1 point from their void pool as a standard action. When they are transported to the void they leave a faint glow of nothingness in their previous location. Anyone who enters this square (or ends their turn in this square if they started their turn here) must make a reflex save or take 1d8 + nihilist level force damage. The DC of this save is 10 + ? nihilist level + Wisdom modifier.
When in the void, the nihilist has no discernable body. They cannot interact with the world in any way except for using nihilist spells. Creatures around them can interact with the nihilist if they possess true sight. The nihilist can only take mental actions while in the void. When a nihilist spell is cast while performing a void visit in a manner that will interact with the material world it is subject to a failure chance of 20%.
On their turn they can decide to stop the visit as a free action that does not provoke an attack of opportunity. If the square of their remains is occupied when they return, they appear on an adjacent square of their choosing.
At 5th level a nihilist can move their faint remains up to 10 ft. in any direction as a full round action. If they end their movement on an occupied square the occupant will be affected as if they entered the square. This ability cannot be used to go through or into solid objects.
At 7th level this ability can be activated with a move action.
At 8th level they can move the remains 10 ft. in any direction as a move action. Since this action can be taken more than once, at the end of each action the force damage is triggered.
At 13th level this ability can be activated with a swift action.
A nihilist can use their powers in immensely different ways called Erasures. Starting from 2nd level on each even numbered level they pick an erasure from Nihilist Erasures list. Unless specified otherwise the DC to resist an erasure is equal to 10 + 1/2 their nihilist level (minimum 1) + their Wisdom modifier.
Void Dodge (Su)
At 4th level, a nihilist learns how to momentarily make parts of their body disappear when subject to projectile attacks. They gain +1 dodge bonus to AC against projectile based attacks like bullets, bombs and arrows when they are not flat-footed. This bonus increases by +1 for every 4 nihilist levels thereafter.
Touch Into Void (Su)
At 6th level, a nihilist can target a foe performing a void visit with nihilist spells. This usage is subject to spell failure as if you are targeting someone in the world while performing a void visit. This ability cannot be used while the nihilist is performing a void visit.
Existential Dread (Sp)
At 10th level a nihilist can unleash the emptiness inside them to the material world as a full round action. Any creature within 30 feet of the nihilist, including the nihilist, are subject to the effects of Calm Emotions and Crushing Despair spells. Unlike the normal Calm Emotions spell this effect does not stop the creature from taking violent actions and it doesn’t end when a creature is damaged or any aggressive action is taken against it. This effect lasts for rounds equal to the nihilist’s level. A successful Will save with a DC equal to 10 + 1/2 nihilist level + the nihilist’s Wisdom modifier reduces the duration to a single round. This is a mind-affecting emotion effect. The nihilist can expend 5 points from their void pool to exclude themselves from these effects when using this ability. This ability can be used once per day, with an additional usage for every 4 levels thereafter.
Splitting Null Ray
By expending 2 points from your void pool you can cast a null ray that splits to hit two adjacent foes as a single action. You make a single attack roll for both of the targets.
Enfeebling Null Ray
By expending an extra point from your void pool when using null ray you can give the target hit by your Null Ray a 1d6 + ? your nihilist level penalty to their Strength for a turn. A successful Fortitude save halves this penalty.
Pulling Null Ray (Sp)
Right after you successfully hit a creature with a Null Ray you can expend 1 point from your void pool as a swift action and try to pull the creature towards you. You make a drag combat maneuver against the creature. Your CMB for this drag is equal to your nihilist level plus your Wisdom modifier.
Select an energy type when you select this erasure. As a move action you can expend 1 point from your void pool to form a cancellation field around yourself that grants 5 resistance against this energy type for one minute. This resistance increases by 5 at levels 5,10,15. You can select this erasure multiple times for different energy types.
As a full round action you can expend 1 point from your void pool and store a single item that you can wield in your hands into a pocket of void. You can bring the item back into your hands as a move action. You cannot store another object if you already have one object in your void pocket. If you have the Void Existence feat you can also bring the item you stored to your hand as a move action when you are making a void visit. If you have an item in your void pocket when you are replenishing your void pool you can decide to spend a point to keep the item in there for the next day. Otherwise it will appear in your hand at the end of your contemplation.
You can take one willing creature not larger than your size with you when you make a void visit. You need to be able to touch the creature and the faint remains will be left only on your square. This creature will not benefit from abilities or feats you have pertaining to void visit. Only you can end the visit. The creature will appear on an adjacent square of your choosing.
Use your Wisdom modifier in addition to your Dexterity modifier when making stealth checks.
You gain Object Reading class feature as an Occultist. You need to expend 1 point from your void pool to use this ability.
Add +1d8 to the damage caused by walking into the square of your remains when you make a void visit. The reflex save to negate the damage from your remains now halves the damage instead.
Weightless Gear (Su)
Any armor you equip is treated as one category lighter than normal for purposes of movement and other limitations. This does not automatically grant you proficiency with the armor. This ability does not make you treat mithral armor pieces even lighter then they are. Your strength score is treated as 4 points higher when calculating your carrying capacity.
You gain a +1 bonus to heal checks and saves against diseases.
At different levels you gain spell-like abilities that can be activated by expending 1 point from your void pool.
At 3rd level you can remove the sickened condition from a creature by touching them as a standard action.
At 6th level you can cast Remove Disease as a spell-like ability using your nihilist level as caster level. Unlike the original spell this action takes 10 minutes as you are trying to make the cause of the infection phase out of existence.
At 9th you can remove the nauseated condition from a creature by touching them as a standard action.
At 12th level you can remove the paralyzed condition from a creature by touching them as a standard action.
Splashing Return (Su)
When you return from a Void Visit you can select a square adjacent to your remains. Any creature on this square will be treated as if they entered the square of your remains. This effect does not stack with the Exploding Return spell. On each even numbered nihilist level after 4th you can select one additional square each time you use this ability. You must be at least 4th level to select this erasure.
Distanced Null Ray
Your Null Ray range increases by 5 feet for every 2 levels. You must be at least 4th level to select this erasure.
Gain a +1 bonus to bluff checks and saves made against fear and charm effects. Starting from 6th level this bonus increases by +1 for every four levels. Once per day you can cast a spell as if it is affected by the Logical Spell feat without raising its spell level. You must be at least 4th level to select this erasure.
Disruptive Magic (Ex)
Once per day you can cast a spell as if it is affected by the Disruptive Spell feat without raising its spell level or casting time. You must be at least 4th level to select this erasure.
Disappearing Wounds (Sp)
As a move action you can expend 1 point from your void pool to regain 1d8 + your nihilist level (max 10) hit points. You must be at least 4th level to select this erasure.
Void Dodge Mastery (Su)
As a swift action you can expend 1 point from your void pool to make the bonus AC from your Void Dodge ability to apply to every attack made against you instead of only projectile based attacks for 1 round. You must be at least 6th level to select this erasure.
Dark Chokers (Sp)
By expending 1 point from your void pool you can summon a Choker as Summon Monster spell with your nihilist level as the effective caster level. This can be performed even when you are making a void visit. This choker cannot speak but has a telepathic connection to you. At level 9 and every 4 levels thereafter the number of Chokers you summon is increased by 1. If you use the ability again any earlier summon disappears immediately. This summoning can be modified with feats and abilities related to summon monster spell. You must be at least 6th level to select this erasure.
Prerequisite(s): INT 13, Knowledge (Arcana) 4 ranks
Select a 1st level spell from the Sorcerer/Wizard Spell list. By expending 1 point from your void pool you can replicate the effects of this spell with an effective caster level equal to your nihilist level – 3 as a standard action (or longer if the casting time of the spell is longer). This spell will use your intelligence or charisma (whichever is higher) modifier as the casting modifier. You can select this erasure multiple times by selecting a different spell each time. Even though you replicate the effect this is not an actual arcane spellcasting and can be noticed by observers. You cannot qualify for feats or abilities based on this spell nor you are counted as knowing the spell. You must be at least 6th level to select this erasure.
Once per day you can cast a spell as if it is affected by the Fearsome Spell feat without raising its spell level or casting time. You must be at least 6th level to select this erasure.
You can fly, as per the spell, for 1 minute by expending 1 point from your void pool. At the 10th level the duration increases to half your level minutes. You must be at least 6th level to select this erasure.
Prerequisite(s): Energy Cancellation Erasure
You can add an additional 1d6 of energy damage to your Null Rays with an energy type you selected with the Energy Cancellation erasure. If you took Energy Cancellation multiple times you can select one energy type you selected each time you use this ability. You must be at least 8th level to select this erasure.
Prerequisite(s): Void Dodge class feature.
You gain medium fortification against projectile based attacks as the armor enchantment ability. You must be at least 10th level select this erasure.
Effortless Null Ray
You can cast a Null Ray that deals half amount of d6 damage (rounded down) at will without any void pool cost. You cannot apply any extra effects or feats to this Null Ray. You must be at least 10th level before selecting this erasure.
Nihilist Spell List
Anticipate Peril,Blurred Movement,Break,Cause Fear,Forbid action,Compel hostility,Confusion (lesser),Decrepit disguise,Disguise self,Jury-rig,Lock gaze,Liberating command,Mind Thrust I,Negative reaction,Recharge Innate Magic,Remove fear,True Strike,Unseen servant,Vanish,Magic Weapon, Ray of Enfeeblement, Detect Magic
Anticipate thoughts,Blindness/Deafness,Blood Armor,Bear’s Endurance,Bestow Weapon Proficiency,Blur,Contact Entity I,Darkvision,Delay Pain,Darkness, Exploding Return, False Life,Owl’s Wisdom,Ghost Whip,Hidden Presence,Hold person,Hypnotic Pattern,Instant Armor, Knock, Life Pact,Mind Over Matter,Mind Thrust I,Mirror Image,Puzzle Box,Silence,Stricken Heart,Undetectable alignment, Rope Trick
Blink, Greater Magic Weapon,Rage ,Deeper Darkness,Darkvision (communal),Countless eyes,Dispel magic, Isolate,Telekinetic Maneuver
Black tentacles,Confusion,Dimension door, Eyes of The Void,Freedom of movement,Invisibility (greater),Simulacrum (lesser) ,Spell immunity, Spellcrash (lesser),Trace Teleport,Wall of blindness/deafness
New Feats, Archetypes, Spells and Items
When you visit the nothingness, you can still exist.
Prerequisite(s): Void Visit class feature or Arcane Void Visit, CON 13
Benefit: Your body can physically persist when you are making a Void Visit. You can take non-mental actions without interacting with the world. For example you can draw a weapon that you have on yourself, activate an erasure or drink a potion you have on yourself. If you decide your body to be persistent, any status effect that you have keeps working normally unlike the default void visit.
Void Casting Training
Your magical training allows you to cast spells from the void more consistently.
Prerequisite(s): Void Visit class feature, Spellcraft 5 ranks
Benefit: Reduce the spell failure chance of casting a spell while performing a void visit by 10%.
Void Casting Focus
Your mastery of a school of magic allows you to cast spells from the void perfectly.
Prerequisite(s): Void Visit class feature, Void Casting Training, Spell Focus, Spellcraft 7 ranks
Benefit: When you cast a spell from a school that you selected with the Spell Focus feat you reduce the spell failure chance of casting a spell while performing a void visit by an additional 10%. If you took the Spell Focus feat multiple times this feat applies for all of the selected schools.
Ray From Nowhere
You can use your null rays through your remains.
Prerequisite(s): Null Ray class feature, Knowledge (Planes) 3 ranks
Benefit: You can use your Null Ray ability while performing a Void Visit. This ray originates from your remains. This usage of Null Ray is subject to a -4 attack penalty and cannot be modified by erasures.
Greater Ray From Nowhere
You master utilising your remains for creating null rays.
Prerequisite(s): Null Ray class feature, Ray From Nowhere, Weapon Focus (Ray), character level 9
Benefit: The attack penalty for using Null Ray while performing a Void Visit is reduced to -2. It is also not subject to any limitations on erasure usage.
Extended Void Visit
Your stays in the void can be longer than usual.
Prerequisite(s): Void Visit class feature
Benefit: You can stay in the void for 2 extra turns.
You can attack as soon as you return from the void.
Prerequisite(s): Void Visit class feature, CON 13, Void Existence, Bab +4
Benefit: Instead of returning from a void visit as a free action you can make a single melee attack to a foe adjacent to you as a standard action as part of your return. The opponent is considered flat-footed for the purposes of this attack since they have no way of knowing when your attack will arrive.
Extra Void Pool
Your connection to Dark Tapestry is especially stronger.
Prerequisite(s): Void pool class feature
Benefit: Your void pool increases by 2. You can take this feat multiple times.
You unlock the secrets of a new erasure.
Prerequisite(s): Nihilist level 3
Benefit: You gain an Erasure. You must meet the prerequisites of this erasure. You can take this feat more than once.
Nothing means anything, and you can make others see this more clearly.
Prerequisite(s): Existential Dread class feature, Void Pool class feature
Benefit: The save DC for Existential Dread increases by 2 and the void pool cost of excluding yourself from the effect is reduced by 2.
Arcane Void Visit
Using your arcane abilities you figured out a way to access the void for yourself for short periods of time.
Prerequisite(s): Ability to cast an arcane spell
Benefit: Three times per day as a standard action you can sacrifice a spell slot, prepared spell or racial spell (not cantrips) and perform a Void Visit for a number of rounds up to the spell level (maximum 3). Unlike a nihilist you cannot interact with the outside world in any way.
Null Ray Savant
Your Null Rays are especially powerful.
Prerequisite(s): Null Ray class feature
Benefit: Your Null Ray damage increases by 1d6. Your number of Null Ray dice cannot exceed half your character level (rounded up).
Level 2 Nihilist Spell
You can only cast this spell as a part of returning from a void visit. Every creature on or adjacent to your remains must make a reflex save or take damage as if they entered the square of your remains. Since you do the casting while you are in the void this does not provoke an AoO unless the foe can attack you while you are in the void. This spell also counts as cast from the void for the purposes of the void visit spell failure chance.
When you make a void visit you can leave an illusion of yourself instead of a formless remain. This illusion replicates your actions regarding the world like casting spells or walking if you move the remains. The illusion looks like it is capable of movement and alive but in fact cannot take action to defend itself. As a result any direct attacks to your illusion will automatically be a hit and reveal the fact that it is an illusion. Anyone in 30 feet range of your remains can attempt a Will save to disbelieve the illusion.
Void Assassin (INCOMPLETE)
Sneak Attack: You gain Rogue’s sneak attack class feature. This replaces Null Ray and changes your void pool size to ? nihilist level + wisdom.
Nihilist Talents: You can select a Rogue Talent in place of an Erasure if you fulfill the prerequisites of the talent.
Void Trapper (INCOMPLETE)
Void Traps: TRAPS THAT SEND FOES TO VOID FOR 3 TURNS UNLESS THEY MAKE THE SAVE This replaces Void Visit.
Track: Survival becomes a class skill and Ranger’s track class feature.
Magus Archetype Replace Arcane Pool with void pool
Pearl of Void
Price: 6,000 gp
Once per day as a standard action this dark glass pearl can be used restore 1 point to your void pool.
Crafting Requirements: Craft Wondrous Item, Crafter must have the Void Pool class feature. Cost: 3,000 gp