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

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Anastasia

#180
This one deserves some background. Changing out channel energy's always tough, since it's such a strong ability with many ways to use it. You have to make the trade worth it, even if only to the particular niche the ACF is aimed at. This ACF is trying to do that. Does it succeed? Probably as long as the optimization doesn't get too heavy. A permanent, typeless bonus that slowly rises to two skills is nice, as is a free skill focus and save bonus.

I may adjust this one in the future.


Alternate Class Feature: Serpent's Tongue

Asmodeus reigns over lies, and in his dark generosity, bestows a tiny bit of his skill to his favored souls.

Class: Favored Soul

Deity: Asmodeus

Level: 1st

Replaces: If you select this alternate class feature, you do not gain channel energy.

Benefit: You gain a bonus to Bluff and Sense Motive checks equal to your favored soul level divided by four (minimum 1; round up instead of down in this instance). This bonus also applies to saving throws against spells that detect lies or force you to tell the truth, such as discern lies and zone of truth. Add Bluff to your favored soul class skill list.

At 9th level, you gain Skill Focus (Bluff) or Skill Focus (Sense Motive) as a bonus feat. You  may choose which you prefer. If you already have both feats, select another feat for which you qualify for.
<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

All of these favored soul ACFs come from a favored soul booster that didn't work out. There's a fair bit of content for them anyways, so it's getting posted. The nature of an unfinished project means that what is posted is a bit scattershot. Example: Two devil ACFs when B3 is running. Useful for me, not so useful for all of you.

Alternate Class Feature: Mephisto's Knowledge

Those rare few who obtain the approval of the Lord of the Eighth do it by destroying passion and replacing it with cold logic.

Class: Favored Soul

Level: 1st

Replaces: If you select this alternate class feature, you do not gain channel energy.

Benefit: You use Intelligence in place of Charisma for your favored soul class features, including spellcasting. At every favored soul level that you gain access to a new level of magic, including 1st, you gain an additional favored soul spell known. This spell may be any spell from the sorcerer/wizard spell list with the evil descriptor, or any corrupt spell. The spell chosen must be of a level equal or lower than the highest spell level you can cast as a favored soul.
<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

#182
This is a continuation of the powerful hellfire warlock prestige class. In this case, it's meant to be taken by powerful mortals who have been corrupted by the power of hellfire. It plunges them deeper into diabolical power and ultimately binds them fully to Hell.

This was made for B3's use and is being posted here.


Hellfire Master

Hit Die

d6

Requirements

Alignment

Lawful Evil

Epic Feat

Epic Evil Brand

Skills

Knowledge (Planes) 24 ranks

Special

Hellfire blast +6d6 or greater

Class Skills

The hellfire master's class skills (and the key ability for each skill) are Concentration (Con), Disguise (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Spellcraft (Int) and Use Magic Device (Cha)

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialInvoking
1+0Hellfire blast+1d6+1 existing invoking class
2+1Hellfire blast+2d6, resistance to fire 10+1 existing invoking class
3+2Draw deeper, hellfire blast+3d6+1 existing invoking class
4+3Hellfire blast+4d6+1 existing invoking class
5+3Bonus feat, hellfire blast+5d6, resistance to fire 20+1 existing invoking class
6+4Hellfire blast+6d6, vampiric blast+1 existing invoking class
7+5Hellfire blast+7d6+1 existing invoking class
8+6Hellfire blast+8d6, immunity to fire+1 existing invoking class
9+6Hellfire blast+9d6, life theft+1 existing invoking class
10+7Bonus feat, hellfire blast+10d6, hellfire rebirth+1 existing invoking class

Hellfire Blast (Sp)

This ability is identical to a hellfire warlock's hellfire blast ability and stacks with it.

Resistance to Fire (Ex)

At 2nd level you gain resistance to fire 10. This stacks with any resistance to fire you've gained from warlock or hellfire warlock.

At 5th level this resistance increases to 20.

At 8th level you become immune to fire.

Draw Deeper (Ex)

By offering more of your life force, you can gather even more power into your hellfire blasts. When you make a helflire blast, you can choose to take two points of Constitution damage instead of one. If you do, the extra damage from hellfire blast (but not your normal eldritch blast) damage is doubled. For example, a hellfire master with hellfire blast+10d6 would instead deal an extra 20d6 damage.

Vampiric Blast (Ex)

You have learned from having your essence stolen and can now steal the essence of others. Whenever you deal damage with a hellfire blast, you heal damage equal to one half of that damage. Healing in excess of your maximum hit points is lost.

Life Theft (Ex)

Your hellfire blast no longer takes only your life force. A creature damaged by your hellfire blast also takes 1d4 points of Constitution damage as it steals part of the creature's essence. This essence goes to the diabolical forces behind the power of hellfire.

Hellfire Rebirth (Ex)

At 10th level, you are so saturated in the energies of Hell that you leave your mortality behind. Your type changes to outsider and you gain the devil, evil and lawful subtypes. You gain all the benefits of those subtypes, such as your natural weapons counting as evil and lawful aligned to overcome damage reduction. You are now a native of the Nine Hells and are a treated as a devil in all ways. You no longer take Constitution damage from using hellfire blast or hellfire shield and only take 1 point of Constitution damage when you use draw deeper. This does not inhibit your ability to use hellfire blast or hellfire shield, you may use them in spite of taking no Constitution damage.

However, you are now part of Hell's infernal machine. You may be called on for duties, given a minor noble rank and responsibilities to match or directly commanded by Hell's nobility. Failure to obey these commands will result in you being labeled a traitor and treated as such.

Bonus Feats

A hellfire master gains an epic bonus feat at level 5 and every 5 levels thereafter.

Epic Hellfire Master Bonus Feat List

Additional Magic Item Space, Armor Skin, Energy Resistance, Epic Crafting, Epic Eldritch Blast, Epic Invocations, Epic Spell Penetration, Epic Toughness, Extended Lifespan, Extra Invocations, Fast Healing, Improved Combat Casting, Spellcasting Harrier, 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

#183
Epic Magic Items Booster

This booster is to provide more options for epic level characters to make epic items. This provides both new items and extensions of non-epic items, as well as codifying a few items already used in the campaign.

Non-Epic Rings

Defense

These rings grant the wearer a deflection bonus to armor class and a resistance bonus to saving throws. Both bonuses are the same, a ring with a +1 bonus grants a +1 deflection bonus to armor class and a +1 resistance bonus to saving throws.

Faint abjuration; CL 5th; Forge Ring, resistance, shield of faith; Price: 3,500 gold (+1), 14,000 gold (+2), 31,500 gold (+3), 56,000 gold (+4), 87,500 gold (+5)

Non-Epic Wondrous Items

Knowledge Prism

These prisms were created by heretical gnomes in a war against all other races. They store a vast deal of information on creatures of all types. A prism connects to the bearer so that they can access its knowledge at all times, which grants a competence bonus to all Knowledge checks. The prism works so long as it is on the bearer's person.

Moderate to strong divination; CL 10th; Craft Wondrous Item, divination; Price: 40,000 (+5), 200,000 (+10).

Non-Epic Psionic Items

Greater Torc of Power Preservation

This torc is identical to a torc of power preservation, except that it reduces the manifesting cost of powers by 2 (to a minimum of 1).

Strong clairsentience; ML 20th; Craft Universal Item, bend reality; Price: 100,000 gold.

New Magic Weapon Special Abilities

All-Bane

An all-bane weapon acts as a bane weapon. The exact type is variable. As a swift action, the wielder may change the type of bane weapon it is. This may be any bane type listed on the table for bane weapons (DMG 224), but not more exotic types of bane (such as a mage bane weapon).

An all-bane weapon does not stack with the bane special ability, thought it does stack with the bane of enemies epic feat and similar abilities. An all-bane weapon may be a dread weapon as well. If so, the all-bane ability and the dread ability do not stack. Use whichever is better.

Overwhelming conjuration; CL 21st; Craft Magic Arms and Armor, summon monster I; Price: +5 bonus.

Backstabbing

A backstabbing weapon deals an extra 3d6 points of damage on a sneak attack. Once per day, the wielder may declare a single attack a sneak attack that would not otherwise be one. Targets that are immune to sneak attack are not immune to this sneak attack and take full damage from it.

A wielder who lacks sneak attack but has a similar source of precision damage, such as skirmish, may apply the benefits of a backstabbing weapon to those abilities instead.

Overwhelming transmutation; CL 21st; Craft Magic Arms and Armor, nightstalker's transformation, true strike; Price: +5 bonus.

New Magic Weapons

Epic magic weapons usually benefit from the epic skill usages of Craft (Weaponsmithing). The details are listed at the end of each weapon as well as the DC needed. Most of these weapons can be made without them or with different ones, but these are standard.

Blade of the Celestial Knight

These are made in an unknown heavenly forge somewhere in Arcadia. They sporadically appear in Creation, usually in the hands of powerful mortal knights of good alignment. In the hands of a creature that is not a knight, the blade of the celestial knight is a bastard sword+2. In the hands of a knight, a Blade of the Celestial Knight is a bastard sword+7, defending and holy. The wielder gains a +2 sacred bonus to Will saves, attack rolls and damage rolls when using their fighting challenge ability. This bonus only applies to the target of fighting challenge and stacks with the normal benefits it offers.

Blade of the the Celestial Knight uses the improved design and improved damage type Craft (Weaponsmithing) epic skill usages. It deals a base of 1d12 damage and deals piercing and slashing damage. The DC is 55.

Overwhelming evocation; CL 21st, Craft Magic Arms and Armor, divine power, holy smite; Price: 243,000 gold.

Catastrophe

The first weapon to bear these powers was created when a foolish archmage created portals to all the elemental planes in his tower. It is the only thing that survived and was named after the catastrophe that destroyed an entire city. This heavy mace+6 possesses the acidic blast, fiery blast, icy blast, lightning blast and sonic blast special qualities.

Catastrophe uses the improved design (x2) and improved critical multiplier Craft (Weaponsmithing) epic skill usages. It deals a base of 1d12 damage and inflicts triple damage on a critical hit. The DC is 90.

Overwhelming evocation; CL 21st; Craft Magic Arms and Armor, hellball; Price: 1,352,000 gold.

Sunrise

These weapons are created when Lathanderite priest-smiths forge the first rays of sunrise into adamantine, creating swords that embody the ever-blossoming power of the sun. This is an adamantine longsword+7, holy power. Once per round when the wielder strikes an evil creature with this weapon, they may choose to deal no damage with the attack (including the negative level or levels from holy power). If they do, a sunburst spell is cast (CL25th, Reflex save DC 40) with the creature struck being the center of the sunburst. The wielder is immune to sunbursts created in this way.

Sunrise uses the improved critical multiplier Craft (Weaponsmithing) epic skill usages. It deals triple damage on a critical hit. The DC is 60.

Overwhelming evocation; CL 25th; Craft Magic Arms and Armor, sunburst; Price: 597,000 gold.

New Magic Armors

Epic magic armors usually benefit from the epic skill usages of Craft (Armorsmithing). The details are listed at the end of each armor as well as the DC needed. Most of these armors can be made without them or with different ones, but these are standard.

Corellon's Chain

This mithral chainmail+7, greater shadow and greater silent moves has no armor check penalty, no chance of arcane spell failure and an unlimited maximum dexterity bonus. The wear is protected by a constant freedom of movement effect.

Corellon's Chain does not directly use Craft (Armorsmithing) epic skill usages, instead using a different technique to grant its lack of arcane spell failure, armor check penalty and maximum dexterity bonus. It cannot benefit from other Craft (Armorsmithing) epic skill usages.

Overwhelming abjuration; CL 21st; Craft Magic Arms and Armor, creator must be an elf, freedom of movement, invisibility, silence; Price: 232,500 gold.

Ghost Tiger

Ghost Tiger is leather armor+6, ghost touch. This armor grants the superlative agility and power of a tiger, giving the wearer a +8 enhancement bonus to Strength and Dexterity. As a standard action once per day, the wearer can summon a ghostly tiger to aid them in battle. Treat this as a dire tiger under the effects of an ethereal jaunt spell (CL 21st) that lasts for as long as the dire tiger is summoned. The summoned tiger's natural weapons are treated as being ghost touch weapons. The tiger stays for up to 10 minutes or until slain. Regardless of what happens to it, the tiger can be summoned again the next day in perfect health.

Ghost Tiger uses the improved maximum dexterity cap (x7) Craft (Armorsmithing) epic skill usages. It has a maximum dexterity bonus of +13, six higher than usual. The DC is 90.

Overwhelming varied; CL 21st; Craft Magic Arms and Armor, bull's strength, cat's grace, summon monster VIII; Price: 449,000 gold.

Invincible Armor

This armor is full plate+6, heavy fortification, great invulnerability (+4) and great spell resistance (+10). The wearer gains fast healing 10 whenever their hit points are below 50% of their maximum.

Invincible Armor uses the improved armor bonus and ethereal armor Craft (Armorsmithing) epic skill usages. Its base armor bonus is 1 higher than normal for full plate, for a total of +9 (+15 after enhancement bonus). Its armor bonus to armor class applies to touch attacks. The DC is 80.

Overwhelming varied; CL 21st; Craft Magic Arms and Armor, spell resistance, stoneskin, vigor; Price: 650,000 gold.

New Rings

Epic Defense

These rings are identical to rings of defense, except they offer a bonus of +6 or higher.

Overwhelming abjuration; CL 21st; Forge Ring, resistance, shield of faith; Price: 126,000 gold (+6), 171,500 gold (+7), 224,000 gold (+8), 283,500 gold (+9), 350,000 gold (+10)

Immortal's Ring

The immortal's ring is one of the greatest rings ever forged by a mortal, the final and comprehensive rebuke he had against the mortal condition. It is said that only one has ever been created, though it is possible another could be.

This ring is forged of solid platinum and forever glows with a faint yellow light. Anyone who wears this ring ceases to age for as long as it is worn. When the ring is removed, the creature begins to age again normally. The wearer suffers on ill effect when the ring is removed, other than that they resume aging.

There are several fail safes built into the ring. This ring cannot be removed from a living creature's body except if a command word is spoken by the wearer. The ring cannot be damaged so long as it is worn by a living creature, nor can the digit, hand or arm it is on be severed from the wearer's body. When not on a living creature, the ring has hardness 100, 500 hit points and is immune to energy damage. So long as the ring is not destroyed, it heals 50 points of damage per round. While the ring is not an artifact, it shares an artifact's immunity to anti magic fields and dead magic areas, ignoring the effects of them.

Overwhelming transmutation; CL 39th; Forge Ring, immortality, wish; Price: 20,000,000 gold.

New Staffs

Celestial Battle

This staff is designed for battles against the forces of the Hells.

Celestial Valor (1 charge)
Might of the Solar (1 charge)
Radiant Storm (2 charges)

Overwhelming varied; CL 27th; Craft Staff, celestial valor, might of the solar, radiant storm; Price 410,062.5 gold.

Energy Defense

This staff provides excellent options for protecting yourself from elemental damage.

Resistance to Energy (1 charge)
Repulsion (1 charge)
Energy Absorption (1 charge)
Energy Immunity (1 charge)

Overwhelming abjuration; CL 21st; Craft Staff, resistance to energy, repulsion, energy absorption, energy immunity; Price: 303,187.5 gold.

Overwhelming Offense

This staff allows you to cast powerfully destructive spells to destroy your enemies.

Hellball (1 charge)
Queen's Displeasure (1 charge)
Greater Fire Storm (1 charge)
Greater Polar Ray (2 charges)

Overwhelming evocation; CL 30th; Craft Staff, greater fire storm, greater polar ray, hellball, queen's displeasure; Price: 585,000 gold.

New Wondrous Items

Belt of Magnificence

This belt adds a +8  enhancement bonus to all ability scores.

Overwhelming transmutation; CL 21st; Craft Wondrous Item, bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom; Price: 400,000 gold (+8).

Boots of the Flawless Hunt

These boots are gray, unremarkable and trail worn. They look almost ready to fall apart, yet are made to last through centuries of use. They allow superlative tracking that overcomes almost any obstacle. The wearer benefits from a +25 competence bonus to Survival checks to track creatures, they are also treated as having the track and astral tracking feats. The wearer can use greater plane shift and greater teleport at will.

Overwhelming conjuration; CL 21st, Craft Wondrous Item, greater plane shift, greater teleport; Price: 428,000 gold.

Bracers of Soothing Flames

These bracers function as a ring of mystic fire, except that the bonus to the caster level of spells with the fire descriptor is increased to +3 and the number of charges per day is increased to six. The wearer can still only sacrifice up to three charges to increase the damage of a spell with the fire descriptor. As an immediate action when targeted with a cold based spell, the wearer may expend two charges to gain immunity to cold for 1 minute.

Overwhelming evocation; CL 21st; Craft Wondrous Item, energy immunity, fireball; Price: 227,000 gold.

Champion's Bracers

These bracers are covered in the emblems of swords and armor, interlocking with one another. When worn with a character with no levels in fighter, it grants them a +1 bonus to CMB and CMD but no other benefits. A fighter gains a bonus to CMB, CMD, Strength checks, Dexterity checks and Constitution checks equal to one third of the levels they have in fighter (minimum +1). They are treated as being proficient in all weapons and armor, including exotic weapons and armor. Finally, the fighter increases the armor bonus of any armor they wear by two.

Overwhelming varied; CL 21st; Craft Wondrous Item, creator must be a fighter, mage armor, righteous might or transformation; Price: 251,500 gold.

Cloak of the Forest Hunter

These cloaks of elvenkind are dedicated to Solonor Thelandira, elven god of the hunt. When worn, a Cloak of the Forest Hunter grants a +20 competence bonus to Hide, Listen, Move Silently, Spot and Survival checks. In addition, the wearer gains the benefits the following spells at all times: easy trail, endure elements and pass without trace. These cloaks only function for non-evil wearers; any evil creature that puts the cloak on suffers 10d6 points of damage and 3 negative levels.

Overwhelming varied; CL 21st; Craft Wondrous Item, creator must be an elf, easy trail, endure elements, haste, invisiblity, pass without trace; Price: 276,000 gold.

Crown of Dreams

These circlets are made by the eladrin of might by harvesting fragments of Queen Morwel's dream. It appears to be a thin, purple-red circlet set with a large ruby. The wearer is immune to sleep effects of all kinds, as well as effects that would disturb or disrupt his sleep (such as the nightmare spell). The wearer constantly sees fragments of potential from the dreams of everyone, granting them vast insight. This grants the wearer a +8 enhancement bonus to Wisdom, as well as constant true seeing.

Overwhelming varied; CL 25th; Craft Wondrous Item, creator must be chaotic good, dream; Price 400,000 gold.

Epic Boots of Elvenkind

This pair of boots provides superior noise-muffling ability, granting a +20 competence bonus to Move Silently checks.

Overwhelming transmutation; CL 21st; Craft Wondrous Item, creator must be an elf, silence; Price: 40,000 gold.

Epic Cloak of Elvenkind

This gray, hooded cloak provides superior camouflage, granting a +20 competence bonus to Hide checks.

Overwhelming transmutation; CL 21st; Craft Wondrous Item, creator must be an elf, invisibility; Price: 40,000 gold.

Ioun Stone, Dusty Rose

This ioun stone offers a +6 or higher insight bonus to armor class.

Overwhelming abjuration; CL 21st, Craft Wondrous Item, foresight; Price: 180,000 gold (+6), 245,000 gold (+7), 320,000 gold (+8), 405,000 gold (+9), 500,000 gold (+10).

Knowledge Prism

These prisms offer a +15 or higher competence bonus to Knowledge checks.

Overwhelming divination; CL 21st; Craft Wondrous Item, divination; Price: 450,000 gold (+15), 800,000 gold (+20).

Master's Belt

Master's belts were originally made by a monastic order dedicated to Mechanus, though knowledge of the belts has since spread. This belt unlocks a monk's true potential. For a non-monk, this belt functions as a normal monk's belt does for a character without levels in monk. For a monk, it functions as a monk's belt does for a monk, but with several additional powers. The monk benefits from a +6 enhancement bonus to the DC of stunning fist, triples the amount of hit points wholeness of body can heal per day and allows the use of abundant step at will instead of once per day. This belt does not grant stunning fist, wholeness of body or abundant step if the monk does not already possess them.

Overwhelming transmutation; CL 21st; Craft Wondrous Item, creator must be a monk, righteous might or transformation; Price: 278,000 gold.

Saint's Cloak

This weathered cloak appears unremarkable, yet greatly augments the abilities of a paladin. A saint's cloak allows a paladin to smite evil an additional time per day, as well as grants a +10 sacred bonus to damage rolls when the paladin smites evil. The paladin may manifest white wings and fly at will with a speed of 60ft (perfect) as well as the protective aura of an angel (caster level equals the paladin's hit dice). The paladin's attacks count as good and lawful to overcome damage reduction. If a creature that is not a paladin wears this cloak, it offers no benefit.

Overwhelming evocation; CL 21st; Craft Wondrous Item, creator must be a paladin, fly, holy smite, magic circle against evil; Price: 280,000 gold.

Epic Psionic Items

Epic Cognizance Crystals

These crystals are identical to cognizance crystals, except that they can hold more than 17 power points. The exact capacity is noted by the in parenthesis by the price.

Note that due to the differing progression of psionic powers and power point costs in epic, some of the crystals are even numbers. This is an exception to the rule that cognizance crystals are always an odd number.

Overwhelming psychokinesis; ML equal to power point storage; Craft Cognizance Crystal, reality revision: Price: 121,000 gold (21), 144,400 gold (24), 169,000 gold (27), 196,000 gold (30), 225,000 gold (33), 256,000 gold (36), 289,000 gold (39).

Epic Torc of Power Preservation

These torcs are identical to a torc of power preservation, except that they reduce the manifesting cost of powers by 3 or more (to a minimum of 1).

Overwhelming clairsentience; ML 21st; Craft Universal Item, reality revision; Price: 250,000 gold (-3), 600,000 gold (-4), 1,450,000 gold (-5).

Formulas

The formulas for certain epic magic items are noted here for reference. Any theoretical is merely a theoretical, no promise of such an item being available is implied or intended.

Epic Weapons and Armor Epic Skill Usages:

Spoiler: ShowHide


For specific epic weapons and armor, any cost adjustment for epic skill usages is not factored in, nor is the masterwork price increase. As I usually adjust and round off these prices with DM fiat, there's little purpose in adjusting the prices for these, the change is too minor.


Ring of Defense:

Spoiler: ShowHide


The market price is determined by using a ring of protection of the appropriate level and adding an equal resistance bonus. The resistance bonus is subject to the 1.5 multiplier for adding a new ability to an existing magical item, though no off slot penalty is assessed.

A theoretical ring of defense +11 would cost 242000+121000+60500=423,500 gold.


Immortal's Ring:

Spoiler: ShowHide


This item is heavily discounted from how it would work Balmuria RAW. Blame immorality for having an absurdly expensive material component. Immortality in a mortal body is many times harder to achieve than immortality in an immortal body, this is a cosmological issue unique to the setting. Mortals are meant to die and move on into eternity as an outsider. As a side note, this is why the extended life span feat isn't enhanced at all. Creation is designed for mortals to die, it's epically difficult to resist that.

Anyway, the item's heavily discounted and got a bunch of security features added to make it more worth the price. RAW the base price should be 40 to 60 million.


Sunrise:

Spoiler: ShowHide


The price of this weapon was determined by taking a +13 adamantine weapon and adding the price of an at will sunburst, CL 25. This ended up over 700,000 gold, fiat adjustment reduced it from there to what I felt was more reasonable due to the conditions of using it.


Corellon's Chain:

Spoiler: ShowHide


This armor's price is adjusted for the realities of high level balance regarding armor. In particular that bracers of armor and mage armor type spells begin to dominate past early/mid levels, as they don't impose limits on the Dexterity bonus you can use, nor do they interfere with certain other AC increasing abilities.


Knowledge Prism:

Spoiler: ShowHide


The formula is bonus squared*100*10*2. The normal (houseruled) 2.5 times cost multiplier for a slotless item is reduced down to the SRD standard 2 times cost multiplier. This is for two reasons. First, this item predates that rule change, with the first prism seen in Balmuria 1, so it is grandfathered in. Secondly, I feel the item's price point is better balanced with a 2 times cost multiplier than a higher one, so it benefits from DM fiat.

A theoretical knowledge prism+25 would cost 25*25*100*10*2=1,250,000 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

This came up in B3 and got a full article. It's not the biggest article - think of it more as a starter than a full feature - but it's interesting enough for what it is.

Light Manipulation

Those who have a source of inner light to draw on can learn to manipulate it and cause various effects. This is most commonly seen used by celestials with an innate aura of light, creatures from the Positive Energy Plane and creatures with the Nimbus of Light feat. However, any creature who emits an innate source of light could learn these with the right time and training.

Overview

Light manipulation is known by many names. Celestials call it Alaire, which translates to 'Gift of Light'. Amid humans it is known as light manipulation or radiance manipulation, while the elves call those with it Shaoth (for males) or Shaothi (for females), which translates to 'Sungate'. Dwarven has no meaningful name for it, as the ability is rare even amid dwarves with the ability and will to research such magic. Most other languages use one of those names as a loan word or refer to it purely in derogatory fashion, such as most fiendish languages.

Regardless of the name used, light manipulation can be used by any creature with an innate source of light to manipulate. This must be an ability that is always active or at-will, though the ability to suppress it is acceptable. Spells and spell-like abilities are not eligible for this, even if they are permanent. Examples of abilities that qualify are the Nimbus of Light exalted feat or the energy halo of a quesar. While there is no alignment requirement, the vast majority of creatures who learn these arts are good-aligned or natives to the Positive Energy Plane.

Some creatures may be depicted or described as being surrounded by light at times without an explicit ability that does so. It is left to the DM to decide which or any such creatures should qualify to potentially learn these abilities. Generally, creatures who would have a thematic tie to light, such as celestials or natives of the Positive Energy Plane, are suitable choices.

Rules

Any creature with the proper ability can conceivably learn light manipulation. Aptitude varies from person to person, not every creature with the potential has the needed talent to learn them at anything beyond a glacial pace. Additionally, merely having the talent does not mean you will learn them due to the training time involved. The DM may decide if a creature has a natural talent for light manipulation or may decide randomly. To randomly determine if a creature has natural talent, roll 1d100. A result of 95 to 100 means the creature is naturally gifted in light manipulation and can learn it easily. Other creatures require vast amounts of time and practice, often several centuries of exceedingly difficult work. As such, these abilities are far from universal, even in creatures who all have the potential to learn them.

A creature that has the talent to learn easily can learn light manipulation in weeks, days or even within a few minutes if they're particularly well suited to it. The exact rate varies, but all are learned on a scale fast enough to make learning them viable in all but the shortest campaigns.

Additionally, the feat Gift of Light may be taken if those without natural talent wish to learn these abilities quickly. Otherwise, the training time needed is usually beyond the scope of a campaign's timescale.

A creature who learns the abilities quickly discovers power is needed to fuel them. One can manipulate light without that, but a sacrifice of power is required for most abilities to work. Sacrificing a spell per day is the most common, though variants exist that use hit points and other finite resources. Variants are left to the DM's discretion.

Reading the Entries

Use is the application of light manipulation. This provides a name for the ability, further details can be found under that ability's description.

Cost is the level of spell sacrificed to power the ability. A cost of free means there is no cost and it may be used freely.

If an application of light manipulation allows a saving throw, it is 10 + level of spell sacrificed + your Charisma modifier. All applications are standard actions unless noted otherwise.

Additional uses of light manipulation exist, these are the most common.

Table 1.1: Light Manipulation



   
   
   
   
   
   
UseCost
Clothing of LightFree
Weapon Creation2nd
Magic Weapon Creation4th
Blinding Light5th
Searing Light7th

Clothing of Light

You can cover your body with light as a form of modesty and clothing. It is not actual clothing, but blinding light that hides what is beneath it. It can be applied to your body as you see fit, but it has no other impact on creatures nor causes them any penalty.

Weapon Creation

You create a semi-solid melee weapon of light. It can be any non-magical weapon you please and is treated as a normal, non-masterwork version of that weapon. As the weapon vanishes when it leaves your hand, only melee weapons can be made this way. The weapon lasts for as long as you hold it.

Magic Weapon Creation

You create a melee weapon of light identical to weapon creation, except it is a +1 weapon. Additionally, you may choose to add one of the following properties to it: bane (evil outsiders or undead only), flaming or holy.

Blinding Light

You cause your light to surge and overwhelm the eyes of a creature within 30ft. This permanently blinds them unless a Fortitude save is passed.

Searing Light

You are surrounded with a burst of burning light that deals 10d6 points of damage to all evil creatures within 30ft. A Fortitude save halves this damage.

Light Manipulation Accessories

Gift of Light [General]
Prerequisite: Able to learn light manipulation, cha 13
Benefit: You have natural talent with light manipulation and learn it swiftly.

<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

#185
A PrC for an NPC in B3. This is a take at a paladin/monk prestige class, one that blends both classes into a whole, as well as getting powers inspired by both of them. It's aimed to be a solid PrC that ties the classes together. It's meant to be a good PrC but not overwhelming.

As a side note, there's no note about monk and paladin being able to multiclass and come back to those classes, as I generally ignore those. If you don't, add one.


Blessed Hand

Hit Die

d8

Requirements

Skills

Knowledge (Religion) 8 ranks

Feats

Weapon Focus (Unarmed Strike)

Spells

Able to cast 1st level divine spells

Special

Proficiency with all martial weapons

Special

Smite evil ability

Special

Lay on hands ability

Special

Flurry of blows ability

Class Skills

The blessed fist's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex)

Skill Points at Each Level

2 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+1+2+2+2Monk and paladin abilities, smite evil 1/day-
2+2+3+3+3Ki strike (good)+1 divine
3+3+3+3+3Armored monk (light)+1 divine
4+4+4+4+4Diamond hands+1 divine
5+5+4+4+4Smite evil 2/day, smiting flurry (damage)+1 divine
6+6+5+5+5Armored monk (medium)+1 divine
7+7+5+5+5Diamond aura+1 divine
8+8+6+6+6Tongue of the sun and moon+1 divine
9+9+6+6+6Armored monk (heavy)+1 divine
10+10+7+7+7Smite evil 3/day, smiting flurry (attack bonus)+1 divine


Monk and Paladin Abilities (Ex)

A blessed hand's class level stacks with his paladin and monk level for the following abilities: unarmed damage, flurry of blows, AC bonus, unarmored speed bonus and lay on hands. This does not grant the blessed hand these abilities if he do not already have them.

Smite Evil (Su)

This is identical to the paladin ability of the same name. Daily smites from blessed hand and paladin stack, and the blessed hand adds his blessed hand level to his paladin level to determine the total extra damage of his smites.

Ki Strike (Good) (Su)

A blessed hand's unarmed attacks count as good aligned to overcome damage reduction.

Armored Monk (Ex)

At 3rd level, light armor no longer interferes with a blessed hand's monk abilities. Any ability that cannot be used in armor can now be used freely in light armor, such as a monk's AC bonus.

At 6th level, the blessed hand can use his monk abilities with medium armor, including shields. This includes evasion, which can normally be used only in light armor.

At 9th level, the blessed hand can use his monk abilities in any armor and when encumbered.

Diamond Hands (Su)

The blessed hand now adds his Wisdom modifier to his Charisma modifier before multiplying it by his paladin level to determine the total hit points he can heal per day by lay on hands. For example, a blessed hand with a total paladin level of 10, a Wisdom score of 16 and a Charisma score of 18 would be able to heal (3+4)*10=70 hit points per day.

Smiting Flurry (Su)

A blessed hand's greatest ability is to combine a monk's flurry of blows and a paladin's smiting into one powerful whole. As a swift action when you make a flurry of blows attack, the blessed hand may expend one use of smite evil. All of his attacks in the flurry of blows gain one half of the bonus damage that the smite would deal. This bonus lasts until the end of the flurry of blows. All the normal rules for smite evil still apply, so if a non-evil creature is attacked, they do not suffer any extra damage and the smite is wasted.

At 10th level, the flurry of blows also gains one half of the bonus the smite would add to the attack roll.

Diamond Aura (Su)

This is identical to a paladin's aura of courage, except it grants the paladin immunity to poison and allies within 10ft gain a +4 morale bonus to saving throws against poison.

Tongue of the Sun and Moon (Su)

This ability is identical to the monk ability of the same name.
<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

#186
Epic Blessed Hand

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier.

LevelBase Attack BonusSpecialSpells
11+11-+1 divine
12+12-+1 divine
13+13Bonus feat+1 divine
14+14-+1 divine
15+15Smite evil 4/day+1 divine
16+16Bonus feat+1 divine
17+17-+1 divine
18+18-+1 divine
19+19Bonus feat+1 divine
20+20Smite evil 5/day+1 divine

Smite Evil (Su)

At 15th level and every 5 levels thereafter, the epic blessed hand gains another daily use of smite evil.

Bonus Feats

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

Epic Blessed Hand Bonus Feat List

Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Spell Capacity, Epic Toughness, Exceptional Deflection, Fast Healing, Great Smiting, Holy Strike, Improved Aura of Courage*, Improved Ki Strike, Improved Stunning Fist, Infinite Deflection, Perfect Health, Reflect Arrows, Righteous Strike, Widen Aura of Courage*.

*These also apply to the blessed fist's diamond aura.
<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

A bit of a rush job due to need, so this may get more attention later.

Epic Divine Crusader

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Spells
12+12Resistance to acid and electricity 20
13+13Damage reduction 15/epic
14+14Bonus feat
15+15Resistance to acid and electricity 30
16+16-
17+17-
18+18Bonus feat, resistance to acid and electricity 40
19+19Damage reduction 20/alignment and epic
20+20-

Resistance to Acid and Cold (Ex)

At 12th level and every 3 levels thereafter, the epic divine crusader's resistance to acid and electricity increases by 10.

Damage Reduction (Su)

At 13th level and every 6 levels thereafter, the epic divine crusader's damage reduction increases by 5.

Additionally, at 13th level the epic divine crusader's damage reduction requires epic weapons to bypass. At 18th level, the epic divine crusader chooses one non-neutral part of his alignment. Thereafter, his damage reduction requies the opposite alignment to bypass. For example, a lawful good epic divine crusader who chooses good would have damage reduction 20/epic and evil.

Bonus Feats

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

Epic Divine Crusader 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 Heighten Spell, Intensify Spell, Spell Stowaway, Spell Opportunity, Tenacious Magic.

Spellcasting

At 11th level and every level thereafter, the epic divine crusader's spellcasting improves. His caster level increases as normal. Further, once the epic divine crusader obtains the Epic Spell Capacity feat, he gains spells of 10th level and higher. See the table below for his progression.



   
   
   
   
   
   
   
   
   
   
   
Level10th11th12th13th
110---
121---
132---
1430--
1531--
1632--
17330-
18331-
19332-
303330
<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

#188
Alternate Class Feature: Solitary Savior

You are a singular force for righteousness in the wilds, alone and yet protected by the Heavens.

Class: Ranger.

Level: 4th.

Special Requirement: You must be of good alignment to take this alternate class feature.

Replaces: If you select this alternate class feature, you do not gain an animal companion.

Benefit: You gain a sacred bonus equal to 1/4th of your ranger level (minimum 1) to saving throws and armor class.
<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: Battle Master

Some battle dancers are hardened warriors, giving up the freedom of performance for martial proficiency.

Class: Battle Dancer

Level: 2nd

Replaces: If you select this alternate class feature, you do not gain dance of reckless bravery or further dances (dance of the vexing snake, dance of the floating step, dance of the springing tiger, dance of the crushing python, dance of the soaring eagle and dance of death's embrace).

Benefit: Whenever you would gain a dance of reckless bravery or further dances (dance of the vexing snake, dance of the floating step, dance of the springing tiger, dance of the crushing python, dance of the soaring eagle and dance of death's embrace), you instead gain a fighter bonus feat. For the sake of qualifying for feats that require a minimum fighter level, you may use your battle dancer level instead. If you have levels in fighter, your levels in battle dancer stack for the purpose of qualifying for feats that require a minimum fighter level.

Additionally, you gain proficiency with all simple and martial weapons.

Special: An epic battle master may substitute epic fighter feats to the battle dancer's epic feat list in place of feats related to battle dances.
<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've never felt the need to make Eastern themed regions in my worlds if they don't fit, and it never felt like it fit in Balmuria. Still, occasionally something like ninja sees use so here's a basic progression for an epic ninja. It could have a bunch more custom feats, but this is mostly covering a base I may need covered later.

By the way, ninjas are houseruled to have sneak attack instead of sudden strike, since it's strictly better than sneak attack and sneak attack already has enough issues being used. That's why it's sneak attack instead of sudden strike, the progression's the same regardless. Just change the name if you need sudden strike.


Epic Ninja

Hit Die

d6

Skill Points at Each Additional Level

6 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusAC BonusSpecial
21+15+4Sneak attack+11d6
22+16+4-
23+17+4Bonus feat, sneak attack+12d6
24+18+4Acrobatics+8
25+18+5Sneak attack+13d6
26+19+5Bonus feat
27+20+5Sneak attack+14d6
28+21+5-
29+21+5Bonus feat, sneak attack+15d6
30+22+6Acrobatics+10

AC Bonus

The epic ninja's bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.

Sneak Attack (Ex)

The epic ninja's sneak attack increases by 1d6 at level 21 and every 2 levels thereafter.

Acrobatics (Ex)

At 24th level and every 6 levels thereafter, the epic ninja's bonus to Climb, Jump and Tumble checks increases by 2.

Bonus Feats

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

Epic Ninja Bonus Feat List

Blinding Speed, Epic Acrobatics, Epic Dodge, Epic Expanded Ki Pool, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Improved Combat Reflexes, Improved Sneak Attack, Improved Weapon Finesse, Legendary Climber, Legendary Leaper, Lingering Damage*, Multiaction, Persistent Ki, Self-Concealment*, Sneak Attack of Opportunity*, Spellcasting Harrier, Superior Initiative.

* An epic ninja may ignore the prerequisite of a rogue special talent (such as improved evasion, crippling strike or opportunist) for this feat.

Epic Acrobatics [Epic]
Prerequisite: Acrobatics+4, dex 19
Benefit: Your acrobatics ability now applies to Balance checks as well as Climb, Jump and Tumble checks. Additionally, your bonus to all four skills rises by +4.

Epic Expanded Ki Pool [Epic]
Prerequisite: Expanded Ki Pool, Ghost Strike
Benefit: You gain six extra daily uses of your ki power.

Persistent Ki [Epic]
Prerequisite: Enduring Ki, wis 19
Benefit: Your ki powers last ten times as long. Ghost step makes you invisible or ethereal for one minute, ki dodge and greater ki dodge great concealment or total concealment for one minute, ghost strike allows you to strike incorporeal and ethereal creatures for one minute and ghost walk's duration is one minute per caster level (see ghost walk and ethereal jaunt for more details). You can choose to end a ki power prematurely as a free action on your turn.
Special: This feat replaces the benefit of enduring ki.
<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

For those odd class combinations where poison use isn't viable for the ninja, or for a character who doesn't want to deal with it. It's frankly not that interesting an ability and it is on purpose, to cover those who don't want something fiddly to upkeep like poisons. Sometimes you want a simple +1 in a build rather than yet another option or ability to manage.

Alternate Class Feature: Ninja Strike

You eschew poisons for your own reasons, instead choosing to maximize your effectiveness with traditional ninja weapons.

Class: Ninja.

Level: 3rd.

Replaces: If you select this alternate class feature, you do not gain poison use.

Benefit: Choose a weapon you are proficient in from your levels in ninja. You gain a +1 bonus to attack and damage rolls with that weapon.

At 9th level and every 6 levels thereafter, this bonus increases by 1. Additionally, you may select another qualifying weapon that the bonus applies to.
<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 Sacred Exorcist

Hit Die

d8

Skill Points at Each Additional Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+8-+1 existing class
12+9Chosen foe+4, holy aura 2/day+1 existing class
13+9Dispel evil 4/week+1 existing class
14+10Bonus feat+1 existing class
15+11Chosen foe+5+1 existing class
16+12Dispel evil 5/week, holy aura 3/day+1 existing class
17+12-+1 existing class
18+13Bonus feat, chosen foe+6+1 existing class
19+14Dispel evil 6/week+1 existing class
20+15Holy aura 4/day+1 existing class

Chosen Foe (Ex)

At 12th level and every 3 levels thereafter, the epic sacred exorcist's chosen foe bonus increases by 1.

Holy Aura (Sp)

At 12th level and every 4 levels thereafter, the epic sacred exorcist's holy aura may be used an additional time per day.

Dispel Evil (Sp)

At 13th level and every 3 levels thereafter, the epic sacred exorcist's dispel evil may be used an additional time per week.

Bonus Feats

An epic sacred exorcist gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Sacred Exorcist Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Capacity, Epic Spell Penetration, Holy Presence, Ignore Material Components, Improved Alignment-Based Casting, Improved Chosen Foe, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.

Holy Presence [Epic]
Prerequisite: Holy Aura 1/day, cha 19
Benefit: You are under the effect of holy aura at all times. This ability can be dispelled, but you can reactivate it as a free action.

Improved Chosen Foe [Epic]
Prerequisite: Chosen Foe+2
Benefit: Your chosen foe bonus rises by two.
Special: You may select this feat more than once. Its benefits stack.
<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

#193
This one will see some custom feats at some point down the road, when the epic progression is used.

Epic Fist of Raziel

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+11Smite evil 6/day+1 divine
12+12-+1 divine
13+13Smite evil 7/day+1 divine
14+14Bonus feat+1 divine
15+15Smite evil 8/day+1 divine
16+16-+1 divine
17+17Smite evil 9/day+1 divine
18+18Bonus feat+1 divine
19+19Smite evil 10/day+1 divine
20+20-+1 divine

Smite Evil (Su)

At 11th level and every 2 levels thereafter, the epic Fist of Raziel gains another daily use of smite evil.

Bonus Feats

An epic fist of raziel gains an epic bonus feat at level 24 and every 4 levels thereafter.

Epic Fist of Raziel Bonus Feat List

Automatic Metamagic, Armor Skin, Devastating Critical, Epic Prowess, Epic Reputation, Epic Spell Capacity, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage
<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

#194
Epic Knight of the Raven

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+11-+1 divine
12+12Smite undead 6/day+1 divine
13+13-+1 divine
14+14Bonus feat, smite undead 7/day+1 divine
15+15-+1 divine
16+16Smite undead 8/day+1 divine
17+17-+1 divine
18+18Bonus feat, smite undead 9/day+1 divine
19+19-+1 divine
20+20Smite undead 10/day+1 divine

Smite Undead (Su)

At 11th level and every 2 levels thereafter, the epic knight of the raven gains another daily use of smite evil.

Bonus Feats

An epic knight of the raven gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Knight of the Raven Bonus Feat List

Automatic Metamagic, Armor Skin, Devastating Critical, Epic Prowess, Epic Reputation, Epic Spell Capacity, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage
<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?