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Started by Anastasia, April 28, 2014, 03:56:16 AM

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Anastasia

#120
Epic Knight

Hit Die

d12

Skill Points at Each Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
21+21-
22+22-
23+23Bonus feat
24+24-
25+25Fighting challenge+5
26+26Bonus feat
27+27-
28+28-
29+29Bonus feat, shield block+4
30+30-

Note: Shield block is houseruled to apply to all targets at all times, in the same way dodge now grants a flat +1 dodge bonus to armor class rather than against a single target.

Knight's Challenge (Ex)

An epic knight continues to gain knight's challenges equal to 1/2 her level plus her Charisma modifier.

Fighting Challenge (Ex)

At 25th level and every 6 levels thereafter, the morale bonus to Will saves, attack rolls and damage rolls increases by 1.

Shield Block (Ex)

At 29th level and every 9 levels thereafter, the bonus to shield AC from shield block rises by 1.

Bonus Feats

An epic knight gains an epic bonus feat at level 23 and every 3 levels thereafter.

Epic Knight Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Epic Shield Ally, Epic Toughness, Improved Combat Reflexes, Improved Whirlwind Attack, Knight's Defense, Knight's Endurance, Knight's Presence, Knight's Will, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Shield Barrier, Shield Evasion, Spellcasting Harrier, Superior Initiative, Two-Weapon Rend.

Knight's Presence [Epic]
Prerequisite: Fighting Challenge (Daunting Challenge), cha 19
Benefit: The DCs from your various fighting challenge abilities rises by 2. In addition, you may reduce the minimum Intelligence for your fighting challenge abilities to work by 1.
Special: You can select this feat more than once. The bonus to DCs stack. The bonus to minimum Intelligence stacks, to a minimum of 1.

Knight's Defense [Epic]
Prerequisite: Shield Block+3, Shield Evasion
Benefit: Your bonus from shield block rises by 2 and you gain a 25% miss chance whenever you use a shield. This applies to all attacks that target you, including spells, but not effects such as a spread or area attack.
Special: You can select this feat more than once. The bonus to shield block stacks. The miss chance stacks twice, to a maximum of 50%.

Knight's Will [Epic]
Prerequisite: Fighting Challenge (Loyal Beyond Death), con 25
Benefit: You may use your Loyal Beyond Death ability to delay the effects of abilities that would utterly destroy you, such as disintegration. While you are under the effect of loyal beyond death, effects that would destroy your body do not do so until you cease to use loyal beyond death. You still take the damage these effects would deal, and sufficient healing will still prevent your death.

Knight's Endurance [Epic]
Prerequisite: One of Epic Fortitude, Reflexes or Will, Impetuous Endurance
Benefit: Instead of automatically failing a saving throw on a natural 1, you treat the result as a 10 instead.

Epic Shield Ally [Epic]
Prerequisite: Improved Shield Ally
Benefit: You may now absorb all the damage directed at an adjacent ally. You need not use an immediate action to use your shield ally ability and may choose to absorb an attack as a free action. In addition, you now have the ability to absorb damage from spells and other effects (but not ongoing effects, such as being on fire or poisoned).
<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 Shadowbane Stalker

Hit Die

d8

Skill Points at Each Additional Level

6 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+8Discover subterfuge+8+1 divine
12+9Sneak attack+4d6+1 divine
13+9Sacred stealth+12+1 divine
14+10Bonus feat, discover subterfuge+10+1 divine
15+11Sneak attack+5d6+1 divine
16+12-+1 divine
17+12Discover subterfuge+12+1 divine
18+13Bonus feat, sneak attack+6d6+1 divine
19+14Sacred stealth+16+1 divine
20+15Discover subterfuge+14+1 divine

Sacred Stealth (Su)

At 13th level and every 6 levels thereafter, the epic shadowbane stalker's bonus from Sacred Stealth rises by 4.

Discover Subterfuge (Ex)

At 11th level and every 3 levels thereafter, the epic shadowbane stalker's bonus from Discover Subterfuge rises by 2.

Sneak Attack (Ex)

At 12th level and every 3 levels thereafter, the epic shadowbane stalker's sneak attack rises by 1d6.

Bonus Feats

An epic shadowbane stalker gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Shadowbane Stalker Bonus Feat List

Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy.
<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

Changelog:
Spoiler: ShowHide


- K:P ranks prerequisite reduced to 12.
- Now requires greater spell focus (conjuration) as a prerequisite feat.
- Replace energy substitution with epic spell focus (conjuration) as a prerequisite.
- Slightly reworded the spellcasting requirements.
- Added all knowledge skills as class skills, to better suit wizards who select this class.
- Increased the prerequisite number of planes visited to 5.
- Improved to a 7/10 casting class instead of 5/10.
- Naturalization's gain rate decreased to +1 every 5 levels.
- Naturalization's benefits expanded.
- Cosmic connection gained 3 levels earlier.
- Doubled the damage for each +1 cosmic connection provides.

There's no really huge changes as much as a lot of little tweaks.


Cosmic Descryer

Hit Die

d4

Requirements

Skills

Knowledge (Planes) 12 ranks

Feats

Spell Focus (Conjuration), Greater Spell Focus (Conjuration)

Epic Feats

Epic Spell Focus (Conjuration)

Spells

Able to cast gate and either greater planar ally or greater planar binding.

Special

Must have traveled to at least five planes that are not your native plane.

Class Skills

The cosmic descryer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
1+0Superior planar summoning (+4 HD)-
2+1Naturalization (1 plane)+1 level of existing class
3+1Enduring gate (1 day)+1 level of existing class
4+2Cosmic connection 1/day-
5+2Bonus feat, superior planar summoning (+8 HD)-
6+3Enduring gate (2 days)+1 level of existing class
7+3Naturalization (2 planes)+1 level of existing class
8+4Cosmic connection 2/day+1 level of existing class
9+4Enduring gate (3 days), superior planar summoning (+12 HD)+1 level of existing class
10+5Bonus feat+1 level of existing class

Superior Planar Summoning (Ex)

Beginning at 1st level, the cosmic descryer can increase the power of any of the following spells-elemental swarm, gate, greater planar ally, greater planar binding, summon monster IX, or summon nature's ally IX-to affect or summon outsiders of 4 Hit Dice higher than the spell's normal limit or conjure creatures with 4 Hit Dice of advancement. Every four levels thereafter, the cosmic descryer can increase the number of extra Hit Dice by 4.

Naturalization (Ex)

Starting at 2nd level, the cosmic descryer develops a natural affinity for one plane that she has visited. She chooses a plane she has visited. While on that plane, she is treated as being a native of that plane. She is immune to the natural conditions and traits of that plane unless she chooses otherwise. She may use her own alignment or the alignment of the plane (if any) for effects that target while on the plane. For example, a neutral evil cosmic descryer who chooses Arborea could have her alignment count as good and chaotic or evil for effects while on Arborea. She may choose which applies to her for each effect. At 7th level and every 5 levels thereafter, the cosmic descryer may choose another plane to gain these benefits on.

Enduring Gate (Su)

Starting at 3rd level, as a full-round action, the cosmic descryer can make any casting of the gate spell remain for a full day, rather than disappearing after 1 round per caster level. Every three levels thereafter, the cosmic descryer can increase the duration of gate by one additional day.

Cosmic Connection (Su)

At 4th level, the cosmic descryer may join with the massive energy of the multiverse once per day, plus one additional time per day every five levels thereafter. The cosmic descryer can remain connected for a number of minutes equal to his or her class level. While connected, the character is immune to critical hits, is a native on any plane he or she visits, and can use dimension door at will as a 20th-level caster. The cosmic descryer can draw off excess energy from the multiverse itself to increase his or her effective caster level or enhance any attack roll, saving throw, skill check, or ability check. Drawing off excess energy from the multiverse is dangerous, and it deals the cosmic descryer 10 points of damage for each +1 bonus applied to a single roll or +1 caster level on a single spell.

Bonus Feats

A cosmic descryer gains an epic bonus feat at level 5 and every 5 levels thereafter.

Cosmic Descryer Bonus Feat List

Automatic Metamagic, Efficient Item Creation, Enhance Spell, Epic Crafting, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Mastery, Spell Opportunity, Spell Stowaway, Spontaneous Spell, Tenacious Magic.

Easier Management of Advanced Summons

The time and effort to generate advanced summons can be prohibitive. For quicker generation, the following bonuses can be applied. These bonuses are not perfectly accurate but summarized and condensed for ease of use.

- Increase maximum hit points by the following, depending on the summoned creature's hit dice: 10 (d4s), 14 (d6s), 18 (d8s), 22 (d10s), 26 (d12s). Then multiply the summoned creature's Constitution modifier by its hit dice (including the ones provided by this ability) and add that number to its maximum hit points as well.
- Increase all attack rolls by the following, depending on the summoned creature's base attack bonus progression: +2 (if as a wizard), +3 (if as a cleric), +4 (if as a fighter). If the summoned creature uses a weapon capable of iterative attacks, add this bonus and the creature's BAB together to determine iterative attacks. This increase to attack rolls also applies to CMB and CMD.
- Increase all save DCs that use the creature's hit dice in the calculation by 2.
- Increase the caster level of any spell-like abilities of the summoned creature by 4.
- If the creature's is a non-epic creature (below 21 hit dice), increase good saves by 2 and bad saves by 1.
- If the creature is an epic creature (21 or more hit dice), increase all saves by 1.
- Increase all the creature's skills by 4.

In addition, the following can be applied as well, but they take more time to properly apply.

- Increase one of the summoned creature's ability scores by 1. Recalculate any relevant values if this increases the creature's ability modifier. An ability of null (0) cannot be raised, nor can an ability that would cause the creature's type to change (such as increasing an animal's Intelligence to 3 or higher).
- Add a new feat to the creature. For the sake of ease, it's recommended to choose simple feats such as toughness, improved initiative, great fortitude and so forth.

For each additional 4 hit dice of advancement, apply these bonuses again.
<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

#123
Epic Frenzied Berserker

Hit Die

d12

Skills at Each Additional Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Frenzy 6/day
12+12Inspire frenzy 4/day
13+13Bonus feat, frenzy 7/day
14+14Inspire frenzy 5/day
15+15Frenzy 8/day
16+16Bonus feat, inspire frenzy 6/day
17+17Frenzy 9/day
18+18Inspire frenzy 7/day
19+19Bonus feat, frenzy 9/day
20+20Inspire frenzy 8/day

Frenzy (Ex)

At 11th level and every two levels thereafter, the epic frenzied berserker gains another daily use of frenzy.

Inspire Frenzy (Ex)

At 12th level and every two levels thereafter, the epic frenzied berserker gains another daily use of inspire frenzy.

Bonus Feats

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

Epic Frenzied Berserker Bonus Feat List

Note: For the feats Chaotic Rage, Incite Rage, Ruinous Rage, Terrifying Rage and Thundering Rage, it's recommended to allow them to also apply to frenzy.

Armor Skin, Chaotic Rage, Damage Reduction, Deathless Body, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Fast Healing, Incite Rage, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Legendary Wrestler, Mighty Frenzy, Mindless Fury, Overwhelming Critical, Ruinous Rage, Terrifying Rage, Thundering Rage.

Deathless Body [Epic]
Prerequisite: Deathless Frenzy, con 25
Benefit: You are much harder to kill. Lower the amount of damage needed to kill you by 40 points. For example, taking this feat means that you do not die until you reach -50 hit points, rather than -10 hit points. All other rules for being reduced to below zero hit points continue to apply.
Special: You may select this feat more than once. Its benefits stack.

Mighty Frenzy [Epic]
Prerequisite: Greater Frenzy, str 21
Benefit: Your bonus to strength during a frenzy increases to +14 from +10.

Mindless Fury [Epic]
Prerequisite: Greater Frenzy, Iron Will
Benefit: While in a frenzy your mind can only perceive violence and rage. As a result of this, you are immune to mind-affecting effects, save for those that directly lead to more violence. You would be immune to calm emotions or charm person, but not to a suggestion to kill a nearby goblin. You are still entitled to any saving throw as normal for abilities that still affect you.
<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

This is just generally tweaked up for epic.

Legendary Dreadnought

Hit Die

d12

Requirements

Base Attack Bonus

+21

Skills

Intimidate 15 ranks

Feats

Toughness, Improved Bull Rush

Epic Feats

Great Ability (Strength or Constitution)

Class Skills

The legendary dreadnaught's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and Swim (Str).

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
1+1Unstoppable 2/day
2+2Unmovable 2/day
3+3Shrug off punishment
4+4Thick skinned
5+5Bonus feat
6+6Unstoppable 4/day
7+7Unmovable 4/day
+8+8Shrug off punishment
+9+9Thick skinned
+10+10Bonus feat

Unstoppable (Ex)

At 1st level, the legendary dreadnought can concentrate his or her power, gaining a +20 bonus on his Strength check to break or burst a door or item twice per day, plus two additional times per day every five levels thereafter. As a special use of this ability, the legendary dreadnought can attempt to break a wall of force (Strength DC 32, and the character applies his or her unstoppable bonus to this check as well). Alternatively, the legendary dreadnought can apply the +20 bonus to a single attack roll.

Unmovable (Ex)

At 2nd level, the legendary dreadnought can concentrate his or her power, making him or herself unmovable twice per day, plus two additional times per day every five levels thereafter. This power grants the character a +20 bonus on any one of the following:

A CMD check made to avoid being grabbed with the improved grab ability.

A CMD check to avoid the effects of a bull rush, trip attempt, or similar effect.

A CMD check against any effect that would move the character either physically or magically.

Any one saving throw. If an effect that would move the character either physically or magically does not normally allow a saving throw, the legendary dreadnought can use this ability to gain a Will saving throw. He or she still gains the +20 bonus on the saving throw in such a case.

Shrug off Punishment (Ex)

The legendary dreadnought gains a +2 bonus to Constitution at 3rd level and +2 more every five levels thereafter.

Thick Skinned (Ex)

At 4th level, the legendary dreadnought gains damage reduction 5/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, the Damage Reduction feat, and this ability itself. The damage reduction improves by 5 points every five levels thereafter.

Bonus Feats

A legendary dreadnaught gains an epic bonus feat at level 5 and every 5 levels thereafter.

Legendary Dreadnaught Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Fortitude, Epic Prowess, Epic Toughness, Epic Will, Fast Healing, Force Breaker, Great Ability (Strength or Constitution only), Overwhelming Critical, Penetrate Damage Reduction

Force Breaker [Epic]
Prerequisite: Unstoppable 2/day, str 25
Benefit: You can break walls of force and similar force effects without using unstoppable. The DC to do so remains the same, though you do not gain unstoppable's +20 bonus when doing so. In addition, a successful melee attack against a creature with a force effect granting it a bonus to armor class automatically ends the effect.
<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

#125
Combining Damage Reductions

Note: These rules are meant for high to epic level games where damage reduction is common. These characters can deal with damage reduction in myriad ways. As such, these rules are best used with caution in low level games.

When a creature already possesses permanent damage reduction and gains a new source of damage reduction, the two types combine. This follows the rules outlined below. Note that certain types of permanent damage reduction, such as taking the Damage Reduction epic feat more than once, stack with themselves. In those cases these rules aren't used.

* Damage reduction/- never combines. Unlike other types of damage reduction, it is possible to have this with another type of damage reduction. If damage reduction/- is the highest damage reduction a creature possesses, the other type of damage reduction is lost.
* The higher number is used. A creature with damage reduction 5/cold iron and damage reduction 10/magic takes the ten and discards the five.
* A creature's damage reduction can comprise of several conditions. Conditions stack with the following exceptions. A creature may only have one material (such as silver or cold iron) in its damage reduction. When there is a choice of more than one material, choose whichever fits the current creature better. A creature may only have one damage type (such as piercing, slashing or bludgeoning) in its damage reduction. A creature may not have conflicting alignment types in its damage reduction (such as good and evil or anarchic and axiomatic), choose whichever fits the creature best.  Damage reduction/magic is superseded and replaced by damage reduction/epic.
* Creatures with unique types of damage reduction do not lose them, even when the rules above would dictate otherwise. For instance, a creature with damage reduction of cold iron and silver would maintain both of those.
* In otherwise unusual cases, use your best judgment.

Examples:

Damage reduction 5/cold iron + damage reduction 10/magic = damage reduction 10/cold iron and magic
Damage reduction 15/magic and evil + damage reduction 15/epic = damage reduction 15/epic and evil
Damage reduction 3/- + damage reduction 15/anarchic and cold iron = damage reduction 15/anarchic and cold iron AND damage reduction 3/-
Damage reduction 5/slashing + damage reduction 10/silver + damage reduction 5/axiomatic = damage reduction 10/axiomatic, silver and slashing.
<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

This is a variant of invisible blade that Merc made. I'm posting it here for the sake of easy reference. Any comments should be directed at him.

Invisible Blade

Hit Die

d8

Requirements

Skills

Balance 6 ranks, Bluff 8 ranks, Sense Motive 6 ranks

Feats

Combat Expertise, Point-Blank Shot, Weapon Finesse

Special

Must have the sneak attack special attack

Special

Must defeat a worthy opponent in single combat with only daggers

Class Skills

The invisible blade's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleigh of Hand (Dex), Spot (Wis) and Tumble (Dex)

Skill Points at Each Level

6 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveInspiration PointsSpecial
1+1+0+2+0-Dagger aptitude, dagger sneak attack+1d6
2+2+0+3+01Inspiration, ricochet daggers
3+3+1+3+11Dagger sneak attack+2d6, uncanny feint
4+4+1+4+11Bleeding wound
5+5+1+4+11Dagger sneak attack+3d6, unfettered defense
6+6+2+5+22Improved ricochet
7+7+2+5+22Dagger sneak attack+4d6, fearless
8+8+2+6+22Master of skullduggery
9+9+3+6+32Dagger sneak attack+5d6
10+10+3+7+33Storm of flying daggers

Note: For the sake of this class, a dagger can also mean any dagger-like weapon, such as a punching dagger or kukri. Other weapons may qualify at the DM's discretion.

Dagger Aptitude (Ex)

You have focused all of your weapon training towards daggers and as a result you may gain great skill with these specific weapons.

You may treat levels in invisible blade as if they were fighter levels for the purpose of qualifying for feats requiring a minimum number of fighter levels (such as Weapon Specialization), but only for daggers.

You may also apply feats that apply to daggers to any weapon that also counts as a dagger for this class. For example, Weapon Focus (Dagger) would also apply to kukris.

Dagger Sneak Attack (Ex)

You gain the sneak attack ability (see the description of the rogue class for more details) if you do not already have it, but the extra damage only applies to sneak attacks made with a dagger.

This extra damage is 1d6 at the 1st level, and it increases by 1d6 every two invisible blade levels thereafter.

Inspiration

At 2nd level and every four invisible blade levels thereafter, you gain a point of inspiration. Refer to the factotum class ability of the same name for how this ability works.

Ricochet Daggers (Ex)

You understand the intricacies of daggers so well that not only can you hurl any dagger as if it was meant to be thrown, but the weapon will ricochet right back into your hands after the attack has completed.

At 2nd level, you may spend 1 inspiration point to treat your weapons as if they have the Returning and Throwing magical weapon special properties until the start of your next turn. You may use this ability as a free action on your turn.

You may only use Ricochet Daggers when wielding daggers.

Uncanny Feint (Ex)

At 3rd level, you gain the ability to feint in combat as a move action instead of a standard action. If you also have the Improved Feint feat, you may instead feint in combat as a swift action.

You may only use Uncanny Feint when wielding daggers.

Bleeding Wound (Ex)

At 4th level, when you make a successful dagger sneak attack you may choose to sacrifice 1d6 points of dagger sneak attack damage to deal a bleeding wound. Such an attack deals damage as normal in the round when the attack hits. Thereafter, the wound bleeds for 1 point of damage per round on the wounded target's turn. Multiple wounds result in cumulative bleeding loss.

The bleeding can only be stopped by a DC 15 Heal check or the application of any healing spell or ability. Creatures immune to sneak attack damage are immune to bleeding wounds as well.

Unfettered Defense (Ex)

Beginning at 5th level, you gain your Intelligence bonus as a bonus to Armor Class. If you are caught flat-footed or are otherwise denied the Dexterity modifier to Armor Class, you also lose this bonus.

Unfettered Defense only functions when wielding daggers and wearing no armor.

Improved Ricochet (Ex)

Beginning at 6th level, any time you make a ranged attack with a thrown dagger, the weapon immediately returns to you and you can catch it as a free action (as opposed to returning to you at beginning of your next turn). This ability allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.

In addition, whenever you make an attack with a thrown dagger from a threatened square, you do not provoke attacks of opportunity.

Fearless (Ex)

Beginning at 7th level, your confidence in your abilities makes it difficult to influence you. Add a +4 bonus to will saves against fear and compulsion effects when wielding daggers.

Master of Skullduggery (Ex)

Beginning at 8th level, you gain your Intelligence bonus as a modifier on Bluff, Intimidate, Sense Motive and Sleigh of Hand skill checks. Additionally, you may take 10 on these skill checks, even if stress and distractions would normally prevent you from doing so.

Storm of Flying Daggers (Ex)

At 10th level, your mastery over daggers has become unparalleled. As a full round action, you may spend three inspiration points to hurl one or more daggers and attack as many targets as you wish that are within 50 feet of you (as thrown weapons have a maximum range of five range increments).

You must make a ranged attack at your highest attack bonus against each target, calculating range and cover penalties from your position in the battlefield. If you are using multiple weapons with different enchantments, you must state which weapon is being used against which target before attacking.

You may only target each individual foe once per use of this 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

#127
This class is tied to the group described in this post. It's a more hands on take for the Fleshknowers, but sometimes you need that sort of approach. Anyway, it's a quirky little class that does its own thing rather than building on another class. It feels like something a Races of Stone based PC would take.

Acolyte of the Fleshknowers

Hit Die

d8

Requirements

Creature Type

Giant, Humanoid or Monstrous Humanoid

Base Attack Bonus

+5

Skills

Knowledge (Planes) 4 ranks

Feats

Endurance, Toughness

Special

Must speak Terran

Special

Must not have the air subtype

Class Skills

The acolyte of the fleshknower's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Planes) (Int), Ride (Dex) and Swim (Str).

Skill Points at Each Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Elemental mind, skin of Earth (+1)
2+2+3+0+0Elemental eyes
3+3+3+1+1Skin of Earth (+2)
4+4+4+1+1Manifest elemental (large), push
5+5+4+1+1Mettle, skin of Earth (+3)
6+6+5+2+2Damage reduction 2/-
7+7+5+2+2Earth's vitality, skin of Earth (+4)
8+8+6+2+2Earth mastery, manifest elemental (huge)
9+9+6+3+3Damage reduction 4/-, skin of Earth (+5)
10+10+7+3+3Earth glide

Elemental Mind (Ex)

An acolyte of the fleshknowers is possessed by an earth elemental, who learns from the acolyte and in turn shares his own wisdom with him. The acolyte gains a bonus equal to his acolyte of the fleshknowers level to Concentration checks, as well to as Appraise, Craft and Profession checks related to gems, metals, stone or anything that comes from the earth. The acolyte also gains this bonus to Use Magic Device checks when the check would use an item that would invoke a spell or similar ability with the earth descriptor; the acolyte may make this check untrained.

This power comes at a price. The elemental within the acolyte studies the acolyte's knowledge of mortal affairs. This slowly drains the acolyte's knowledge while the knowledge of the elemental warps the acolyte's mindset. The acolyte suffers a penalty equal to his acolyte of the fleshknowers level to all Charisma based skill checks (except for Use Magic Device checks as described above). This penalty does not apply when dealing with creatures with the earth subtype or natives from Earth.

Skin of Earth (Ex)

At 1st level and every 2 levels thereafter, the skin of the acolyte's becomes more like stone. This increases the natural armor bonus of the creature by 1. This stacks with any existing natural armor bonus the acolyte has.

Elemental Eyes (Ex)

At 2nd level, the acolyte's vision improves so that he can see in darkness. He gains darkvision 60ft. If he already has darkvision, increase the range of that darkvision by 60ft instead.

Manifest Elemental (Sp)

The acolyte of the fleshknowers can manifest the elemental that possesses it. As a standard action, the acolyte can have a large earth elemental appear within 30ft. The elemental is friendly to the acolyte and fights to the best of its ability. The elemental can be manifested once per day and for a number of rounds equal to the acolyte's hit dice. If reduced to zero hit points or otherwise slain, the elemental cannot be manifested for 24 hours. This is the equivalent of a 6th level spell.

At 8th level, the acolyte can instead manifest a huge earth elemental. This is the equivalent of a 7th level spell.

Push (Ex)

At 4th level, the acolyte gains improved bull rush as a bonus feat. If he already has this feat, he may select another feat that he qualifies for.

Mettle (Ex)

Once the acolyte reaches 5th level, if he makes a successful Fortitude or Will save that would normally reduce (rather than negate) a spell's effect, he suffers no effect from the spell at all. Only those spells with a saving throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Damage Reduction (Ex)

At 6th level, the acolyte's body becomes even more like an earth elemental's. They gain damage reduction 2/-. This rises to 4/- at level 9.

Earth's Vitality (Ex)

At 7th level, so long as the acolyte is in contact with the ground, he does not need to breathe.

Earth Mastery (Ex)

The acolyte gains a +1 bonus to attack and damage rolls if both he and his target are on the ground. If his target is air or waterborne, he suffers a -4 penalty to attack and damage rolls instead.

Earth Glide (Ex)

A master acolyte of the fleshknowers can go through dirt or stone as easily as a fish swims through water. This is identical to an earth elemental's earth glide 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

Nothing fancy here. Earth elementals are direct and unimaginative, and thus so are the benefits here.

Epic Acolyte of the Fleshknowers

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Elemental mind, skin of Earth (+6)
12+12Damage reduction 6/-
13+13Bonus feat, skin of Earth (+7)
14+14-
15+15Damage reduction 8/-, skin of Earth (+8)
16+16Bonus feat
17+17Skin of Earth (+9)
18+18Damage reduction 10/-
19+19Bonus feat, skin of Earth (+10)
20+20-

Elemental Mind (Ex)

The various bonuses and penalties to skills from elemental mind continue to equal your acolyte of the fleshknowers level.

Skin of Earth (Ex)

At 11th level and every 2 levels thereafter, the acolyte's natural armor bonus increases by 1.

Damage Reduction (Ex)

At 12th level and every 3 levels thereafter, the acolyte's damage reduction increases by 2.

Bonus Feats

An acolyte of the fleshknowers gains an epic bonus feat at level 13 and every 13 levels thereafter.

Acolyte of the Fleshknowers Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Energy Resistance, Epic Endurance, Epic Prowess, Epic Toughness, Fast Healing, Improved Combat Reflexes, Improved Darkvision, Improved Manifest Elemental, Overwhelming Critical, Perfect Health, Spellcasting Harrier.

Improved Manifest Elemental
Prerequisite: Manifest Elemental (Huge)
Benefit: When you use your manifest elemental ability, you may instead summon a greater earth elemental. This is the equivalent of an 8th level spell.
<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

#129
This is a classic case of a good class that provides nothing to work with for an epic PrC. I use this PrC enough that I'm sure later NPCs will have custom epic feats that draw on it, so more will be coming then.

Epic Church Inquisitor

Hit Die

d8

Skill Points at Each Additional Level

4 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+8-+1 divine
12+9-+1 divine
13+9-+1 divine
14+10Bonus feat+1 divine
15+11-+1 divine
16+12-+1 divine
17+12-+1 divine
18+13Bonus feat+1 divine
19+14-+1 divine
20+15-+1 divine

Bonus Feats

An epic church inquisitor gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Church Inquisitor Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Permanent Emanation, Spectral Strike, Spell Stowaway, Spell Opportunity, 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

Defiant is a PrC that does not deliver with its mechanics and overall package. There's not much to work with for an epic progression either. I may rewrite defiant some day, and if I do, this will be revised as well.

Epic Defiant

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8-
12+9-
13+9Bonus feat
14+10-
15+11Aligned strike 3/day
16+12Bonus feat
17+12-
18+13-
19+14Bonus feat
20+15Aligned strike 4/day

Aligned Strike (Su)

At 15th level and every 5 levels thereafter, the epic defiant gains another daily use of aligned strike.

Bonus Feats

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

Epic Defiant Bonus Feat List

Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical, Dire Charge, Divine Rejection, Energy Resistance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Will, Extended Life Span, Fast Healing, Improved Aligned Strike, Improved Divine Cancellation, Overwhelming Critical, Penetrate Damage Reduction, Perfect Health, Polyglot, Spellcasting Harrier.

Divine Rejection [Epic]
Prerequisite: Divine Interference, cha 19
Benefit: The DC to cast a divine spell within 30ft of you increases by 4. If a divine spell fails due to this ability, the caster is momentarily stunned and drops his defenses. Treat this as the caster provoking an attack of opportunity.
Special: This feat may be taken more than once. The increase to the DC to cast a divine spell stacks.

Improved Aligned Strike [Epic]
Prerequisite: Aligned Strike 2/day, cha 19
Benefit: When you align a weapon with align strike, you may choose two alignments (chaotic, evil, good or lawful) for the weapon to count as. You may not choose opposing alignments (good and evil, lawful and chaotic). In addition, the duration of aligned strike is doubled.

Improved Divine Cancellation [Epic]
Prerequisite: Divine Cancellation, cha 21
Benefit: You may use your divine cancellation ability without readying an action to do so. You may use it as many times per round as you wish, even if you are flat footed. Doing so does not count against your next turn's actions.
<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

#131
Alternate Class Feature: Practical Defense

Some healers rely on a supernatural aura of sanctity to protect them. Others learn how to defend themselves in a more direct manner.

Class: Healer.

Level: 3rd.

Replaces: If you select this alternate class feature, you do not gain aura of protection.

Benefit: You may add your Wisdom modifier as a sacred bonus to armor class. This bonus applies even when you wear armor.
<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

#132
As always, Shar offers great power. This alternate class feature is designed to be strong, as in Balmuria Shar's power is waxing in accordance to the prophecy of Primus.

Alternate Class Feature: Shar's Wisdom

Those that follow Shar do not gain a companion, but rather a glimpse into her destructive knowledge.

Class: Hexblade.

Deity: Shar

Level: 4th.

Replaces: If you select this alternate class feature, you do not gain a familiar.

Benefit: Choose one of the domains that Shar offers. You gain the granted power of that domain. If the granted power references your cleric level, you may use your hexblade level in place of it. Add your chosen domain's spells as bonus hexblade spells known.

Shar offers the following domains: Beguilement, Cavern, Darkness, Envy, Evil, Knowledge, Loss, Night, Pride and Vile Darkness.
<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: Strongman

You inspire loyalty not through managing people and bold encouragement, but rather through sheer terror.

Class: Marshal.

Level: 1st.

Replaces: If you select this alternate class feature, you do not gain skill focus(diplomacy).

Benefit: You gain skill focus(intimidate) as a bonus 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

#134
New Demiplane: Sylica

It is a realm of paradise.

It is where wounds are a passing memory.

It it where angels tread.

Sylica is a finite demiplane of many sections, mimicking various good aligned planes. The high mountains and fjords of Ysgard can be found next to the cities of Brightwater and Dweomerheart, while the planes of Elysium are a few miles away, with sylvan forests around the next bend in the road. Each realm is represented in it's way, all merging together to form a complete world of paradise.

More than anything else, Sylica is a place of glory and peace.

Sylica Traits

- Normal gravity

- Normal time

- Finite size: Sylica is a circular realm about 300 miles in diameter. It's edges are a sea of brilliant light that block all attempts to go further. As Alicia and Syala grow into their divine power, the demiplane will likely increase in size as they perfect their divine realm.

- Divinely morphic : Certain powerful creatures (Alicia and Syala) can alter Sylica with a thought. Normal creatures find Sylica as easy to alter as the Prime Material Plane.

- No elemental traits

- Minor positive dominant: Pain and suffering is a passing memory in Sylica. All creatures within the demiplane gain fast healing 2.

- Mildly good aligned: Evil creatures in Sylica suffer a -2 penalty to all Charisma based checks.

- Enhanced magic: Spells and spell-like abilities from the healing subschool are cast at +1 caster level. Spells or spell-like abilities with the good descriptor gain the same benefit. This bonuses rises to +3 total for a spell or spell-like from the healing subschool with the good descriptor.

- Impeded magic: Spells and spell-like abilities from necromancy school are cast at -1 caster level. Spells or spell-like abilities with the evil descriptor suffer the same penalty. This penalty rises to -3 total for a necromantic spell with the evil descriptor.

Sylica Links

Sylica borders Ysgard as an attached demiplane. The only entrance is a single, semi hidden portal on Ysgard. At the sea of light at the edges of Sylica, it is possible to plane shift out, but not in.

Sylica Inhabitants

Sylica is dominated by celestial wild animals of all types, as the realm's development is largely centered on Mercia. Celestials of all types can be found, as well as mortals exploring the realm. There is a smattering of odder creatures yet, including a rather large colony of phase spiders. These spiders were aided and rescued by Alicia and Syala, an unlikely addition to the realm that has borne fruit. Phase spiders since born in Sylica have the celestial creature template and are more pleasing to look at than a typical spider.

Movement and Combat

Movement on Sylica is the same as on the Prime Material Plane, as is combat. The only exception is that the realm's fast healing can prolong battles.

Features of Sylica

Mercia

The only true city in Sylica, Mercia is an open city of wide roads and expansive plazas, most structures lying low to the ground with the exception of the occasional tower built either for defense or aesthetic. A wide and fast river cuts through the middle of the city, spanned by several arcing bridges - boat races are a common pastime for the inhabitants, and they're often joined by celestial dolphins who gambol playfully in the waters and are quick to come to the aid of any who fall overboard. The palace of Liberton lies near the East bank of the river, set apart from its surroundings by a large courtyard where parades and celebrations are often held. Most of Alicia and Syala's court reside here, and they are generally quite available to petitioners.

Opal Mountain

The tallest mountain in Sylica, this striking peak stabs into the sky almost like a needle, it's summit perpetually wreathed in opalescent magical fire that gives it it's name. Many archons have made their homes here since moving to Sylica, dividing the peak into layers that imitate the holy mountain of Celestia. Antenora, the Opal Angel of Redemption holds dominion over the summit, safeguarding newly arrived souls before they fall down onto the surrounding landscape like shooting stars upon their rebirth.

Wychwood

The largest forest in Sylica, covering several thousand square miles, this trackless forest is mostly uninhabited except by celestial wildlife. A single elder treant has made his home deep in the forest, enjoying the chance for silent contemplation in this new realm after tiring of his more populated forest in Elysium. A band of enterprising fairies have set themselves to the task of exploring and mapping the forest, but careful observers note their maps change constantly - whether this is due to the whimsical nature of the explorers or of the forest's shifting nature is left unanswered.

Felic Gate

At present the only portal to and from Sylica, this sixty foot wide gateway is set into the sheer cliff-face of an upthrust mountain, surrounded by a gently curved valley that slopes downwards, framing a view of Mercia in the near distance and the surrounding plains and rivers, with the Opal Mountain clearly visible on the horizon. Befitting Sylica's welcoming nature, the valley is well traveled with a clearly laid out path guiding those coming or going from the plane from Mercia to the Gate itself. However, it is also well defended against attack, with a Grandchild of Jormugandr making his lair here and the area frequently patrolled by the Felis Knights, a group primarily made up of bralani eladrin who ride celestial tigers - individuals can generally pass unopposed unless they appear clearly hostile, but larger groups can expect to be approached by the guardians to determine their intentions.

Notable People of Sylica

Alicia Reynes: Queen

Alicia is the unmistakable ruler of Sylica. She has the final say in all that transpires there and maintains an active presence to see to those who dwell under her rule. She is a ruler unafraid to involve herself and strives to improve both Sylica and those that follow her. As her divine realm is new, she seeks to bolster it whenever possible. Her dedication has lead to her being a respected queen.

Syala: Queen-Consort

In contrast to Alicia, Syala prefers to let Alicia take the spotlight. She is the nurturing mother to Alicia's role of commanding father. When she is not away with Alicia, she focuses her attention on Sylica's defenses. Her long experience as guardian of the Tree of Idun gives her an appreciation for creatively vicious defenses. This appreciation extends far, as she is quite the capable warrior in spite of her more passive role.

Antenora: Warden of the Opal Mountain

Antenora is Alicia's most stalwart ally and serves as a strong symbol of the potential in all beings. Aside from her guardianship of the Opal Mountain, she acts as Alicia's personal bodyguard. She possesses the right abilities and tenacity to protect Alicia and thwart those would do her harm. She is a stern crusader who does not hesitate to vanquish evil - or to redeem it.

Latha: Marshall of the Diamond Armory

Latha serves as Sylica's armsmaster. Her role is to ensure that all who wish to serve Sylica are properly equipped for the battles ahead. Magical artisans from Dweomerheart and smiths from across the Heavens report to her. In turn she directs their efforts to craft the weapons and armor needed for Sylica's armies.

Marielle: Mistress of Liberton

As Alicia's familiar and proxy, Marie is uniquely placed to know the heart of Sylica's ruler. She uses this insight to efficiently run the royal palace and organize appointments, feast and parties as befits her whims. She is assisted by a small host of fairies and lantern archons who carry out her commands with a mixture of playfulness and diligence, even when Marie herself is dealing with business outside of Liberton.

Naeys: Keeper of the Amethyst Library

Naeys serves as an emissary of Mystra and adviser to Queen Alicia, a bridge between Alicia's new duties and her former service under the Mother of All Magic. He is recognized as the premiere archmage and lorekeeper in Sylica and oversees those departments. He rarely acts directly, as he prefers to use a soft touch and see to his own magical research in his free time, but his wisdom is respected by all when given.

Strength of Light: General of the Amber Army

While Sylica's army marches and fights at Alicia's command, and she is ever one to lead from the front, Strength of Light maintains the training and disposition of her forces. He frequently arranges mass mock battles across Sylica's plains, combined with the constant development of new tactics and strategies. He forges the various disparate new arrivals to the realm into a unified fighting force.

Sylica Encounters

Use this tables to determine random encounters within Sylica. Random encounters do not occur in Mercia or Liberton, but can occur almost anywhere else.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
d%EncounterNumber
1-10Felis knights*2d6
11-20Celestial template animal (1-4 HD)2d4
21-30Astral devas1d4+1
31-40Celestial template animal (5-8 HD)1d6
41-50Sylican phase spiders**4d4
51-60Celestial template animal (9+ HD)1d3
61-64Lantern archons1d6+1
65-67Cherubs1d6+1
68-70Courre eladrin1d6+1
71-80Mortal pilgrim***1
81-90Lesser celestial**** (5-10 HD)1d6+1
91-95Celestial**** (11-20 HD)1d4
96-99Greater celestial**** (21+ HD)1
100Unique encounter*****Special

* Each Felis Knight is a bralani eladrin riding a trained celestial tiger.
** Sylican phase spiders are phase spiders with the celestial creature template.
*** Mortal pilgrims are mortals on a pilgrimage to Sylica. Typical examples are paladins or clerics of Alicia or Syala.
**** The DM chooses the particular type of celestial to use. If there is more than one, mixed groups can be encountered.
***** A unique encounter is one where a notable personalty of Sylica is met. As Sylica is a small and new realm, it's even possible to encounter Alicia and Syala in this manner.

Sylica Miscellanea

New Optional Material Components



   
   
   
   
ComponentPrice
Sunlight Diamond500 gp
Sylican Opal300 gp
Unbreakable Amber400 gp

Sunlight Diamond

These small diamonds grow like plants on the surface of Sylica, in places where the light of the sun is particularly strong. When used with a daylight spell, the light generated by the spell counts as true daylight for the sake of creatures that are negatively affected by it.

Sylican Opal

This is an opal from the Opal Mountain of Sylica. When used with an atonement, break enchantment, dispel evil or similar spell to remove evil or redeem a creature, it grants a +2 bonus to the caster level of the spell.

Unbreakable Amber

This amber comes from trees deep in the Wychwood. When used with an abjuration spell (as well as mage armor, greater mage armor and other spells of that line), the spell grants a +1 sacred bonus to armor class in addition to whatever other defenses it offers. The spell also gains the good descriptor.

New Ravage



   
   
PoisonTypeCraft DCInitial DamageSecondary DamagePrice
Sylican Phase Spider VenomInjury DC 17221d8 Con1d8 Con1,000 gp

Sylican Phase Spider Venom

This venom comes from celestial phase spiders that reside in Sylica. It is a transparent and ghostly liquid that is tasteless, scentless and indistinguishable from water. A weapon coated in this poison is treated as having the ghost touch special property, this ends once the ravage has been used. This is a side-effect of the ethereal nature of phase spiders.
<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?