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Started by Anastasia, August 08, 2011, 05:08:48 PM

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Anastasia

New epic material

Crystalvein

Crystalvein is salt crystals from the quasi-elemental plane of Salt. They are known for being viciously sharp and for their force-shredding abilities, as well as being notoriously difficult to mine.  Any weapon made from crystalvein is considered keen and wounding, as well as being treated one point higher for it's enhancement bonus. Crystalvein weapons ignore force effects that grant armor class bonuses, such as shield or mage armor. On a successful hit, any force effects or force spells active on the target are treated as being targeted by a dispel magic effect with a dispel modifier of +21.

A weapon made of crystalvein costs +125,000 gold.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Clearing out old crap again and reorganizing. Still.

Superior Dispelling [Synergy]
Price: +4 bonus
Caster Level: 30th
Aura: Overwhelming abjuration
Synergy Prerequisite: Greater Dispelling

This weapon functions as a greater dispelling weapon, except that when you activate it, the creature struck is affected as if by a targeted superb dispelling effect. A superb dispelling weapon functions three times per day.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#47
New Disease: Song of Ending

DC 40; immediate onset, 1d8 vile charisma drain and despair.

Heroes who fight against The Lady of Loss may find themselves cursed with the Song of Ending. This disease causes the victim to be infected by the pure nothingness that Shar represents. The victim constantly hears the echo of the Song of Ending that is forever sung within Shar's domain. Those that hear it lose hope and eventually the sense of self, dying soon thereafter. In addition to the normal ability score drain of the disease, a creature infected with the Song of Ending is treated as being under a permanent Crushing Despair spell. This cannot be dispelled without removing the disease.

A creature reduced to zero charisma by Song of Ending dies, its body rising one round later as a greater shadow. The shadow must be slain before the victim can be resurrected. In any event, dying from the Song of Ending imposes a -20% chance to any resurrection chance rolls.

Song of Ending may only be cured by a heal, wish or miracle spell cast on consecrated ground. A divine caster with access to the Hope domain may use remove disease to counter the Song of Ending. To do so requires a successful caster level check against DC 40.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#48
Creating Epic Feats: The list of epic feats is narrow and does not account for the large majority of non SRD material. Feel free to make and propose your own epic feats. As a rule of thumb, an epic feat does the following:

Expands on a class power for epic.
Allows the increase of class abilities, such as sneak attack.
Expands a previous feat that stopped before epic into epic, if reasonable to do so.
Continues a feat chain into epic or further into epic.
Provides a bonus normal feats generally do not, such as fast healing, energy resistance, attribute score gain and so forth.

Epic feats should not:

Let you get class powers from a class you have no levels in.
Give you improved versions of non epic feat chains without taking the non epic chain. (Exceptions exist, like Epic Fortitude.)
Add entirely new rule systems.

In general, aim for interesting over another flat +2 bonus for epic feats when possible. As a good rule, an epic feat should be worth 2 to 3 normal feats, though this is obviously difficult to judge.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Placeholder mk 2. I'll probably move this somewhere else later.


Epic Magic:
Spoiler: ShowHide


What is epic magic: Epic magic is any spell 10th level or higher. It is magic that is beyond even the mightiest normal mortal, it is the domain of outsiders, the divine, and the rare, true epic mortals that push past the boundaries of their limited existence. It requires complete mastery of mundane magic to even attempt.

To cast epic magic, you must have the following feat.

Epic Spell Capacity [Epic]
Prerequisite: Ability to cast spells of the normal maximum level in at least one full spellcasting class.
Benefit: You can cast spells of 10th level and higher. See the tables below for further progression. You must still have the requisite ability score(10 + spell level) in order to cast any spell stored in these slots. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level. You must use this slot as a member of the class in which you can already cast spells of the normal maximum spell level. You may prepare 10th level or higher spells with these slots or metamagiced spells of 10th level or higher.

TODO: Use real tables for this, add other classes.

Sorcerer spells per day:

Level   10th   11th   12th   13th   14th   15th   16th   
21   3   -   -   -   -   -   -
22   3   -   -   -   -   -   -
23   4   -   -   -   -   -   -
24   5   3   -   -   -   -   -
25   6   3   -   -   -   -   -
26   6   4   -   -   -   -   -
27   6   5   3   -   -   -   -
28   6   6   3   -   -   -   -
29   6   6   4   -   -   -   -
30   6   6   5   3   -   -   -
31   6   6   6   3   -   -   -
32   6   6   6   4   -   -   -
33   6   6   6   5   3   -   -
34   6   6   6   6   3   -   -
35   6   6   6   6   4   -   -
36   6   6   6   6   5   3   -
37   6   6   6   6   6   3   -
38   6   6   6   6   6   4   -
39   6   6   6   6   6   5   1

Sorcerer spells known:

Level   10th   11th   12th   13th   14th   15th   16th
21   1   -   -   -   -   -   -
22   2   -   -   -   -   -   -
23   3   -   -   -   -   -   -
24   3   1   -   -   -   -   -
25   3   2   -   -   -   -   -
26   3   3   -   -   -   -   -
27   3   3   1   -   -   -   -
28   3   3   2   -   -   -   -
29   3   3   3   -   -   -   -
30   3   3   3   1   -   -   -
31   3   3   3   2   -   -   -
32   3   3   3   3   -   -   -
33   3   3   3   3   1   -   -
34   3   3   3   3   2   -   -
35   3   3   3   3   3   -   -
36   3   3   3   3   3   1   -
37   3   3   3   3   3   2   -
38   3   3   3   3   3   3   -
39   3   3   3   3   3   3   1

Wizard spells per day

Level   10th   11th   12th   13th   14th   15th   16th
21   1   -   -   -   -   -   -
22   2   -   -   -   -   -   -
23   3   -   -   -   -   -   -
24   4   1   -   -   -   -   -
25   4   2   -   -   -   -   -
26   4   3   -   -   -   -   -
27   4   4   1   -   -   -   -
28   4   4   2   -   -   -   -
29   4   4   3   -   -   -   -
30   4   4   4   1   -   -   -
31   4   4   4   2   -   -   -
32   4   4   4   3   -   -   -
33   4   4   4   4   1   -   -
34   4   4   4   4   2   -   -
35   4   4   4   4   3   -   -
36   4   4   4   4   4   1   -
37   4   4   4   4   4   2   -
38   4   4   4   4   4   3   -
39   4   4   4   4   4   4   1

Epic magic spell levels and spell creation:

TODO: Fill in new text later.

Epic spells are free to develop, though often have pricey or rare arcane focuses and often take a great deal of time.

Epic magic does not need a spellcraft check to cast, nor does it need a spellcraft check in the making. The spellcraft system in Feanmerc is referenced because it's handy to help determine guidelines and pricing.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Mk 3 placeholder. Long overdue reorganizations suck.


Epic Magic Items:
Spoiler: ShowHide


Costs: Most epic magic items have price bloat, due to a 10x multiplier imposed during epic magical item creation. The worst offenders are magical weapons and armor, which can jump up from 200k GP for a +10 weapon to over two million for a +11 weapon.  The 10x multiplier is removed from most magical items to make costs sane again. A few magical items don't really work as written with a straight reduction. These will be noted below.

Armor: All epic armor special abilities are reduced in enhancement bonus by 1, with the exception of negating.
...
+8 armor/shield: 64,000 GP.
+9 armor/shield: 81,000 GP.
+10 armor/shield: 100,000 GP.
+11 armor/shield: 121,000 GP.
+12 armor/shield: 144,000 GP.
+13 armor/shield: 169,000 GP.
+14 armor/shield: 196,000 GP.
+15 armor/shield: 225,000 GP.
+16 armor/shield: 256,000 GP.
+17 armor/shield: 289,000 GP.
+18 armor/shield: 324,000 GP.
+19 armor/shield: 361,000 GP.
+20 armor shield: 400,000 GP.
...

Specific armors from the epic SRD will be priced on a case by case basis. IF you're interested in any of them, ask me.

Weapons: Most epic weapon enhancements are essentially extensions of previous abilities. These do not stack; a holy weapon enhanced into a holy power weapon does not retain the holy enchantment. This does reduce the cost of adding holy power by two, as if part of it was already paid for. All epic weapon special abilities are reduced in enhancement bonus by 1. Dread weapons are reduced by 2 and lose the instant death effect.

...
+8 weapon: 128,000 GP.
+9 weapon: 162,000 GP.
+10 weapon: 200,000 GP.
+11 weapon: 242,000 GP.
+12 weapon: 288,000 GP.
+13 weapon: 338,000 GP.
+14 weapon: 392,000 GP.
+15 weapon: 450,000 GP.
+16 weapon: 512,000 GP.
+17 weapon: 578,000 GP.
+18 weapon: 648,000 GP.
+19 weapon: 722,000 GP.
+20 weapon: 800,000 GP.
...

Specific weapons from the epic SRD will be priced on a case by case basis. If you're interested in any of them, ask me.

Rings: Epic Rings of Protection are decreased in price as above. Ask me about other rings, they're a complete mish-mash of sanely priced things and very poorly priced things.

Rods: Talk to me about any rod you're interested in, each one will be handled uniquely.

Staves: Case by case basis, as many staves have add on powers that make pricing difficult. Most are overpriced and will get at least a partial discount.

Wondrous items: Most things here qualify, ask me. The bad ones tend to stand out anyway(SR 40 item for 29k? Hi!)
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#51
Epic Magic Items

Reminder: The x10 price multiplier for epic items is not used. Disregard it and follow the prices here instead.

Epic magical items use a caster level of 21 unless noted otherwise. Items with a higher CL can be custom made, with the appropriate price increases.

Epic Magic Items

While not truly an artifact, the epic magic item is a creation of such power that it surpasses other magic items. Epic magic items are objects of great power and value. The following are typical characteristics of an epic magic item. In general, an item with even one of these characteristics is an epic magic item.

- Grants a bonus on attacks or damage greater than +5.
- Grants an enhancement bonus to armor higher than +5.
- Has a special ability with a market price modifier greater than +5.
- Grants an armor bonus of greater than +10 (not including magic armor's enhancement bonus).
- Grants a natural armor, deflection, or resistance bonus greater than +5.
- Grants an enhancement bonus to an ability score greater than +6.
- Grants a competence bonus on a skill check greater than +15.
- Mimics a spell of an effective level higher than 9th.
- Has a caster level above 20th.
- Has a market price above 200,000 gp, not including material costs for armor or weapons, material component or additional value for intelligent items.

Epic Armor
Spoiler: ShowHide


There is no limit to the enhancement bonus of epic magic armor or shields, to the market price modifier of epic magic armor or shield special abilities, or to the total enhancement bonus and market price modifier of epic magic armor or shields. The +10 (+5 enhancement and +5 special abilities) cap on non-epic magical armor is gone and an item can be enhanced indefinitely.

Epic Armor and Shield Base Price

+10 armor/shield: 100,000 GP.
+11 armor/shield: 121,000 GP.
+12 armor/shield: 144,000 GP.
+13 armor/shield: 169,000 GP.
+14 armor/shield: 196,000 GP.
+15 armor/shield: 225,000 GP.
+16 armor/shield: 256,000 GP.
+17 armor/shield: 289,000 GP.
+18 armor/shield: 324,000 GP.
+19 armor/shield: 361,000 GP.
+20 armor shield: 400,000 GP.

This pattern continues indefinitely. The formula to calculate armor prices is the total enhancement bonus of the armor squared, times 1000. Example:

> roll (12*12)*1000
* Hatbot --> "Christmas_Ko rolls (12*12)*1000 and gets 144000."

For a +12 total enhancement bonus set of armor.

Epic Armor and Shield Special Ability Descriptions

Note that many special abilities are improvements over non-epic special abilities. In those cases, armor should be allowed to upgrade to those, with the cost of the non-epic special ability as a discount to the price of the epic ability. For example, armor with greater acid resistance that is to be upgraded to acid warding should only cost 40,000 gold to do so. (84000 base price minus the 44000 price of greater acid resistance.)

Acid Warding

The armor absorbs the first 50 points of acid damage per round that the wearer would normally take (similar to the resist energy spell).  Market Price: +84,000 gold. Spells used: resist energy.

Cold Warding

The armor absorbs the first 50 points of cold damage per round that the wearer would normally take (similar to the resist energy spell).  Marked Price: +84,000 gold. Spells used: resist energy.

Exceptional Arrow Deflection

This shield functions like a shield of arrow deflection except that it can deflect any type of ranged attack (including spells that require a ranged touch attack) as if it were an arrow. Any time the bearer would normally be struck by a ranged attack, he or she can make a Reflex saving throw (DC 20). If the ranged attack has an enhancement bonus (or a spell level), the DC increases by that amount. If he or she succeeds, the shield deflects the attack. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Market Price: +7 bonus. Spells used: shield, wall of force.

Fire Warding

The armor absorbs the first 50 points of fire damage per round that the wearer would normally take (similar to the resist energy spell). Market Price: +84,000 gold. Spells used: resist energy.

Great Invulnerability

This suit of armor or shield grants the wearer damage reduction. The damage reduction can be 10/magic, 15/magic, 15/epic, or 20/epic, depending on the armor. Market Price: +3 bonus (10/magic), +4 bonus (15/magic), +5 bonus (15/epic), +6 bonus (20/epic). Spells used: stoneskin and wish or miracle.

Great Reflection

Any time its bearer of this shield is targeted with a spell, it automatically reflects the spell back at the caster (as the spell turning spell). The wearer can lower or raise this effect as a free action (thus allowing beneficial spells in as desired). Market Price: +8 bonus. Spells used: spell turning.

Great Spell Resistance

Removed. SR is hideously overpriced and requires completely overhauling how it is priced.

Infinite Arrow Deflection

Removed. It's an inferior version of exceptional arrow deflection.

Lightning Warding

The armor absorbs the first 50 points of lightning damage per round that the wearer would normally take (similar to the resist energy spell). Market Price: +84,000 gold. Spells used: resist energy.

Negating

Immediately after the wearer of this armor is hit with a magic weapon, the armor casts greater dispel magic on the weapon(+21 dispel modifier). In the case of projectile weapons, the armor casts greater dispel magic on the weapon that fired the projectile if it is in range. If it is out of range, the armor does nothing. No weapon can be affected by the armor more than once per day (regardless of the success of the dispel check). Market Price: +5 bonus. Spells used: greater dispel magic.

Sonic Warding

The armor absorbs the first 50 points of sonic damage per round that the wearer would normally take (similar to the resist energy spell). +84,000 gold. Spells used: resist energy.

Specific Armors and Shields

Antimagic Armor

This +6 negating full plate armor is crafted of layers of adamantine. It provides damage reduction 6/-. Three times per day as a swift action, the wearer can invoke an antimagic field, centered on himself. Market Price: 227,000 gold. Spells used: antimagic field, greater dispel magic.

Armor of the Abyssal Horde

This +6 full plate armor's clawed gauntlets are effectively +4 keen weapons (1d10/19-20) that afflict the target as if she had been struck by an energy drain spell (Fortitude negates DC 30). The armor bestows two negative levels on any nonevil creature wearing it. These negative levels persist as long as the armor is worn and disappear when the armor is removed. The negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the armor is worn. Market Price: 442,000 gold. Spells used: energy drain.

Armor of the Celestial Battalion

This +7 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +10, no armor check penalty, and an arcane spell failure chance of 10%. It is considered light armor, and it allows the wearer to fly at will (as the fly spell). Furthermore, the wearer is at all times surrounded by a magic circle against evil effect (as the spell) which, if dispelled, can be created again as a free action. Market Price: 421,000 gold. Spells used: fly, magic circle against evil.

Bulwark of the Great Dragon

This +6 heavy shield bears the image of a metallic or chromatic dragon's head. Three times per day, the bearer of the shield can command it to belch forth a breath weapon of the appropriate type. The range of this breath weapon is 80 feet (if a line) or 40 feet (if a cone). Regardless of the type, the breath weapon deals 20d6 points of damage (Reflex DC 30 halves). In addition, the shield provides the bearer with resistance 50 to the energy type that matches its breath weapon. Market Price: 288,000 gold. Spells used: dragon breath, resist energy.

Dragonskin Armor

This +6 full plate armor is crafted from the hide of a great wyrm dragon. At the wearer's command, the armor sprouts enormous dragon wings, allowing the wearer to fly at a speed of 90 feet (clumsy) for a total of 4 hours each day. The armor also grants immunity to a specific type of energy, based on the color of dragon that supplied the armor. Market Price: 582,000 gold. Spells used: fly, energy immunity.

Shapeshifter's Armor

This suit of +10 hide armor grants its full Armor Class bonus regardless of any form the wearer takes (with polymorph subschool spells, alter self or other similar abilities). Market Price: 206,000 gold. Spells used: alter self.

Warlord's Breastplate

This +8 mithral breastplate has an armor check penalty of -1, a maximum Dexterity bonus of +5, and an arcane spell failure chance of 15%. It is considered light armor and weighs 15 pounds. It grants the wearer a +10 enhancement bonus to Charisma. Any soldiers that serve the wearer and stay within 500ft of him gain a +4 morale bonus to attack rolls, damage rolls, ability checks, skill checks and saving throws. Market Price: 344,000 gold.


Epic Weapons
Spoiler: ShowHide


There is no limit to the enhancement bonus of epic weapons, to the market price modifier of epic weapon special abilities, or to the total enhancement bonus and market price modifier of epic weapons. The +10 (+5 enhancement and +5 special abilities) cap on non-epic magical weapons is gone and an item can be enhanced indefinitely.

Epic Weapon Base Price

+10 weapon: 200,000 GP.
+11 weapon: 242,000 GP.
+12 weapon: 288,000 GP.
+13 weapon: 338,000 GP.
+14 weapon: 392,000 GP.
+15 weapon: 450,000 GP.
+16 weapon: 512,000 GP.
+17 weapon: 578,000 GP.
+18 weapon: 648,000 GP.
+19 weapon: 722,000 GP.
+20 weapon: 800,000 GP.

This pattern continues indefinitely. The formula to calculate weapon prices is the total enhancement bonus of the armor squared, times 2000. Example:

> roll (12*12)*2000
* Hatbot --> "Christmas_Ko rolls (12*12)*2000 and gets 288000."

This is for a +12 total enhancement bonus weapon.

Epic Weapon Special Ability Descriptions

Note that many special abilities are improvements over non-epic special abilities. In those cases, weapons should be allowed to upgrade to those, with the cost of the non-epic special ability as a discount to the price of the epic ability. For example, a shocking burst weapon that is to be upgraded to lightning blast should only cost +2 enhancement bonus to do so.

Acidic Blast

On command, an acidic blast weapon drips acid (though this deals no damage to the wielder). On any hit, this acid splashes the creature struck, dealing +3d6 points of bonus acid damage. On a successful critical hit it instead deals +6d6 points of acid damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition. Market Price: +4 bonus. Spells used: acid arrow.

Anarchic Power

This weapon is chaos-aligned and thus bypasses the corresponding damage reduction. When a weapon of anarchic power strikes a lawful target, this power deals +3d6 points of bonus chaotic damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of chaotic damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any lawful creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the anarchic power upon their ammunition. Market Price: +6 bonus. Spells used: word of chaos.

Axiomatic Power

This weapon is lawful-aligned and thus bypasses the corresponding damager reduction. When a weapon of axiomatic power strikes a chaotic target, this power erupts forth and deals +3d6 points of bonus lawful damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of lawful damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any chaotic creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the lawful power upon their ammunition. Market Price: +6 bonus. Spells used: dictum.

Distant Shot

A distant shot weapon can be used against any target within line of sight at no penalty for range. Market Price: +4 bonus. Spells used: sniper's shot.

Dread

A dread weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus damage against the foe. Market Price: +4 bonus. Spells used: summon monster 9.

Everdancing

An everdancing weapon is much like a dancing weapon, though it can be loosed with a free action and will fight as long as desired. It can move up to 60 feet away from its owner. Its owner can instruct it to move to a different target as a move action. If its owner is rendered unconscious or otherwise unable to direct it, it will fight the same opponent as long as that opponent is conscious and within range. The owner of an everdancing weapon can grasp it again as a free action (assuming it is within reach). Market Price: +7 bonus. Spells used: animate object.

Fiery Blast

On command, a fiery blast weapon is sheathed in fire (though this deals no damage to the wielder). On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire damage. On a successful critical hit it instead deals +6d6 points of fire damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition. Market Price: +4. Spells used: fireball.

Holy Power

This weapon is good-aligned and thus bypasses the corresponding damager reduction. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any evil creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the holy power upon their ammunition. Market Price: +6 bonus. Spells used: holy word.

Icy Blast

On command, an icy blast weapon is sheathed in icy cold (though this deals no damage to the wielder). On any hit, this cold washes over the creature struck, dealing +3d6 points of bonus cold damage. On a successful critical hit it instead deals +6d6 points of cold damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus cold damage upon their ammunition. Market Price: +4 bonus. Spells used: cone of cold.

Lightning Blast

On command, a lightning blast weapon crackles with electrical energy (though this deals no damage to the wielder). On any hit, lightning coruscates around the creature struck, dealing +3d6 points of bonus electricity damage. On a successful critical hit it instead deals +6d6 points of electricity damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus electricity damage upon their ammunition.  Market Price: +4 bonus. Spells used: lightning bolt.

Mighty Disruption

Removed due to the ban on instant death.

Sonic Blast

On command, a sonic blast weapon emits a low thrumming hum (though this deals no damage to the wielder). On any hit, this becomes a thunderous roar that deals +3d4 points of bonus sonic damage to the creature struck. On a successful critical hit it instead deals +6d4 points of sonic damage (or +9d4 if the critical multiplier is ×3, or +12d4 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus sonic damage upon their ammunition. Market Price: +4 bonus. Spells used: shout.

Triple-Throw

This special ability can only be placed on a weapon that can be thrown. A triple-throw weapon creates two duplicates of itself when thrown. Both the original and the duplicate weapons attack separately (at the same attack bonus). Regardless of the success of any of the attacks, the duplicates immediately disappear after the attack is completed. Any bonuses on damage due to accuracy or precision (including those from sneak attacks, the Precise Shot feat, or the ranger's favored enemy bonus) apply only to the original weapon's damage, not to the duplicates. Market Price: +7 bonus. Spells used: shades.

Unerring Accuracy

Ranged attacks made with this weapon negate the AC bonus granted by any cover. The weapon's ranged attacks also ignore any miss chance from concealment (including total concealment, but the wielder must still aim his or her attacks at the correct square). Market Price: +5 bonus. Spells used: true seeing.

Unholy Power

This weapon is evil-aligned and this bypasses the corresponding damage reduction. When a weapon of unholy power strikes a good target, this power erupts forth and deals +3d6 points of bonus unholy (evil) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of unholy (evil) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any good creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the unholy power upon their ammunition. Market Price: +6 bonus. Spells used: blasphemy.

Specific Weapons

Backstabber

This +8 short sword is a dull gray color and is often mistaken for a sword of subtlety. Any attack with this weapon counts as a sneak attack. Market Price: 328,000 gold. Spells used: wish or miracle.

Chaosbringer

This +6 greataxe of anarchic power grants its wielder the ability to fly into a rage (identical to a barbarian's rage) once per day (or one additional time per day if the wielder already has the rage class feature). If the wielder has the greater rage class feature, the weapon also grants the wielder the Incite Rage epic feat. Market Price: 450,000 gold. Spells used: mass charm monster, rage.

Elven Greatbow

In the hands of any nonelf, this bow performs only as a +2 composite longbow. In the hands of an elf, this weapon functions as a +6 composite longbow of unerring accuracy with a Strength bonus that matches its elven wielder's current Strength at all times. Furthermore, any arrows loosed from the bow are considered keen, regardless of the enhancement bonus of the arrow fired. Market Price: 392,000 gold. Spells used: bull's strength, keen edge, true seeing.

Finaldeath

This +7 undead dread ghost touch morningstar also grants its wielder immunity to energy drain attacks. Furthermore, if its wielder is capable of turning undead, they may turn undead once per minute as a free action. This turn undead does not consume the character's normal pool of turn undead uses, but this turning attempt suffers a -9d6 turning damage dice penalty. Market Price: 685,000 gold. Spells used: death ward, summon monster 9.

Gripsoul

Gripsoul is a +6 keen longsword, but instead of dealing killing a foe on a lethal strike, the weapon imprisons the victim in a gem set in the pommel of the sword as per a binding spell heightened to 16th level (DC 37 will negates). Only one creature can be so held, but the wielder can release the bound soul at any time with a command word. Market Price: 289,500 gold. Spells used: binding.

Holy Devastator

In the hands of any character other than a paladin, this sword performs as a +3 holy longsword. In the hands of a paladin, this weapon functions as a +7 longsword of holy power and grants a +5 sacred bonus on the wielder's saving throws against spells with the evil descriptor or spells cast by evil characters. If the paladin wielder smites evil with the holy devastator, he or she adds twice his or her paladin level to damage (rather than his or her paladin level). Market Price: 320,000 gold. Spells used: holy aura, holy smite, holy word.

Mace of Ruin

This +7 heavy mace ignores the hardness or damage reduction of any object or creature it strikes. Furthermore, the weapon can deal critical hits to objects and constructs as if they were living creatures. Market Price: 350,000. Spells used: disintegrate.

Quarterstaff of Alacrity

Both ends of this +6 quarterstaff of speed have equal enhancement and special powers, meaning that it allows an additional attack with each end every round. While the quarterstaff of alacrity is held, it grants its wielder a +5 resistance bonus on Reflex saves. It also deflects ranged weapons as if the wielder had the Deflect Arrows and Infinite Deflection feats. Market Price: 313,100 gold. Spells used: protection from arrows.

Souldrinker

This +6 bastard sword bestows 2d4 negative levels on its target whenever it deals damage, just as if its target had been struck by the energy drain spell. Each negative level bestowed grants the wielder 5 temporary hit points. One day after being struck, the subject must make a Fortitude save (DC 25) for each negative level or lose a level. If this sword's power causes a character to have negative levels at least equal to his or her current level, the character is instantly slain and the wielder gains an additional 10 temporary hit points. Temporary hit points gained from this weapon last for a maximum of 1 hour. Market Price: 550,000 gold. Spells used: energy drain.

Stormbrand

This +6 thundering lightning blast greatsword allows its wielder to fly at will (as the fly spell). Furthermore, the wielder can move normally (including flying) even in the strongest winds. When the weapon is drawn, the wielder gains electricity resistance 30 and sonic resistance 30. Market Price: 500,000 gold. Spells used: blindness/deafness, lightning bolt, resist energy.

Unholy Despoiler

In the hands of any character other than a blackguard, this sword performs as a +3 unholy longsword. In the hands of a blackguard, this weapon functions as a +7 longsword of unholy power and grants a +5 profane bonus on the wielder's saving throws against spells with the good descriptor or spells cast by good characters. If a blackguard wielder smites good with the unholy despoiler, he or she adds twice his or her blackguard level to damage (rather than his or her blackguard level). Market Price: 320,000 gold. Spells used: blasphemy, unholy aura, unholy blight.


Epic Rings:
Spoiler: ShowHide


Adamant Law

The wearer of this ring is constantly sheathed in a shield of law effect. It bestows one negative level on any chaotic creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn. Market Price: 336,000 gold. Spells used: shield of law.

Chaotic Fury

The wearer of this ring is constantly sheathed in a cloak of chaos effect. It bestows one negative level on any lawful creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn. Market Price: 336,000 gold. Spells used: cloak of chaos.

Energy Immunity

This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.  Market Price: 420,000 gold. Spells used: energy immunity.

Epic Protection

This ring offers continual magical protection in the form of a deflection bonus to Armor Class of +6 or higher. Market Price: 72,000 gold (+6), 98,000 gold (+7), 128,000 gold (+8), 162,000 gold (+9), 200,000 gold (+10). Spells used: shield of faith. Special: The formula continues indefinitely. It is the deflection bonus squared, times 2000. (2*2)*2000 for a ring of protection+2, for example.

Epic Wizardry

Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.  Market Price: 140,000 gold(V), 180,000 gold(VI), 230,000 gold(VII), 280,000 gold(VIII), 340,000 gold(IX). Spells used: wish.

Ineffable Evil

The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn. Market Price: 336,000 gold. Spells used: unholy aura.

Ironskin

This ring grants its wearer the benefits of an iron body spell at all times. Market Price: 500,000 gold. Spells used: iron body.

Rapid Healing

This ring grants a living wearer fast healing 3. It must be worn for 24 hours before its powers activate, and if removed it will not function again until it has been worn for 24 hours by the same individual. Market Price: 300,000 gold. Spells used: regenerate.

Sequestering

This ring becomes invisible when worn. Upon command, the wearer gains the benefits of a sequester spell (though he or she does not become comatose as normal for the spell). Market Price: 300,000 gold. Spells used: sequester.

Universal Energy Immunity

This ring functions as a ring of energy immunity for all types of energy—fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types. Market Price: 2,100,000 gold. Spells used: energy immunity.

Universal Energy Resistance, Greater

This ring functions as a ring of greater energy resistance for all types of energy—fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying. Market Price: 630,000 gold. Spells used: resist energy.

Virtuous Good

The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be over-come in any way (including restoration spells) while the ring is worn. Market Price: 336,000 gold. Spells used: holy aura.

Weaponbreaking

A ring of weaponbreaking is identical to a ring of ironbody, and has one additional power. Any weapon that successfully strikes the wearer must also make a Fortitude saving throw (DC 30) or be shattered into pieces. Market Value 650,000 gold. Spells used: iron body, shatter.

Epic Psionics

I'm not touching this one for the moment. It exists, I'm just not familiar with how psionic prices are determined. I'll come back to this later.


Epic Scrolls:
Spoiler: ShowHide


Epic scrolls function as normal scrolls. A selection of example scrolls are provided below, as well as the formula to determine the price of other epic scrolls. These are from the sorc/wiz and cleric lists largely and are priced as such.

10th level

Scroll of Belial's Mercy: 5,250 gold.
Scroll of Celestial Valor: 5,250 gold.
Scroll of Enviolate Spell: 5,250 gold.
Scroll of Energy Immunity: 5,250 gold.
Scroll of Glaciante's Spiteful Ward: 5,250 gold.
Scroll of Hellball: 5,250 gold.
Scroll of Mass Freedom of Movement: 5,250 gold.
Scroll of Mephistopheles' Cold Hand: 5,250 gold.
Scroll of Miracle of Health: 5,250 gold.
Scroll of Miracle of Uncursing: 5,250 gold.
Scroll of Naeys' Life Font: 5,250 gold.
Scroll of Spellpool: *
Scroll of Shield of Sylica: 25,250 gold.
Scroll of Syala's Awaken Defender of the Home: 5,250 gold.
Scroll of True Meteor Swarm: 5,250 gold.
Scroll of Wizard's Grace: 105,250 gold.

*Due to the costs and conditions of setting up a spellpool, this spell cannot be used as a scroll.

11th level

Scroll of Alabaster Perfection: 31,600 gold.
Scroll of Dire Winter: 6,600 gold.
Scroll of Epic Mage Armor: 6,600 gold.
Scroll of Martyr's Kiss: 6,600 gold.
Scroll of Mass Regenerate: 6,600 gold.
Scroll of Might of the Solar: 6,600 gold.
Scroll of Summon Black Rock Triskelion: 6,600 gold.
Scroll of Summon Planetar: 6,600 gold.
Scroll of Sunlance: 6,600 gold.
Scroll of Superb Dispelling: 6,600 gold.
Scroll of Tyranny: 6,600 gold.
Scroll of Volcanic Genesis: 6,600 gold.

12th level

Scroll of Beauty Triumphant: 8,100 gold.
Scroll of Wrath of the Heavens: 8,100 gold.

13th level

Scroll of Mirror's Mimickry: 9,750 gold.
Scroll of Morwel's Blessing: 9,750 gold.

14th level

Scroll of Radiant Storm: 11,550 gold.
Scroll of Summon Solar: 11,550 gold.

Pricing Epic Scrolls

The formula for pricing an epic scroll is the spell level times the caster level times 25. For these prices, the minimum possible caster level is assumed. See the examples below.

> roll 14*33*25
* Hatbot --> "Kotono rolls 14*33*25 and gets 11550."

The spell level(14th level magic) times the minimum caster level needed(33) times 25. In addition, any costly material components are added to the spell's final cost. Expensive focuses are not, as they are not exhausted like material components and are used in the preparation of the scroll.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#52
War Dancer is Shiba Protector with tweaks and changed fluff. Changelog as follows: Removed Human(Phoenix) as a requirement, added 4 ranks of spellcraft as a prereq, added dance of reckless bravery as a prerequisite(Battle Dancer level 2 ability), replaced the skill list with the battle dancer skill list plus K:R and spellcraft, no thought is nerfed to replace str on attacks instead of adding to it and now operates off cha, dance of divine might is a changed up aid shugenja, dancing with the elements is continued to level 9 and primed for a possible epic progression, diamond soul was evened out so to be weaker than monk diamond soul but better than the 20 + wis mod diamond soul shiba protector had. Oh, and it went from fort/will good to reflex good, to match battle dancers.

A few changes merit discussion. This is now a battle dancer PrC, as the name changes suggest. The designed trainee in this class is a battledancer in service to Tempus, aiding the clergy as bodyguards and enhancers. They believe that the arts of war can be best understood by instinct, rejecting thought in favor of instinctual action. This training into augmenting those clerics gives them automatic insight into spells, manifesting as dancing with the elements.

The biggest change is to Dance of Divine Might. Before it was a strange sort of self buff, more relevant in 3.0 when many buffing spells had variable effects. These are much less common in 3.5, reducing the ability to an awkward sort of appendix. It's now a more tactical ability, allowing the War Dancer to aid clerics, paladins and other divine spellcasters. This sort of tactical ability makes sense for Tempus to have, and would probably trace some credit back to the Red Knight.

Beyond that, Dancing with the Elements is good. It's not great, as supernatural and extraordinary abilities bypass the save bonus. It still renders them greatly resilient to spellcasting assaults.

This PrC is available to anyone who wants to train under the Master.


War Dancer

Hit Die

d10

Requirements

Base Attack Bonus

+5

Skills

Knowledge(Religion) 4 ranks, Spellcraft 4 ranks.

Feats

Alertness, Combat Expertise, Iron Will.

Special

Dance of Reckless Bravery special ability.

Class Skills

The battle dancer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str), and Tumble (Dex).

Skill Points at Each Level

2 + int modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0+2+0No thought, unarmed progression
2+1+0+3+0Dance of divine might 1/day (empower)
3+2+1+3+1Dancing with the elements+2
4+3+1+4+1Dance of divine might 2/day
5+3+1+4+1Dancing with the elements+4
6+4+2+5+2Dance of divine might 3/day, dance of no thoughts
7+5+2+5+2Dancing with the elements+6
8+6+2+6+2Dance of divine might 4/day (maximize)
9+6+3+6+3Dancing with the elements+8, diamond soul
10+7+3+7+3Dance of all and nothing

No Thought (Ex)

War Dancers learn to fight purely on instinct, without thought or perception to hinder them. They may choose to use their charisma modifier instead of their strength modifier on attack and damage rolls.

Unarmed Progression (Ex)

War Dancer stacks with battle dancer, monk or any other unarmed progression classes for the sake of unarmed damage.

Dance of Divine Might (Su)

At 2nd level, a War Dancer can use her own personal energy to empower a divine spellcaster's spells. The spell is treated as if the divine caster had used the Empower Spell metamagic feat. The War Dancer can use this ability once per day at 2nd level, twice per day at 4th level, three times per day at 6th level, and four times per day at 8th level. She must make a successful Spellcraft check (DC 10 + spell level) to enhance the spell. A failed check does not count as a use of the ability. Using this ability is an full round action that does not provoke attacks of opportunity. Once used, the potential benefit lasts until the divine spellcaster casts a spell or until your next turn begins. You must be within 30ft of the divine spellcaster to be empowered.

At 8th level and above, the War Dancer can apply the Maximize Spell feat instead of Empower Spell. The Spellcraft DC is 15 + spell level. She must decide which on beginning the Dance of Divine Might. A War Dancer cannot empower an already empowered spell, or maximize an already maximized one.

Dancing with the Elements (Ex)

Beginning at 3rd level, the War Dancer gains a bonus on all saving throws against spells and spell-like effects. This bonus is +2 at 3rd level, +4 at 5th level, +6 at 7th level and +8 at 9th level.

Dance of No Thoughts (Su)

Three times per day, a War Dancer of 6th level or higher can fall into a trance that allows her to perform actions quickly but with perfect clarity. For a single round, the War Dancer can act as if under the effect of a haste spell. Using this ability is a free action.

Diamond Soul (Ex)

At 9th level the War Dancer gains spell resistance equal to her War Dancer level + 15.

Dance of All and Nothing (Su)

A War Dancer of 10th level has recognized the deep truth that all her ability scores spring from the same essence. In a moment of perfect clarity, she can use her highest ability score modifier when making a skill check, attack roll, damage roll, or saving throw, in place of the ability score modifier she would normally use. For example, she could add her Constitution modifier to a damage roll instead of her Strength or Wisdom modifier, her Charisma modifier to her Reflex saving throw instead of her Dexterity modifier, or her Intelligence modifier to her Spot check instead of her Wisdom modifier.

The War Dancer can use this ability a number of times per day equal to her highest ability score modifier.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Mastery of the Stunning Fist

Class: Monk.

Level: 15th.

Replaces: If you select this alternate class feature, you do not gain quivering palm.

Benefit: Your mastery of the art of the stunning fist lets you weave it into your blows like an artist painting a canvas. You may designate any number of attacks in a round as stunning fist attempts. Each one consumes a daily use of stunning fist as usual. You may only use target an individual creature once per round with stunning fist, however.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Yes, I've been working on this lately. Champion of Gwynharwyf makes a good epic progression thanks to rage+spells+damage reduction+smites+energy resistance. It's so loaded that it's 15+5 for feats and I seriously considered 16+6, but decided that was too much. The fast progressing damage reduction plus the damage reduction epic feat make a good combo if you wanna overload on that.

The main thing is epic spellcasting for a 4 level casting class. This was my experimental class for this type of casting and I think it came out okay. The guidelines for developing the epic spell set was to choose spells related to ones they gained before, spells that have thematic appropriateness to an eladrin champion, selections from the wrath domain and general judgment to make sure the lists aren't too barren. I stuck to the SRD+BoED, as the non-epic class did that. The 9th level list is rather barren, but that's normal enough. I made two custom spells for this progression, which can be found in houserules (The epic section for new magic). In any case, using a limited class like this was much easier than working out a paladin or ranger's epic spell progression. The spell compendium is awesome, but it's also a fucking bitch to work through for this.

Oh yes, and remember that the champions can prepare sanctified magic. This expands the spell lists a bit more, too. Handy stuff. As a mental note, I need to revise the sanctified magic rules sometime. I've been meaning to.

Feedback welcome.


Epic Champion of Gwynharwyf

Hit Die

d12

Skill Points at Each Level

4 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Rage, spells
12+12Damage reduction 6/-
13+13Smite evil 4/day
14+14Damage reduction 7/-
15+15Bonus feat, energy resistance 15
16+16Damage reduction 8/-
17+17Smite evil 5/day
18+18Damage reduction 9/-
19+19-
20+20Bonus feat, damage reduction 10/-, energy resistance 20

Rage (Ex)

The epic champion of Gwynharwyf continues to add her class level to her barbarian level to determine when she gets greater rage, tireless rage, and mighty rage barbarian class abilities.

Damage Reduction (Ex)

At 12th level and every 2 levels thereafter, the epic champion of Gwynharwyf's damage reduction rises by 1 point.

Smite Evil (Su)

At 13th level and every 4 levels thereafter, the epic champion of Gwynharwyf may smite evil another time per day.

Bonus Feats

An epic champion of Gwynharwyf gains an epic bonus feat at level 15 and every 5 levels thereafter.

Epic Champion of Gwynharwyf Bonus Feat List

Armor Skin, Chaotic Rage, Damage Reduction, Dire Charge, Energy Resistance, Epic Speed, Epic Spell Capacity, Epic Toughness, Fast Healing, Great Smiting, Holy Strike, Incite Rage, Mighty Rage, Ruinous Rage, Terrifying Rage, Thundering Rage.

Spellcasting

At 11th level and every level thereafter, the epic champion of Gwynharwyf's spellcasting improves. His caster level increases as normal. Further, once the epic champion of Gwynharwyf obtains the Epic Spell Capacity feat, he gains spells of 5th level and higher. See the table below for his progression.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level5th6th7th8th9th
110----
121----
131----
142----
1520---
1621---
1721---
1822---
19220--
20221--
21221--
22222--
232220-
242221-
252221-
262222-
2722220
2822221
2922221

5th: crown of flame, cure critical wounds, greater dispel magic, heroes' feast, mark of justice, mass cure light wounds, plane shift, righteous might, stars of arvandor, true seeing.
6th: antilife shell, celestial blood, crown of brilliance, heal, mass bull's strength, mass cure moderate wounds, mass eagle's splendor, mass owl's wisdom, touch of adamantine, vengence halo.
7th: bastion of good, eladrin form, greater restoration, gwynharwyf's blessing, holy word, mass cure serious wounds, regenerate, righteous glare, righteous smite, word of chaos.
8th: antimagic field, cloak of chaos, crown of glory, earthquake, holy aura, mass cure critical wounds, mind blank, sword of light, resurrection, tomb of light.
9th: blinding glory, freedom, gate, mass heal, miracle, storm of vengeance.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#55
One off abilities may make a good normal class, but they don't do much for an epic progression. One could certainly make some expansion feats for the epic Contemplative, but I feel it's better served from the transformative style of epic PrC instead. I admit that I'm biased as the one NPC using this class has zero need for expansion feats with this class, too. I may give this another go later on if I have free time.

It's a great class until epic anyway, so really this isn't anything to shed tears over. This is why other PrCs or epic PrCs exist.


Epic Contemplative

Hit Die

d6

Skill Points at Each Additional Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+5Bonus domain+1 divine
12+6-+1 divine
13+6Bonus feat+1 divine
14+7-+1 divine
15+7-+1 divine
16+8Bonus domain, bonus feat+1 divine
17+8-+1 divine
18+9-+1 divine
19+9Bonus feat+1 divine
20+10-+1 divine

Bonus Domain (Ex)

At 11th level and every 5 levels thereafter, the epic Contemplative gains another bonus domain. If she has chosen all of the domains her deity offers, she may select a bonus feat instead.

Bonus Feats

An epic Contemplative gains an epic bonus feat at level 15 and every 5 levels thereafter.

Epic Contemplative Bonus Feat List

Automatic Metamagic, Bonus Domain, Dexterous Fortitude, Dexterous Will, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Ignore Material Components, Improved Alignment-Based Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#56
I wanted to build a PrC that played with the numerological concepts that come up in this campaign. It feels like a great way to combine fluff and mechanics into a whole, so I tinkered awhile and came up with this.

Numerologist

Hit Die

d4

Requirements

Alignment

Neutral

Skills

Decipher Script 10 ranks

Spells

Must be able to cast 3rd level arcane or divine magic.

Special

An aspiring numerologist must find and read a copy of the Three Truths, Six Catastrophes, Seven Blessings, and the One Self.

Class Skills

The numerologist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis).

Skill Points per Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+0+0+2Numerology, one-
2+1+0+0+3Two+1 arcane or divine
3+1+1+1+3Three+1 arcane or divine
4+2+1+1+4Four-
5+2+1+1+4Five+1 arcane or divine
6+3+2+2+5Six+1 arcane or divine
7+3+2+2+5Seven-
8+4+2+2+6Eight+1 arcane or divine
9+4+3+3+6Nine+1 arcane or divine
10+5+3+3+7Balance, the tenth+1 arcane or divine

Numerology (Su)

A numerologist specializes in channeling the power that numbers represent. At 1st level he may do this once per day, and gains another use of numerology per day for each additional level he gains in this class. Using numerology is a standard action. Numerology only affects yourself, you cannot target other creatures with a numerology. Numerology has various powers, as detailed below. Each numerology lasts for 10 minutes. You may only have one numerology active at any one time.

One (Su)

At the beginning there is but one, and that one is the self. With the sense of self, all else is defined. By using this numerology, you bolster yourself greatly. You may grant yourself a +4 insight bonus to one of your ability scores.

Two (Su)

By looking into the self, understanding of two follows. The inevitable, fated dualogy of the body and soul creates two from one. By using this numerology, you may use the spirit to defend the body or the body to defend the spirit. You may choose to use your fortitude save instead of your will save or your will save instead of your fortitude save. This applies to all relevant saving throws that occur during the duration.

Three (Su)

After two is understood, this basic truth leads to the understanding of the concept of truth. With truth comes three, for three is the absolute number of truth. By using this numerology, you gain the benefit of a see invisibility spell. In addition you are immune to illusions for the duration. You automatically disbelieve any illusion and you are immune to any illusory effects, such as displacement or rainbow pattern. Effects that overcome true seeing defeat this numerology.

Four (Su)

With the understanding of truth comes the greatest and hardest truth of all - death. The numerologist learns this truth and accepts it, and in return gains mystical power over it. By using this numerology, you gain immunity to negative energy and energy drain. While using this numerology, undead perceive you as undead, despite your living status.

Five (Su)

Self, Body and Soul, Truth, Death. By learning four of the most primal numbers in Creation, you have unlocked great power. By combining them, you use the truth of the self and soul to overcome the truth of death. By using this numerology, you cannot die by hit point damage. Being reduced to 0 or lower hit points does not cause you to be staggered, disabled, ding or any other negative effect during this numerology. However, the inevitability of death will not rest, and while using this numerology, all critical threats against you are automatically confirmed. If you are at -10 hit points or lower when this numerology ends, you immediately die. This numerology does not prevent being disabled in other ways, such as paralysis, sleep or petrification.

Six (Su)

Having mastered the self and aspects of truth related to the self, the numerologist now looks outside and beyond. With this look the Abyss stares back, the number six manifest. Secure in his knowledge of the self, the numerologist uses this madness as a shield. By using this numerology, you gain immunity to mind-affecting effects. Further, if any creature attempts to use telepathy on you or read your mind, they must make a will save (DC 10 + cha modifier + 1/2 hit dice) or be stunned for six rounds.

Seven (Su)

The truth of the Abyss cannot be all. The sixth posits the existence of the seventh and seven by its nature. You look ahead, finding the number seven and the heavenly promise it represents. By using this numerology, you gain the benefits of an angel's protective aura, a +4 racial bonus to saving throws against poison and resistance to acid, cold and electricity 30. Further, you are immune to vile damage for the duration of this numerology.

Eight (Su)

Having understood the Heavens, now the numerologist turns his attention to everything else and the endless infinity of Creation. This draws your attention to the endless chaos of Limbo and eight, ever creating. By using this numerology, you gain fast healing 10.

Nine (Su)

Endless creation must be tamed. Such a truth follows the endless growth of Limbo, for if chaos is left unchecked, nothing meaningful can ever endure. With this you come on the number nine, the symbol of absolute domination and Baator. By using this numerology, you gain immunity to petrification and form altering effects. In addition, you gain the benefits of an avoid planar effects spell for the duration of this numerology.

Balance (Ex)

Through his studies, the numerologist has come to understand all Creation. As a result he accepts all parts of it, treating none as his enemy, but instead part of what is and what will forever be. As a result he may now treat his alignment as the most favorable for spells and abilities. For example, holy word would consider him good, unholy blight would consider him evil, an anarchic weapon would consider him chaotic. Effects that specifically target neutrality work as normal on the numerologist.

The Tenth (Su)

From every number the Numerologist has learned great secrets. On passing the nine great numbers, he grasps the 10th and the secret it and every number beyond represents. Every number combines together, into one whole Creation. This grans the numerologist the ability to use any number of numerology at the same time. Each one takes a daily use of numerology as normal.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Epic Numerologist

Hit Die

d4

Skill Points at Each Additional Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+5Numerology+1 arcane or divine
12+6-+1 arcane or divine
13+6Bonus feat+1 arcane or divine
14+7-+1 arcane or divine
15+7-+1 arcane or divine
16+8Bonus feat+1 arcane or divine
17+8-+1 arcane or divine
18+9-+1 arcane or divine
19+9Bonus feat+1 arcane or divine
20+10-+1 arcane or divine

Numerology (Su)

The epic Numerologist continues to gain additional uses of numerology at level 11 and every level thereafter.

Bonus Feats

An epic Numerologist gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Numerologist Bonus Feat List

Aura of Numbers, Automatic Metamagic, Cloak of Numbers, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Extended Numerology, Ignore Material Components, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Permanent Emanation, Quickened Numerology, Share Numerology, Spell Stowaway, Spontaneous Spell, Tenacious Magic.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Epic Chameleon. I cribbed from the following epic progression, so thanks to the author of it for that. http://brilliantgameologists.com/boards/index.php?topic=707.msg16905#msg16905 Ironically, I had essentially the same ideas for feats and progressions for the epic Chameleon. Paradoxically this slowed me down a fair bit, as I constantly was checking over the other guy's work to see how things matched up. I've found I do better starting from scratch for these sort of things, as having a baseline to work against causes me to slow down, reconsider and not trust my work. Ah well. Onto the commentary.

Ability Boon is already awesome and I felt no need to continue that into epic. The other two main class features continue to advance an they get bonus feats at level 14 and every 4 levels thereafter. I suspect epic Chameleons are feat-starved simply due to the number of rolls they have to fill. As a nod to this, as well as the fact that a Chameleon could be going in several directions, I chose to give them any epic feat as a possible bonus feat. It is a bit of a cheat, but it's better than trying to make a fair bonus feat list for a class that can do it all. As for the epic feats themselves? Epic Ability Boon is Great Ability in essence and Extra Mimic Class Feature is unremarkable. Integrate Class Feature and Integrate Aptitude Focus allow the Chameleon to further expand his mimicry. Swift Refocus is nice but ultimately unremarkable. Finally, Triple Focus is pretty good. I'm not sure how good, as if you're going for pure optimization arcane/divine focus combo is by far the best. Any other is just icing. So eh.

I'm not sure how good Chameleon is in epic. I went back and forth on this one all day.


Epic Chameleon

Hit Die

d8

Skill Points at Each Additional Level

4 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8-
12+9Mimic class feature 4/day
13+9-
14+10Bonus feat
15+11Aptitude focus 4/day (+6), mimic class feature 5/day
16+12-
17+12-
18+13Bonus feat, mimic class feature 6/day
19+14-
20+15Aptitude focus 5/day (+6)

Mimic Class Feature

The epic Chameleon continues to gain additional uses of mimic class feature at level 12 and every three levels thereafter.

Aptitude Focus (Ex)

The epic Chameleon continues to gain additional uses of aptitude focus at level 15 and every five levels thereafter. In addition, at level 15 and every 10 levels thereafter, the bonuses granted by aptitude focus increase by two.

Bonus Feats

An epic Chameleon gains an epic bonus feat at level 14 and every 4 levels thereafter. An epic Chameleon may choose any epic feat that they qualify for as a bonus feat.

Spellcasting



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level5th6th7th8th9th10th11th
1142-----
12430----
13441----
14442----
15443----
164440---
174441---
184442---
194443---
2044440--
2144441--
2244442--
2344443--
24444440-
25444441-
26444442-
27444443-
284444440
294444441


Epic Ability Boon [Epic]
Prerequisite: Ability Boon+6
Benefit: The ability score bonus from Ability Boon rises by 2.
Special: You may select this feat more than once. Its benefits stack.

Extra Mimic Class Feature [Epic]
Prerequisite: Mimic Class Feature 3/day
Benefit: You may use your Mimic Class Feature ability an additional two times per day.
Special: You may select this feat more than once. Its benefits stack.

Integrate Class Feature [Epic]
Prerequisite: Mimic Class Feature 3/day
Benefit: For the sake of prerequisites for feats and prestige classes, you are treated as having the following class features: evasion, rage, smite, sneak attack xd6(x=Chameleon level/3) and turn undead. Feats and class features that augment these abilities do so when you use them with Mimic Class Feature.  For example, Great Smiting makes your smites more effective and you could use a use of your Mimic Class Feature to power a divine feat. Feats and class features that grant extra uses of one of these abilities do not grant extra uses of Mimic Class Feature.

Integrated Aptitude Focus [Epic]
Prerequisite: Aptitude Focus 3/day, int 21.
Benefit: Select an aptitude focus. You gain the matching benefit below. You do not need to have this aptitude chosen to gain the benefits of this feat.
Arcane Focus: You may use your arcane spellcasting from Chameleon to qualify for feats and prestige classes. For example, an 11th level Chameleon has a caster level of 21 to qualify for feats and can qualify for a prestige class that has 4th level arcane casting as a prerequisite. If you take a prestige class that advances arcane spellcasting, it may either stack with pre-existing arcane spellcasting and progress it, such as if you have levels in wizard; if you do not have previous arcane spellcasting progression, you do not gain it, but you may stack levels of that prestige class with your Chameleon level to determine your Chameleon caster level for Arcane Focus.
Combat Focus: You gain an effective Fighter level equal to your Chameleon level to qualify for feats and prestige classes. For example, an 11th level Chameleon may qualify for Greater Weapon Focus. If you possess Fighter levels or levels in another class that stack with Fighter levels to determine your total Fighter level for feats, they stack with this feat. For example, an 11th level Chameleon and 2nd level Fighter would have an effective Fighter level of 13.
Divine Focus: You may use your divine spellcasting from Chameleon to qualify for feats and prestige classes. For example, an 11th level Chameleon has a caster level of 21 to qualify for feats and can qualify for a prestige class that has 4th level divine casting as a prerequisite. If you take a prestige class that advances divine spellcasting, it may either stack with pre-existing divine spellcasting and progress it, such as if you have levels in cleric; if you do not have previous divine spellcasting progression, you do not gain it, but you may stack levels of that prestige class with your Chameleon level to determine your Chameleon caster level for Divine Focus.
Stealth Focus: You gain an effective Rogue level equal to your Chameleon level to qualify for feats and prestige classes. For example, an 11th level Chameleon could successfully flank a 7th level rogue with Improved Uncanny Dodge. If you possess Rogue levels or levels in another class that stack with Rogue levels to determine your total Rogue level, they stack with this feat. For example, an 11th level Chameleon and 2nd level Rogue would have an effective Rogue level of 13. In addition, you gain an effective amount of virtual sneak attack dice equal to one half of your Chameleon level. This does not bestow actual sneak attack to you, but allows you to qualify for feats and prestige classes that require sneak attack, such as Arcane Trickster.
Wild Focus: You may use your Wild Empathy and Woodland Stride abilities to qualify for feats and prestige classes.

Swift Refocus [Epic]
Prerequisite: Rapid Refocus
Benefit: You now only need 1 minute to change your aptitude focus.

Triple Focus [Epic]
Prerequisite: Aptitude Focus 3/day, Double Aptitude, int 21.
Benefit: You may select up to three aptitudes at once, in the time it takes you to select two. This follows all the other guidelines of Double Aptitude.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

The feat names are intentionally overwrought. It's a style thing. The epic continuation feats for War Dancer are all good, though an already feat strained class will have difficulty getting them in a timely manner.

I spent all day fiddling with epic Chameleon and I'm meh with the results. I spent 15 minutes on this and I think I hit a home run. Inspiration is a fickle bitch.


Epic War Dancer

Hit Die

d10

Skill Points at Each Additional Level

2 + int modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8Dancing with the elements+10
12+9Dance of divine might 5/day
13+9Dancing with the elements+12
14+10Bonus feat, dance of divine might 6/day
15+11Dancing with the elements+14
16+12Dance of divine might 7/day
17+12Dancing with the elements+16
18+13Bonus feat, dance of divine might 8/day
19+14Dancing with the elements+18
20+15Dance of divine might 9/day

Dancing with the Elements (Ex)

At 11th level and every 2 levels thereafter, the epic War Dancer's bonus to saving throws against spells and spell like abilities rises by 2 points.

Dance of Divine Might (Su)

At 12th level and every 2 levels thereafter, the epic War Dancer gains another daily use of Dance of Divine Might.

Bonus Feats

An epic War Dancer gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic War Dancer Bonus Feat List

Armor Skin, Blending of the Two Schools of Strategy, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Epic Will, Fast Healing, Improved Spell Resistance, Mastery of the Elemental Dances, Mindless, Perfect Moment of All and Nothing, Surpassing the Two Schools of Strategy.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?