Maid

*A maid's duty is to serve her master, however a maid is no mere servant. A maid is also an awesome powerhouse of support on the battlefield and her courageous efforts are unmatched.*

**Role**: A Maid is both a martial class and a support character. A maid can fill nearly any role she needs to be in. And no, you don't have to be female to play a maid. Be a Maid Guy to your heart's Content!

**Alignment**: Any

**Hit Die**: d8

**Starting Wealth**: 1d6 × 30 hl (average 105 hl.) In addition, each character begins play with an outfit worth 10 hl or less.

**Class Skills**

The Maid's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Drive (Dex), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Martial Knowledge (Crossbows/firearms heavy)(Int), Martial Knowledge (Crossbows and firearms light)(Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

**Skill Ranks per Level**: 6 + Int modifier.

**Class Features**

**EVILITY: Efficient Work:** Once per turn, you can use a one shot item as a free action

All of the following are class features of the Maid.

**Weapon Proficiency**

Maids are proficient with Crossbows/firearms (Light), and Crossbows/Firearms (Heavy), Light/Heavy Blades, Polearm/Spears, and Bow/Thrown weapons, as well as all simple weapons.

**Armor and Shield Proficiency**: Maids are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Maid loses its AC bonus, as well as its fast movement and flurry of blows abilities.

**AC Bonus (Ex)**

When unarmored and unencumbered, the Maid adds its Wisdom bonus (if any) to its AC and his CMD. In addition, a Maid gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Maid levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Maid is flat-footed. The maid loses these bonuses when he is immobilized or helpless, when he wears any armor, when it carries a shield, or when it carries a medium or heavy load.

**Inspire thy Master (Ex)**

At 1st level, a Maid’s inspiration is identical to bardic performance (using oratory), allowing it to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the Maid’s level, usable a total number of rounds per day equal to her level + her Wisdom modifier (minimum 1).

A maid can use the perform skill to create magical effects on those around it, including itself if desired. It can use this ability for a number of rounds per day equal to 4 + its Wisdom modifier.

At each level after 1st a Maid can use Inspire thy Master for 2 additional rounds per day. Each round, the Maid can produce any one of the types of inspiration that it has mastered, as indicated by its level. Sharing this inspiration is a standard action, but it can be maintained each round as a free action. Changing the maid’s performance from one effect to another requires the maid to stop the previous performance and start a new one as a standard action. This ability cannot be disrupted, but it ends immediately if the maid is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A maid cannot have more than one of these abilities active at once.

At 7th level, a maid can start a this performance as a move action instead of a standard action. At 13th level, a maid can start this performance as a swift action. Each performance has audible components, visual components, or both.

If a performance has audible components, the targets must be able to hear the maid for the performance to have any effect, and such performances are language dependent. A deaf maid has a 20% change to fail when attempting to use a maid performance with an audible component. If it fails this check, the attempt still counts against its daily limit. Deaf creatures are immune to maid inspiration with audible components.

If a performance has a visual component, the targets must have line of sight to the maid for the performance to have any effect. A blind maid has a 50% chance to fail when attempting to use a performance with a visual component. If the maid fails this check, the attempt still counts against its daily limit. Blind creatures are immune to performances with visual components.

*Inspire Courage (Su)*

A 1st level the maid can use this ability to inspire courage in its allies (including itself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the maid’s encouraging words. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six maid levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The maid must choose which component to use when starting his performance.

*Inspire Competence (Su)*

At 3rd level a maid can use it’s performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the maid. The maid gets a +2 competence bonus on skill checks with a particular skill as long as it continues to hear the maid’s performance. This bonus increases by +1 for every four levels the maid has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in itself. Inspire competence relies on audible components.

*Inspire Greatness (Su)*

A maid of 9th level or higher can use its performance to inspire greatness in itself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a maid attains beyond 9th, it can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the maid. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

**Item Retrieval (Ex)**

At 1st level, once per round, a maid can retrieve an item carried by an ally as a move action that does not provoke attacks of opportunity. In addition, a Maid can pick up items dropped by an Ally as an immediate action without provoking attacks of opportunity.

The Ally and the Maid must be adjacent to each other and must both be able to move and communicate to use these abilities.

At 3rd level, an ally can retrieve an item as a swift action from the Maid

At 4th level, if any adjacent ally would lose an item, a Maid can make a reflex saving throw against the DC of the effect that made the item drop to pick it up and hand it to any adjacent ally as part of it's immediate action.

At 6th level, an ally can retrieve an item from a Maid as a free action, and the maid can retrieve an item carried by an ally as a swift action instead of a move action.

At 10th level, The maid can retrieve an item carried by an ally as an immediate action, and it can pick up items dropped by an ally as a free action even on another creature’s turn.

**Tactician (Ex)**

At 1st level, a maid receives a teamwork feat as a bonus feat. The Maid must meet the prerequisites for this feat. As a standard action, the Maid can grant this feat to all allies within 30 feet who can see and hear it. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the Maid possesses. Allies do not need to meet the prerequisites of these bonus feats. The Maid can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

**Insightful Weapon (Ex)**

At 2nd level, a Maid selects a single category of weapons from the fighter weapon specialization options. The Maid may use its Wisdom bonus in lieu of its Strength or Dexterity on attack rolls, damage rolls and combat maneuver checks with said weapons.

**Swift Improvement (Ex)**

At 2nd level, a Maid can quickly hone it’s allies weapons to make them more effective in combat. As a full-round action, a Maid can use a whetstone to sharpen a weapon, grease to improve a firearm’s efficiency, or some other similar item to aid in the improvement of a weapon’s use, so long as it is a weapon that it is holding, or it can be used to improve and make armor more protective. This grants whoever wields the weapon a +1 circumstance bonus on its next attack roll with that weapon, or a +1 circumstance bonus to armor class against the next attack it receives. In addition, the maid can apply a weapon blanch to a weapon it is holding as a standard action, instead of a full-round action.

At 4th level this bonus lasts until the beginning of the maid’s next turn instead of for a single attack.

At 6th level this becomes a standard action to use, or a move action to apply the blanch.

At 8th level the bonus lasts for 1 minute.

At 10th level this can become a move action to use, or a swift action to apply the blanch by spending 1 point from the effort pool.

**Fast Movement (Ex)**

At 3rd level, a Maid gains an enhancement bonus to his land speed, as shown on **Table: Maid**. A Maid in armor or carrying a medium or heavy load loses this extra speed.

**Combat Repairs (Ex)**

At 3rd level, a Maid can ensure its liege never goes unarmed, even if their weapon has all but shattered. As a full-round action, a Maid can make rapid repairs to a weapon it is holding and is proficient with by succeeding at a DC 20 Craft (weapons) check. The item does not regain any hit points, but loses the broken condition for a number of rounds equal to the Maid's class level.

At 12th level, this repairs the broken condition completely if you beat the DC by 10 points or more.

**Maid's Specialty (Ex)**

A Maid selects it's specialty at 3rd level. The maid gains abilities based on this specialty at this level, 7th level, 11th  level, 15th level, and 19th level. When the maid reaches a level in which it gains a specialty, instead of taking the improved ability listed in the specialty, the maid can instead choose the first ability of a new specialty. If the ability has a saving throw, the save DC is 10+1/2 maid level+ Wisdom modifier.

***Cooking:***

When selecting cooking, the maid gains a bonus equal to 1/2 of its maid level to craft checks to create food. In addition the maid can cast create food and water a number of times per day equal to 3+ it’s wisdom modifier. In addition the maid also gains the ability to craft non-magical food or magical food items at ½ the normal time needed. This does not apply to the magical food items crafted through the effort pool. Whenever a creature consumes a meal created by a maid, it heals 1d6 hitpoints. This increases to 2d6 if the maid selects this specialty again, and 3d6 if selected a third time. A creature can only benefit from this effect from a maid once per day, unless the maid spends a point from it’s cuisine pool in which a creature can benefit from it again. This applies to a full meal and not singular parts of a meal, and so generally a creature cannot benefit from this ability rapidly in one sitting, though creatures with gluttony based abilities usually will be able to do so due to their increased eating requirements.

If the maid selects cooking again, the Maid can use points from it’s effort pool in a manner similar to a chef monk. By spending points from its Cuisine pool while cooking, the maid can add the effects of beneficial spells to food items that they cooked that last one hour per maid level. A maid can never have more than its Wisdom modifier in foods prepared in this way. The maid can cast Guidance, Bless, Cure Light Wounds, Goodberry, Feather Step, Magic Fang, Bears Endurance, Bulls Strength, Eagle’s Splendor, Owl’s Wisdom, Fox’s Cunning and Divine Favor into foods that it cooks to make them magical food items. The Maid treats their Maid Level as their Caster level for the duration of these abilities. Only the creature eating the food gets the bonus, and it only provides enough for a single creature. Using this ability takes 1 full round action per level of the spell you are attempting to implant into the food. Finally, the maid can select a single Cuisine power selected from the Unchained Chef Monk’s cuisine power list.

If the maid selects cooking a third time, the maid’s level is treated as 5 higher to determine it’s spell level for using the effort pool to create magic foods. In addition the maid gains a second Cuisine Power, and the Cuisine strike ability of the Unchained Chef monk, which it can use any time it makes a full attack.

***Cleaning:***

The maid gains a bonus to perception checks equal to ½ of it’s maid level. When selecting cleaning, The maid can use the spell prestidigitation at will, and only to clean objects. This covers 10 square feet per round instead of 1 cube foot.

If the maid selected cleaning a second time, When the maid damages an enemy, the maid can choose to leave an invisible wound, therefore having no mess to clean up and leaving no blood but still inflicting he same amount of damage. In addition the maid can spend 1 point from its effort pool as a swift action to apply 1d6 bleed damage on a single damage roll which lasts for 1 round per 4 maid levels. This damage increases by +1d6 at levels 10 and 15. The maid can cast a purify food and drink spell by spending 1 point from the maid’s effort pool, and as a full round action the maid can choose to eliminate up to 5 of difficult terrain per 3 maid levels by spending a point from its effort pool.

If you select cleaning a third time, the maid can cast the spells freedom of movement or greater restoration, each by spending 2 points from its effort pool. Finally, when an enemy is defeated by the maid, the maid can choose to spend a point from its effort pool as an immediate action to cast invisibility on the creature which lasts for 1 minute per level. When using the ability to eliminate difficult terrain, the maid can spend 2 points from its effort pool to also eliminate squares of acid or lava, or effects such as that of an ooze's slime trail, or other similar detrimental squares along with the other difficult terrain.

***Handy Work:***

When selecting Handy Work, the maid can use the spell Mending at will. The maid also gains a bonus to all craft checks equal to 1/2 the Maids level. When using combat repairs, the maid heals 1d6 hitpoints to the item. This increases by +1d6 each time that Handy Work is selected. This can be used on an item once per day unless the maid spends a point from it’s effort pool. These additional hitpoints fade away just as the broken condition returns, unless the maid is 12th level or higher at which the hitpoints healed are permanent.

If the maid selects Handy Work a second time, the maid gains the feats craft magical arms and armor and craft wondrous item as bonus feats even if the maid does not meet the prerequisites. If the maid already possesses these feats the maid gains 2 bonus feats that must pertain to item crafting. In addition the maid can cast Make whole by spending a point from its effort pool. Finally using combat repairs is a standard action for a Handy Work Maid.

If the maid selects Handy Work a third time, the maid does not need to meet the spell requirements to craft arms, armor, and wondrous items. The maid can cast greater make whole by spending 2 points from its effort pool. Finally the maid can spend 2 points from it’s effort pool to use a wand or similar item instead of using a charge from the item. If the item has less than 20 charges normally it instead costs 3 uses from it’s effort pool. Finally using combat repairs is a swift action for a handy work maid.

***Chauffer:***

A Chauffer Maid gains a bonus to drive checks equal to 1/2 of it’s maid level. In addition it gains the feat Fast and Furious as a bonus feat. The maid counts all of the vehicle’s weapons as if they were in the maid’s insightful weapon category.

If the Maid selects Chauffer a second time, The maid gains the 2 Fast 2 Furious, and 3 fast 3 furious feats as bonus feats. All vehicles that the maid controls gain a deflection bonus to armor class equal to the maid’s wisdom modifier. If the maid uses Swift improvement on a vehicle it increases all of the vehicle’s weapons and it’s armor with the ability.

If the maid selects Chauffer a third time, the maid gains the feat vehicular manslaughter as a bonus feat. Whenever the maid makes an attack while in a vehicle, the maid can make drive checks instead against the creature's armor class. Furthermore, the maid’s vehicle is treated as if it had evasion. If the maid possesses evasion it becomes improved evasion.

***Laundry:***

A Maid that selects this gains a bonus to craft (armormithing) equal to 1/2 of its maid level. The maid can also cast the spell shield and prestidigitation at will. Prestidigitation can only be used to clean clothing and armor. When using Swift improvement to improve armor, it’s duration is doubled.

If the maid selects this ability a second time, As a full round action, a maid can use it’s Swift improvement ability to polish and clean armor and make it much more capable by spending 1 point from its effort pool. This increases the armor or shield’s armor or shield bonus by +1 per 5 maid levels. This can be used on a clothed creature that isn’t wearing armor to grant it an armor bonus to it’s armor class instead. This bonus lasts for the duration of the Swift improvement ability. If a maid uses this ability on a sleeping bag, or bed sheets, the bed grants twice the bonus from resting in it for the night. Finally, The maid can wear light armor without interfering with it’s unarmored defense.

If The maid selects this ability a third time, Whenever it uses it’s swift improvement ability, it can spend 2 points from it’s effort pool to gain the bonuses to armor, but also add ½ of the armor or shield’s armor or shield bonus to the creature’s damage reduction ad DR overcome by nothing. If the maid uses this ability on a bed or sleeping bag the creature sleeping in it gains three times the benefits of sleeping in the bed. Finally the Maid can spend 3 points of it’s effort pool to cast the spell Animate Object.

***Babysitting:***

The maid gains a bonus to intimidate and diplomacy checks equal to 1/2 its maid level. In addition, the maid can cast the spells Mage Hand, Message, and Open/Close at will.

If the maid selects babysitting a second time, the maid can cast charm monster by spending 1 point from its effort pool. In addition the maid can cast the spell calm emotions by spending 1 point from its effort pool. The creature does not need to spend any points of effort if casting charm monster or calm emotions on a young creature. By spending a point of effort, the maid can cast reduce person on a creature which lasts for 1 minute per level. That creature is treated as a young creature for the purpose of any of the maid’s abilities that effect young creatures. Creatures immune to magical aging cannot be effected by this.

If the maid selects this ability a third time, the maid can cast dominate monster by spending 3 points from its effort pool.  Finally the maid is always effected by a greater status spell so long as the maid has at least 1 point in it’s effort pool. The maid can effect a number of additional creatures equal to it’s wisdom modifier, and must simply select the creature that it can see instead of touching it. Young creatures gain no saving throw against this effect.

***Time Management:***

The maid becomes immune to magical aging and all non-beneficial effects from old age. The maid adds ½ of it’s maid level to survival skill checks. In addition, any skill check that normally takes a full round action becomes a standard action, skills that take a standard action become a move action for the maid, and any skill check that takes a move action becomes a swift action. This only applies to basic skill checks and not to unique abilities that allow the maid to make a skill check.

If the maid selects this ability a second time, The maid can spend 4 points from it’s effort pool to grant a creature an additional move action on it’s turn. This is a standard action to activate. Alternatively, the maid can spend 4 points from it’s effort pool and make a CMB attack against a creature. If the attack hits, the enemy cannot take a move action on it’s next turn unless it succeeds in a will saving throw. A creature can only be effected by this ability once per round. Finally the Maid can cast the spells slow and haste each by spending 1 point from it’s effort pool.

If the maid selects this ability a third time, The maid can now grant or take away move actions by spending 2 points, and they can spend 4 points to grant or take away a creature’s standard action instead. Additionally, the maid gains the ability to cast the spell time stop by spending 3 points from its pool. By spending 1 point from it’s effort pool when a creature within 100 feet of the maid uses time stop, the maid can take a single move or standard action in each round of that creature's time stop and the creatures can interact with each other while in time stop.

***Nurse:***

The maid adds 1/2 of its maid level to all heal checks. The maid can always roll twice and take the best result when making checks to stop bleed damage. Whenever the maid successfully makes a heal check, it heals 1d6 hitpoints to the creature. This increases to 2d6 if you select nurse a second time and 3d6 if you select nurse a third time. A creature can only benefit from this ability once per day unless the Maid spends a point from it’s effort pool, in which the maid can do so every time it spends points. Any time the maid heals a creature, it can expend a point from it’s effort pool to heal the creature an additional amount equal to it’s wisdom modifier. This is pure reconstructive energy and can heal both constructs and undead.

If the maid selects this option a second time, The maid can use a lesser lay on hands ability and expend 3 points from it’s effort pool to heal a creature for 1d6 hitpoints for every 4 maid levels it possesses as a standard action. It also heals an additional number of hitpoints based on the above nurse ability as if it had made a heal check on the creature. At levels 5, 10, 15, and 20 the maid can select a single mercy from the list of paladin mercies that it can effect a creature with whenever it uses this ability. The maid can activate this ability as a swift action to effect itself. This is pure reconstructive energy and can heal both constructs and undead.

If Nurse is selected a third time, the Maid gains fast healing equal to it’s wisdom modifier. In addition the maid can cast the spell false life at will and it can cast greater false life by spending 1 point from it’s effort pool. If the maid uses it’s lesser lay on hands ability on a creature that has been defeated, it heals d8’s instead as well as an additional amount equal to ½ of the maid’s character level. If this would heal the creature back to 0 hitpoints it cures the defeated or dead condition and the creature survives.

***Head Maid:***

The Maid adds 1/2 of its maid level to knowledge nobility and intimidate checks. In addition, the maid gains another teamwork feat as a bonus feat. When the maid uses it’s tactician ability, it is a move action and effects creatures within 60 feet.

If the maid selects this option a second time, the maid gains the leadership feat as a bonus feat. All of the followers and the maid’s cohort must be of the maid class and none can possess the Head maid ability. The maid is treated as if under the effects of a greater status spell at all times and the maid’s cohort and followers are all treated as if they had failed their saving throw against its status spell. By spending 1 point from the maid’s effort pool, the maid can scry on any of it’s followers or cohort as per a scrying spell as if cast by a spellcaster of the maid’s level.

If the maid selects this ability a third time, the maid’s cohort gains the advanced creature template. In addition, The maid, it’s cohort, and all of the maid’s followers gain the skill focus feat in a skill of your choice as well as a teamwork feat. By spending a point of the maid’s effort pool, the head maid can teleport immediately to the location of one of its cohorts or followers as per the dimension door spell. If the creature is out of range, the maid can spend 2 additional points to use greater teleport instead. Upon using this the maid always appears within 30 feet of the cohort or follower.

***Gardening:***

The maid adds 1/2 of its maid level to knowledge nature checks. In addition, the maid is always under the effects of a speak with plants spell. Finally, the maid gains a burrow speed of 10 feet, or increases it’s burrow speed by 10 feet if it already had one.

If the maid selects this option a second time, The maid becomes immune to rough terrain. In addition, the maid gains the catch off guard feat and treats any garden based tool as if it were a weapon in the maid’s Insightful weapon category. The Maid can cast the spell entangle at will. By spending 1 point from the Maid’s effort pool, the maid can cast the spell Plant Growth.

If the maid selects this ability a third time, the maid gains the improvised weapon mastery feat. The maid can spend 3 points from its effort pool to cast animate plants, or 1 point to cast command plants. Finally, so long as the maid has a point remaining in it’s effort pool, the maid can cast the spell Commune with Nature.

**Effort Pool (Su)**

At 4th level, a Maid gains an effort pool. This pool allows the maid to utilize supernatural powers to help it with aiding its allies or completing its daily tasks. The number of points in a Maid's *Effort* pool is equal to its Wisdom modifier. As long as he has at least 1 point in its *Effort* pool, the maid can make an *Effort* strike.

* **At 4th level**, *Effort* strike allows its attacks with it’s Insightful weapon to be treated as magic weapons for the purpose of overcoming damage reduction.
* **At 7th level,** its Insightful weapon attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
* **At 10th level**, its Insightful weapon attacks are also treated as weapons of the maid’s alignment for the purpose of overcoming damage reduction.
* **At 16th level**, its insightful weapon attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from its *Effort* pool, a Maid can do one of the following:

* Make one additional attack at its highest attack bonus when making a full attack.
* Increase its movement speed by +20 feet for 1 round
* Give itself a +4 dodge bonus to AC for 1 round.
* The maid can spend any number of points from its Effort pool to grant a weapon or armor an enhancement bonus. This cannot go beyond the normal limit for enhancement bonuses. You can give any weapon or armor a +1 for every 4 levels you possess. This lasts for 1 minute and takes a swift action to activate and a standard action to touch the weapon. This cannot grant enchantments, only enhancement bonuses. This can be activated along with the swift sharpening ability.

Each of these powers is activated as a swift action.

The *Effort* pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Alternatively the maid can regain a point from it’s effort pool by doing one of the following.

**Critical Hit with Insightful Weapon**: Each time the maid confirms a critical hit with a weapon in their insightful weapon category while in the heat of combat, she regains 1 effort point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the maid’s character level does not restore effort.

**Killing Blow with Insightful Weapon**: When the maid reduces a creature to 0 or fewer hit points with a weapon in their insightful weapon category while in the heat of combat, she regains 1 effort point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the maid’s character level to 0 or fewer hit points does not restore any effort.

**Natural  20 on Aid another:** When the maid rolls a natural 20 on its roll to help in an aid another check, the maid gains 1 point of effort back.

**Extra Effort (Su)**

At 4th level, Maids can spend points from their effort pool to accomplish Extra Effort. Most Extra Effort abilities grant the Maid some momentary bonus or effect, but there are some that provide longer-lasting effects. Some Extra Effort effects stay in effect as long as the Maid has at least 1 Effort point. The following is the list of base Maid Extra Effort abilities. A Maid can only perform Extra Effort of her level or lower. Unless otherwise noted, an extra effort ability can be performed multiple successive times, as long as the appropriate amount of Effort is spent to perform the action.

*Improvised Performance (Ex)*: At 4th level, the Maid can spend a point from it’s effort pool when making a craft or perform check. The Maid can use a different kind of perform or craft check to make this check. This can be used to allow for a craft check to be used in place of a perform check or vice versa as well.

*Maid’s Dodge (Ex)*: At 4th level, the Maid gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the Maid, it can spend 1 Effort point to move 5 feet as an immediate action; doing so grants the Maid a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the Maid can drop prone to gain a +4 bonus to AC against the triggering attack. The Maid can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

*Quick Retrieval (Ex)*: At 4th level, whenever the maid makes a reflex saving throw with it’s item retrieval ability. The maid can move up to 10 feet in any direction first to move itself near an ally to aid in grabbing the item. This can be used so long as the Maid possesses at least 1 point in it’s Effort pool. At 10th level the Maid can move 20 feet.

*Maid Initiative (Ex)*: At 8th level, as long as the Maid has at least 1 Effort point, it gains the following benefits. First, the maid gains a +2 bonus on initiative checks. Furthermore, if the maid has the Quick Draw feat, it’s hands are free and unrestrained, and it’s weapon is not hidden, the maid can draw a single weapon from their insightful weapon category of choice as part of the initiative check.

*Enhance Item (Su):* At 8th level, by spending a point from your effort pool when activating your swift improvement ability you grant the item additional effects. As a part of your improvement, you grant the item a +1 enhancement bonus. If this is a weapon it applies to attack and damage rolls and if armor it applies to armor class. You can grant it any enchantment property by spending an equal number of points to the enchantment you wish to create, so long as the weapon has at least a +1 modifier at first. These cannot bypass the normal enchantment limitations of any item. This costs 1 effort point for each point in the enchantment's modifier. This lasts for 1 minute per level.

*Utility Tricks (Ex)*: At 8th level, if the Maid has at least 1 Effort point, it gains the feat Equipment Trick as a bonus feat. At the start of the day the maid chooses which kind of equipment it applies to. At any point the maid can spend a point of effort as a swift action to change what kind of equipment the trick applies to.

*Overbearing Assault (Ex)*: At 12th level, as a full-round action, the Maid can take careful aim and pool all of its attack potential into a single, deadly attack. When it does this, the maid makes all of it’s attacks at a single target, but makes as many attack rolls as it can, based on its base attack bonus. It  makes the attack rolls in order from highest bonus to lowest, as if it were making a full attack. If any of the attack rolls hit the target, the Maid’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the Maid increases the damage of the attack by the base damage dice of the weapon. For instance, if a 7th-level Maid firing a musket hits with both attacks, it does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as *flaming*) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, it confirms the critical once using it’s highest base attack bonus –5. For each critical threat beyond the first, the maid reduces this penalty by 1 (to a maximum of 0). The Maid only misfires on a dead shot if all the attack rolls are misfires. The Maid cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The Maid must spend 1 Effort point to perform this deed.

*Greater Enhance Item (Ex):* At 12th level, when you use your enhance item effort ability, you can do so up to 30 feet away.

*Targeting (Ex)*: At 12th level, as a full-round action, the Maid can make a single attack and choose part of the body to target. The Maid gains the following effects depending on the part of the body targeted, in addition to the effects of making a called shot. If a creature does not have one of the listed body locations, that part cannot be targeted. This ability costs 1 Effort point to perform no matter which part of the creature the maid targets. Creatures that are immune to sneak attacks are immune to these effects.

·        **Arms**: On a hit, the target takes no damage from the hit but drops one carried item of the Maid’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

·        **Head**: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.

·        **Legs**: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.

·        **Torso**: Targeting the torso increases the critical threat range by 1. This is applied after abilities such as keen or improved critical.

·        **Wings**: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

*Bleeding Wound (Ex)*: At 12th level, when the Maid hits a living creature with an attack, it can spend 1 Effort point as a free action to have that attack deal extra *bleed* damage. The amount of *bleed* damage is equal to the Maid’s Dexterity modifier. Alternatively, the Maid can spend 2 Effort points to deal 1 point of Strength, Dexterity, or Constitution *bleed* damage (Maid’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of *bleed* damage. A Maid with the cleaning specialization can activate this as part of it’s bleed damage ability by spending the additional points.

*Expert Attacker (Ex)*: At 17th level, whenever the Maid rolls a critical failure with a weapon, the Maid can choose to spend a point from it’s Effort pool to instead take a 2.

*Lightning Reload (Ex)*: At 17th level, as long as the Maid has at least 1 Effort point, it can reload a single barrel of a one-handed or two-handed firearm, a Crossbow, or Repeating Crossbow as a swift action once per round. If it has the Rapid Reload feat or is using an alchemical cartridge (or both), it can reload a single barrel of a weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

*Mass Enhance Item (Su):* At 17th level, when using your enhance item ability, you can effect every ally within 30 feet with the enhancements you wish to grant.

*Evasive (Ex)*: At 18th level, when the Maid has at least 1 Effort point, it gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. it uses its Maid level as its rogue level for improved uncanny dodge.

*Slinger’s Luck (Ex)*: At 20th level, the Maid can spend Effort to reroll a saving throw or a skill check. It costs 2 Effort points to reroll a saving throw, and 1 Effort point to reroll a skill check. The Maid must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true Effort class ability, the Signature Deed feat, or any other effect that reduces the amount of Effort a deed costs.

**Banner (Ex)**

At 5th level, a Maid constructs a banner to help bring her allies good fortune. As long as the Maid's banner is clearly visible, all allies within 60 feet receive a bonus based on the Maid's specialty. The banner must be at least Small or larger and must be carried or displayed by the Maid to function. If the maid possesses multiple specialties, it selects one of the options that it qualifies for. At any time by spending a standard action the maid can spend a point from it’s effort pool to swap to another option that it qualifies for.

***Cooking:*** +2 morale bonus on saving throws against sickening and nauseating effects, and a +1 morale bonus on attack rolls against carrots, corn guys, pump-kin, Gobblers, Lanterns, Rocs, demons with the devil of sin feat for gluttony, Hundred Knights, and any other food themed creatures you come across. At 10th level, and every five levels thereafter, these bonuses increase by +1.

***Cleaning:*** +4 morale bonus on saving throws against bleed effects and a +1 morale bonus on attack rolls made against creatures who are under bleed effects. At 10th level, and every five levels thereafter, these bonuses increase by +1.

***Handy Work:*** +2 morale bonus on saving throws against effects from constructs and a +1 morale bonus on attack rolls against constructs. At 10th level, and every five levels thereafter, these bonuses increase by +1.

***Chauffer:*** +2 morale bonus on saving throws effects from vehicles, and a +1 morale bonus on attack rolls made while within a vehicle. At 10th level, and every five levels thereafter, these bonuses increase by +1.

***Laundry:*** +2 morale bonus on saving throws against fear and a +1 morale bonus on armor class against charging creatures. At 10th level, and every five levels thereafter, these bonuses increase by +1.

***Babysitting:*** +2 morale bonus vs. effects that cause negative emotions such as rage, crushing despair, unnatural lust ect.  At 10th level, and every five levels thereafter, these bonuses increase by +1.

***Time Management:*** +2 morale bonus vs Stunning, paralyzing, petrifaction, and staggering effects as well as the slow spell. At 10th level, and every five levels thereafter, these bonuses increase by +1.

***Nurse:***  Fast healing 2. At 10th level and every five levels thereafter, this increases by 1.

***Head Maid:*** +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1.

***Gardening:*** +2 morale bonus on saving throws against Poison and a +1 morale bonus on attack rolls made against creatures of the plant type. At 10th level, and every five levels thereafter, these bonuses increase by +1.

**Teamwork Feat**

At 5th level and every 5 levels afterwards, you gain a bonus teamwork feat. You must meet the prerequisites to select this teamwork feat. These can be used with the tactician class ability.

**House Helper’s Wisdom (Su)**

At 6th level, a Maid may, when effecting allies with it’s Inspire thy master ability, grant one of it’s allies within 30 feet an ability from it’s effort pool. This allows the maid to grant the selected creature the benefits of one ability from the base selections from it’s effort pool. This costs the normal amount of effort points to activate, it just applies to the selected creature instead. The creature must qualify for the ability to be used to gain it’s benefits.

At 10th level, a Maid may affect all allies within 30 feet that are benefiting from the inspire thy master ability with one of it’s abilities from it’s effort pool rather than itself (spending points from her Effort pool only once, not once for each target).

At 14th level, a Maid may spend +1 point to grant an ability to all allies within 60 feet

At 18th level, By spending 4 points, the Maid can grant a single Extra Effort ability to all allies within 30 feet. The creature selects one weapon category that is treated as their weapon category for the Insightful Weapon ability to determine how these extra effort abilities apply to them.

**Greater Banner (Ex)**

At 14th level, the Maid's banner becomes a rallying call to its allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while its banner is displayed, the Maid can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.

**Governess (Su)**

At 20th level, the Maid can select two abilities that it possesses that cost effort to use. The Maid lowers the cost of these abilities by 1 point. Alternatively the maid can select a single ability and lower it’s cost by two. Any ability that gets lowered to 0 points can be used at will so long as the maid has 1 point in it’s effort pool. If the maid selects it’s maid specialization, it applies only to one of the levels of the maid specialization, however it does apply to every ability gained at that level.

The maid now gains effort back any time it would roll a natural 20 on a skill check affiliated with one of it’s maid specializations.

Finally, any time the maid is asked to perform a skill check of some sort, the maid heals a number of hitpoints equal to ½ of it’s maid level.

# Reincarnation

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Maid Reincarnation