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

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Anastasia

Epic Battle Dancer. This class is mostly one-off abilities, so an epic progression doesn't look overwhelming at first. I did make four new epic feats for them and may come up with some more in the future.

Epic Battle Dancer

Hit Die

d8

Skill Points at Each Additional Level

4 + int modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialAC Bonus
21+21-+4
22+22Bonus speed+40ft+4
23+23Bonus feat+4
24+24-+4
25+25-+5
26+26Bonus feat+5
27+27-+5
28+28Bonus speed+50ft+5
29+29Bonus feat+5
30+30-+6

Bonus Speed (Ex)

At 22th level and every 6 levels thereafter, the epic Battle Dancer's bonus to movement speed rises by 10ft.

Bonus Feats

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

Epic Battle Dancer Bonus Feat List

Armor Skin, Battle Dance, Blinding Speed, Damage Reduction, Dance of the Hunting Raptor, Dire Charge, Energy Resistance, Epic Dancer's Strike, Epic Prowess, Epic Speed, Epic Toughness, Fast Healing, Fist of Anarchy, Improved Combat Reflexes, Legendary Climber, Legendary Wrestler, Penetrate Damage Reduction.
<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 Aerial Avenger. The feats are nice, the rest of it is predictable enough. I didn't bother continuing the mobility increases. At +3 categories, only the worst fliers aren't at perfect. I figure they can just take Improved Flier to get to perfect, rather than continuing a useless ability.

Epic Aerial Avenger

Hit Die

d8

Skill Points at Each Additional Level

6 + int modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8Momentum+4
12+9-
13+9Speed +10ft
14+10Bonus feat, death from above+3, momentum+5
15+11-
16+12-
17+12Momentum+6
18+13Bonus feat, speed +10ft
19+14Death from above+4
20+15Momentum+7

Momentum (Ex)

At 11th level and every four levels thereafter, the epic Aerial Avenger's bonus from Momentum rises by 1.

Speed (Ex)

At 13th level and every five levels thereafter, the epic Aerial Avenger's fly speed increases by another 10ft.

Death From Above (Ex)

At 14th level and every five levels thereafter, the epic Aerial Avenger's bonus to attacks from above rises by 1.

Bonus Feats

An epic Aerial Avenger gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Aerial Avenger Bonus Feat List

Armor Skin, Blinding Speed, Dire Charge, Epic Dodge, Epic Power Dive, Epic Prowess, Epic Swoop, Epic Toughness, Epic Vision of the Skies, Fast Healing, Improved Terrifying Shriek, Spellcasting Harrier, Vision of the Skies.
<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

Here you go. I needed this done before working out a real ACF for Sylvie, since I was constantly asking myself if an ACF should be that or an epic feat. Curses.

Epic Factotum

Hit Die

d8

Skill Points at Each Additional Level

6 + int modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpell LevelInspiration PointsSpecial
21+157th10-
22+168th10-
23+178th11Arcane dilettante (9 spells)
24+188th11Bonus feat
25+188th11Opportunistic piety (+1 use)
26+199th12Arcane dilettante (10 spells)
27+209th12-
28+219th12Bonus feat
29+219th13Arcane dilettante (11 spells)
30+2210th13Opportunistic piety (+1 use)

Arcane Dilettante (Sp)

At 23rd level and every three levels thereafter, the epic Factotum gains another daily spell for Arcane Dilettante. His maximum spell level also continues to rise, as indicated on the table above.

Opportunistic Piety (Su)

At 25th level and every five levels thereafter, the epic Factotum gains another daily use of Opportunistic Piety.

Bonus Feats

An epic Factotum gains an epic bonus feat at level 24 and every 4 levels thereafter.

Epic Factotum Bonus Feat List

Arcane Knowledge, Arcane Mastery, Aura of Inspiration, Blinding Speed, Epic Dodge, Epic Font of Inspiration, Epic Prowess, Epic Trapfinding, Improved Cunning Insight, Improved Cunning Knowledge, Source of Inspiration, Superior Initiative.
<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

Alternate Class Feature: Serene Body.

Meditation has not lent you peace of mind, but instead a calmness of body.

Class: Monk.

Level: 3rd.

Replaces: If you select this alternate class feature, you do not gain still mind.

Benefit: Your body is always calm, resisting the lure of death and dissolution. This grants you Diehard as a bonus feat. You do not need to meet the normal prerequisites for this feat.
<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

Alternate Class Feature: Roaring Mind.

Your mind is still, but all in preparation to defend yourself from intrusion with a powerful kiai shout.

Class: Monk.

Level: 3rd.

Replaces: If you select this alternate class feature, you do not gain still mind.

Benefit: Whenever you are the target of a spell from the school of enchantment, you may unleash the power of your Roaring Mind.  A powerful shout startles the caster, who must make a will save (DC 10 + wis modifier + 1/2 hit dice) or be confused for one round. This does not prevent the spell from affecting you and you must make any saving throws as normal. A spell that does not affect you at all, such as one stopped by spell resistance or immunity, cannot trigger Roaring Mind. You must be within 60ft of the caster for Roaring Mind to effect him.
<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

Alternate Class Feature: Still Nature

Your calmness is reflected outward, bringing nature's seasons to balance and peace around you.

Class: Monk.

Level: 3rd.

Replaces: If you select this alternate class feature, you do not gain still mind.

Benefit: You gain the benefit of an Endure Elements spell active on you at all times. This is a supernatural ability.
<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

Alternate Class Feature: Wall Jump.

You can use walls as solid ground, bouncing back and forth between them to ascend.

Class: Monk.

Level: 4th.

Replaces: If you select this alternate class feature, you do not gain slow fall.

Benefit: You may jump between a pair of walls, using them to ascend. The walls in question must be no further apart than one half of what your slow fall modifier would be. You ascend at a speed equal to your slow fall modifier per round. You may go into a window or gap in the wall at any point in your ascent, or on the roof of the lower wall. (Or either, if both roofs are within a height one half of your slow fall modifier.) If you wish to ascend more than your slow fall modifier, it takes more than one round. If during this time you take damage, you must make a balance check (DC equal to the damage taken) or fall immediately.

A 20th level or higher monk treats slow fall any distance as 100ft and should continue to extrapolate what his slow fall should be if he goes beyond 20th level.

The monk's bonus to movement speed does not apply to the speed of Wall Jump, nor does any other bonus to movement speed.
<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

Alternate Class Feature: Ki Leap.

A burst of ki from your legs allows you to make truly breath-taking leaps.

Class: Monk.

Level: 4th.

Replaces: If you select this alternate class feature, you do not gain slow fall.

Benefit: The distance that your jump checks covers is doubled in both height and distance. This benefit is applied after the check and all other modifiers to the jump distance are calculated. For example, a monk with this ability attempts to jump over a 40ft chasm. She rolls a 30 and only makes it 30ft. With this ability, she instead leaps 60ft and easily clears the jump. In addition, you always clear the distance of your jump in one move action. This only applies to the distance of the jump, further distances added, such as by missing a jump and plummeting several hundred feet, are not affected by this.
<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

Alternate Class Feature: Meteor Kick.

By plummeting down at your target, you achieve massive damage at the price of personal injury.

Class: Monk.

Level: 4th.

Replaces: If you select this alternate class feature, you do not gain slow fall.

Benefit: You may enter a free fall and target an opponent on the ground, using this velocity to do large amounts of extra damage. However, you inflict injury on yourself at the same time. You may willingly fall (or dive if you are capable of flight) at an opponent below you on the ground. At the end of your fall you may make an attack. If successful you deal extra damage equal to 1d6 per ten feet you fell. You still take falling damage as normal. If you miss, you still take falling damage and your opponent is not injured. The amount of extra damage you may do is capped by what your slow fall distance would be. Falling more than this does not add any extra damage to your attack, but you still take the falling damage as normal. For example, a 8th level monk falls 100ft and hits with her attack at the end. She deals an extra 4d6 points of damage but takes 10d6 points of falling damage.

As the momentum of falling is key to the damage done, methods that prevent falling damage prevent you from gaining benefit from this ability. Feather Fall prevents you from using this ability, nor can you tumble to reduce your falling damage. You inflict damage at the moment of impact, so readied actions or immediate actions cannot alleviate the falling damage you take without negating the extra damage from Meteor Kick. At 20th level, you no longer have a cap to the distance you may fall and gain bonus damage form, except for the 200ft/20d6 terminal velocity ceiling.
<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

Permanency and YOU!

Hi, I'm Troy McClure! You may remember me from movies like Fighter Bonus Feats and You, Psionics: The New Frontier and Cheese Factory 4: Cleric Dips and Devotion Feats. Today we're going to be talking about the spell Permanency. For those of you who aren't familiar with it, Permanency lets you make a spell last forever! Now I know what you're saying! Troy, that's awesome! Where do I sign up? Well, hold your horses a moment! If you go off and get true seeing with permanency attached, you may wake up in a bathtub full of ice cubes,  with a scar over your kidney and down 12 points of constitution!

Let's start with the rules of permanency. You can find it right below where we are right now! Entries in bold have been changed from the standard version.

QuotePermanency
Transmutation
Level: Sor/Wiz 5
Components: V, S, M.
Casting Time: 24 hours.

Range: See text.
Target, Area or Effect: See text.
Duration: Permanent; see text.
Saving Throw: No.
Spell Resistance: None.

This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and expend a number of gold pieces. In addition, the target, if a creature, must have a enough hit dice or suffer constitution penalties.

First of all, the caster must have a caster level of 8 + the level of the spell to be made permanent. The caster does not need to cast the spell to be made permanent himself, but another caster or item must have the sufficient caster level. Failing to meet the requirement causes permanency to fail. The casting of permanency requires rare ungents and herbs worth 1,000 gold pieces times the level of the spell to be made permanent. If these are not present, the permanency fails. The target, if a creature, must have hit dice equal to the spell to be made permanent times three. For example, a 2nd level spell requires a creature with six hit dice. If your hit dice are lower than this, you suffer a penalty to constitution equal to the difference between your hit dice and the required level. For example, a 2nd level creature with a permanent see invisibility effect would suffer a -4 penalty to constitution. This penalty cannot be overcome in any way as long as the permanent spell remains on the creature. If the creature lacks a constitution score, the permanency fails instead.

In any case, a creature cannot have more than two permanent spells active on him. Additional permanency spells fail. If a creature is willing, a successful dispel magic check can dispel permanency and thus the spell is was making permanent.

The caster level of permanent spells is static if cast on another person or on an object/area. If you cast a permanent spell on yourself, the caster level scales with your caster level. A permanent spell is suppressed by an anti-magic field as normal and resumes as soon as the field is left. Dispel magic and other effects can suppress a permanent spell for 1d4*10 minutes on a successful dispel magic check.

Follow all that? Easy as can be, right? Good! Now I'm sure you're asking what spells qualify to be made permanent. Let's get into that right now! First of all, the ultimate choice of what spells can be made permanent lies with your DM! Make sure to ask him first of all. Beyond that, this list of handy guidelines can let anyone figure out of a spell should be allowed to be made permanent!

Good spells for permanency

Perception spells as established in the SRD permanency spell. For example, see invisibility, detect magic and read magic. These spells seldom cause balance issues, and are quite often cast repeatedly. Making these permanent makes everyone's life a little easier.
Spells with 1 hour/level or longer spells. For example, mage armor. These spells are often as good as permanent, especially if a higher level caster applies Extend Spell to them. Since they are, making them permanent doesn't change balance at all.
Out of battle utility spells. For example, light. These spells are often conveniences that impact gameplay in a minimal way, if at all. Unless this spell isn't suitable for the campaign, there's no reason not to allow them to be permanent.
Spells that streamline gameplay. For example, identify. These spells allow everything to work smoother. A smooth game makes things more fun for everyone, so this is a good reason to make a spell permanent.
Spells that can help correct a fundamental imbalance that can't be easily corrected otherwise. These are the hardest to qualify, as this comes down to DM judgment. If the question is 'Can making this spell permanent salvage something that is harming the game and that no other reasonable means can?', then it may qualify for this.

Bad spells to be made permanent

Spells with a duration of round/level or 1 min/level. For example, most of your favorite buffs. Most of the spells are powerful but short lived. Making them permanent can radically alter gameplay balance. This is a no-no!
Ability boosting spells, especially any that are non-enhancement bonus. For example, divine agility, inner beauty. These allow cheap stat boosts, and permanent, non-enhancement bonus stat boosts can cause stat bloat. These spells are rare and precious, allowing anyone to permanency them cheapens them and hurts balance.
Things that should be epic magic items. For the sake of style and balance I'd rather not. For example, permanent superior resistance. Style choice.
Spells that cost GP per casting or have a component like sacrifice/corruption. For example, sanctified magic or stoneskin. These spells are balanced on the assumption you pay a cost in casting them each time. They don't balance to the way permanency is designed.
Spells on an object or creature that you can't target them with. For example, righteous might or divine favor.  These spells can only be self targeted! So you can't put them on another person anyway, silly!

DM judgment is the final arbiter of any permanency request. Same as the DM having final say so on custom magical items. Before you ask me, review your spell. If it has more negative qualities than positive qualities, think twice about asking your DM! He'll probably say no, and you'll wonder why he's beating his head in with his DMG!
<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

#70
Earthbone Steel

This super-dense iron is mined in tiny deposits within Earth, usually no more than the size of a human's thumb. Thereafter it is smelted into steel through secret processes by the greatest blacksmiths of Earth. Earthbone Steel is approximately four times denser and heavier than steel. It possesses quadruple the hardness and hit points of normal steel. It is not suitable for slashing or piercing weapons, offering no benefit to them. Bludgeoning weapons deal double the normal damage dice when made of Earthbone Steel. For example, a heavy mace made of Earthbone Steel would deal a base of 2d8 damage. In addition, the critical hit multiplier of the bludgeoning weapon is increased by 1. When used to make armor, the base armor bonus of the armor is doubled. For example, full plate armor made of Earthbone Steel has an armor bonus of +16. Any armor made from Earthbone Steel is counted as heavy armor due to the extreme weight of the material. Earthbone Steel has no price, as it is jealousy horded. It is said it takes millennia to find enough deposits to craft a single weapon or suit of armor, and magic is ineffective at duplicating its extreme hardness.
<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

New Incantation, Fool Diabolical Eyes.

Fool Diabolical Eyes
Illusion (Glamer)
Effective Level: 12th.
Skill Checks: Knowledge (Arcana) DC 54, 9 successes; Knowledge (Planes) DC 54, 9 successes; Spellcraft DC 54, 9 successes.
Failure: Paranoia, Material Component Loss
Components: V, S, M
Casting Time: 9 days.
Range: Touch.
Area: 90ft radius from touched point.
Duration: Instantaneous.
Saving Throw: None.
Spell Resistance: No.

By means of ancient lore long lost to mortals, the caster renders the entire area completely invisible to those of lawful or evil alignment.  These creatures cannot perceive the warded area in any way, instead it appears to be utterly nondescript, matching the local area. See invisibility reveals nothing, nor do extra sensory abilities such as mindsight or blindsight help. Direct tactile contact will alert the target to something being there, but this in no way allows them to see it. Indirect cues and contact do not help - the target will see glitterdust lying on the nondescript ground rather than clinging to the hidden area, for example. Further, such creatures cannot even detect the magic of this incantation. A creature with True Seeing and Detect Magic (or greater magic that achieves the same function) is allowed a caster level check against DC 54. Success allows them to detect the magic of the incantation, and a DC 54 spellcraft check allows them to understand the illusion at work. On understanding it, the creature is immediately able to see past that instance of this ritual forevermore.

Non evil and non lawful creatures are not inhibited by this incantation's main effect. They may perceive the hidden terrain without difficulty. However, the magic of the incantation is still obscured to them.

Material Component

27 large bars of the purest silver, which crumble to dust and spread into the ground during the incantation. These bars cost a minimum of 90,000 gold.

Paranoia

On a failed incantation, the caster believes that THEY have detected his magic and disrupted it, and now they are coming for him.  This power is invariably a diabolical noble or figure of authority the caster despises. The caster will devote all of his resources to preparing and then taking a defensive position, waiting for the coming reprisals. This paranoia persists until a wish or miracle spell counters it.

Material Component Loss

For every successful check made before the incantation fails, one silver bar is consumed. These silver bars must be replaced before another attempt at the incantation.
<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 Master Ambassador. Nothing too interesting here, the new feats are cookie cutter and it makes a boring epic progression. You could make more custom feats playing with the concepts of a diplomat, but I'm not inclined to right now.

Epic Master Ambassador

Hit Die

d6

Skill Points at Each Additional Level

6 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8-
12+9-
13+9Bonus feat, favored embassy
14+10-
15+11-
16+12Bonus feat, favored embassy
17+12-
18+13-
19+14Bonus feat, favored embassy
20+15-

Favored Embassy (Ex)

At 13th level and every 3 levels thereafter, the epic Master Ambassador gains another Favored Embassy, or increases the bonuses of an existing embassy by two.

Bonus Feats

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

Epic Master Ambassador Bonus Feat List

Adaptable Diplomat, Epic Reputation, Epic Skill Focus, Extended Life Span, Great Ability(Charisma), Great Ability(Wisdom), Improved Embassy, Improved Insightful Acclimation, Planar Diplomat, Polyglot, Superior Initiative.
<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

I hate whomever designed Noble. The idea of gaining abilities in a consistent manner escaped them, so I had to make my own guesses on the preferred gain rates. Ah well. Anyway, on working with it, I'm struck by how Noble is essentially a pared down Bard. You get a watered down bardic knowledge (bonus class skill), watered down bardic music (inspire confidence and inspire greatness), watered down social skills/effects (favor) and watered down support (coordinate). In light of this I mostly repackaged the epic bard's feats and used them for Noble.

This build apparently conflicts with what I did with Empress Sulia, but apparently I deleted my notes on the epic noble progression I used for her. Oh well. Not a big deal.


Epic Noble

Hit Die

d8

Skill Points at Each Additional Level

4 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
21+15Favor+6, inspire confidence 6/day
22+16-
23+17Inspire greatness (5 allies)
24+18Bonus feat, coordinate+6
25+18Inspire confidence 7/day
26+19Favor+7, inspire greatness (6 allies)
27+20-
28+21Bonus feat, coordinate+7
29+21Inspire confidence 8/day, inspire greatness (7 allies)
30+22-

Favor (Ex)

At 21st level and every 5 levels thereafter, the epic Noble's favor score increases by one.

Inspire Confidence (Ex)

At 21st level and every 4 levels thereafter, the epic Noble gains another daily use of Inspire Confidence.

Inspire Greatness (Ex)

At 23rd level and every 3 levels thereafter, the epic Noble can affect an additional ally with Inspire Greatness.

Coordinate (Ex)

At 24th level and every 4 levels thereafter, the epic Noble's Coordinate bonus rises by one.

Bonus Feats

An epic Noble gains an epic bonus feat at level 24 and every 4 levels thereafter.

Epic Noble Bonus Feat List

Additional Magic Item Space, Armor Skin, Epic Aid, Epic Coordinate, Epic Favor, Epic Reputation, Epic Skill Focus, Great Ability(Charisma), Group Aid, Improved Favor, Inspire Nobility, Lasting Aid, Noble's Ego, Polyglot.
<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

New Incantation, Repel the Crawling Ones.

Repel the Crawling Ones
Abjuration
Effective Level: 3rd.
Skill Checks: Knowledge (Nature) DC 23, 2 successes.
Failure: Reversal.
Components: V, S, M.
Casting Time: 30 minutes.
Range: Touch.
Area: 100ft radius from touched point.
Duration: Permanent.
Saving Throw: See text.
Spell Resistance: No.

By drawing strange and non-linear symbols that repel vermin, you ward an area against intrusion by them. No creature of the vermin type can enter the warded area, by free will or by being forced. If attempted to be forced, the vermin will be pushed back by an equal force. Intelligent vermin are allowed a DC 23 will save to overcome this effect. A dispel magic effect can end this incantation. (Treat this incantation's caster level as 5 for the sake of this.)

Material Components

Oil and concentrated pungent smoke that costs no less than 200 gold.

Reversal

If the incantation is failed, vermin are instead inexorably drawn to the warded area.
<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?