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

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Anastasia

A bit of a kludgy ACF but it works for Tryll.

Alternate Class Feature: Psicrystal Empowerment

You gain the potential for a psicrystal and pour it into your familiar.

Class: Psion.

Level: 1st.

Special Requirement: You must have a familiar take this alternate class feature.

Replaces: If you select this alternate class feature, you do not gain a bonus feat at 1st level.

Benefit: Your familiar gains a bonus feat from the list below. At 5th level and every 5 levels thereafter, your familiar gains another bonus feat from the list below. Additionally, your familiar gains the psionic subtype and a power point reserve of one point, which allows them to take psionic feats.

If you take this alternate class feature, you can never have a psicrystal. If you already have one, it is destroyed when you select this alternate class feature.

Psicrystal Empowerment Bonus Feat List

Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Cleave, Combat Expertise, Deft Hands, Diehard, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Magical Aptitude, Mobility, Power Attack, Self-Sufficient, Stealthy. Additionally, any psionic feat may be chosen, so long as the familiar meets the prerequisites.
<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

#196
For Emily but more directly also an aid for Seira's faith. It focuses on the Crusader of the Dragon Princess substitution levels.

Dragonfire Knight

Hit Die

d10

Requirements

Alignment

Lawful Good

Skills

Knowledge (Arcana) 5 ranks

Feats

Skill Focus (Knowledge: Arcana)

Spells

Able to cast 1st level divine spells

Special

Dragonfire Wrath 1/day

Special

Dragon's Energy ability

Class Skills

The dragonfire knights class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex) and Sense Motive (Wis)

Skill Points at Each Level

2 + Intelligence modifier.

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+1+2+0+0Dragonfire wrath 1/day (+1d8), dragon's energy-
2+2+3+0+0Dragontouched+1 divine
3+3+3+1+1Initiate of Seira+1 divine
4+4+4+1+1Dragonfire wrath 2/day (+2d8)+1 divine
5+5+4+1+1Searing dragonfire+1 divine
6+6+5+2+2Dragon's vigor+1 divine
7+7+5+2+2Dragonfire wrath 3/day (+3d8)+1 divine
8+8+6+2+2Dragon's resilience+1 divine
9+9+6+3+3Dragon's hope+1 divine
10+10+7+3+3Dragonfire wrath 4/day (+4d8), powerful flames+1 divine

Dragonfire Wrath (Su)

At 1st level and every three levels thereafter, the dragonfire knight gains another daily use of dragonfire wrath and the fire damage it deals rises by 1d8 damage.

Dragon's Energy (Su)

Levels in dragonfire knight stack with paladin to determine your daily temporary hit points from dragon's energy.

Dragontouched

A 2nd level dragonfire knight gains dragontouched as a bonus feat. If you already have this feat, you may select another feat that you qualify for. If you already have the dragonblood subtype or have the dragon type, you may select another feat that you qualify for.

Initiate of Seira

At 3rd level, a dragonfire knight gains initiate of Seira as a bonus feat. If you already have this feat, you may select another feat that you qualify for.

Searing Dragonfire (Su)

A 5th level dragonfire knight's dragonfire wrath ability is treated as searing. This means that the fire damage ignores fire resistance and deals half damage to creatures immune to fire.

Dragon's Vigor (Su)

A dragonfire knight's vigor is without compare, as is her hope that today will be better than yesterday. At dawn when the dragonfire knight gains temporary hit points from her dragon's energy ability, she gains the benefits of a panacea spell (caster level equal to her hit dice).

Dragon's Resilience (Ex)

At 8th level, a dragonfire knight becomes more resilient against sleep and paralysis, much like a true dragon. They gain a +2 bonus to saving throws against sleep and paralysis effects, this stacks with the bonuses from the dragontouched feat.

Dragon's Hope (Su)

At 9th level, when the dragonfire knight gains the benefits of dragon's vigor, she may instead choose to have it affect a living creature within 100ft. That creature also gains that day's temporary hit points from dragon's energy instead of the dragonfire knight.

Powerful Flames (Su)

At 10th level, a dragonfire knight's dragonfire wrath becomes even more formidable. The damage dice rises to d10s. For example, a dragonfire knight who deals 5d8 fire damage with dragonfire wrath would now deal 5d10 fire damage.
<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

#197
Epic Dragonfire Knight

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier

LevelBase Attack BonusSpecialSpells
11+11-+1 divine
12+12-+1 divine
13+13Bonus feat, dragonfire wrath 5/day (+5d8)+1 divine
14+14-+1 divine
15+15-+1 divine
16+16Bonus feat, dragonfire wrath 6/day (+6d8)+1 divine
17+17-+1 divine
18+18-+1 divine
19+19Bonus feat, dragonfire wrath 7/day (+7d8)+1 divine
20+20-+1 divine

Dragonfire Wrath (Su)

At 13th level and every 3 levels thereafter, the epic dragonfire knight gains another daily use of dragonfire wrath and the fire damage dealt by it rises by 1d8.

Bonus Feats

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

Epic Dragonfire Knight Bonus Feat List

Armor Skin, Devastating Critical, Dragon's Rebirth, Epic Dragonfire Wrath, Epic Prowess, Epic Reputation, Epic Spell Capacity, Epic Toughness, Goldenfire Wrath, Improved Aura of Courage, Improved Dragon's Energy, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.

Dragon's Rebirth [Epic]
Prerequisite: Dragon's Vigor, Dragon's Hope, con 21
Benefit: You receive a heal spell in place of a panacea spell with your dragon's vigor ability. Unlike a normal heal spell, the hit points restored by this heal spell are not limited to a maximum of 150.

Epic Dragonfire Wrath [Epic]
Prerequisite: Dragonfire Wrath 3/day
Benefit: You can use dragonfire wrath an additional time per day and the fire damage it deals rises by 1d8.
Special: You can select this feat more than once. Its benefits stack.

Improved Dragon's Energy [Epic]
Prerequisite: Dragon's Energy, con 19
Benefit: Double the temporary hit points you gain daily from dragon's energy.
Special: You can select this feat more than once. Its benefits stack. Remember that two doublings equal a tripling, and so forth.

Goldenfire Wrath [Epic]
Prerequisite: Searing Dragonfire, con 23
Benefit: The flames of your dragonfire wrath glow golden and ignore any resistance or immunity to fire.
<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

#198
Epic Crusader (Cleric variant)

Hit Die

d8

Skill Points at Each Additional Level

4 + Intelligence modifier

LevelsBase Attack BonusSpecial
21+155th deific foe, spells
22+16-
23+17Bonus feat
24+18-
25+18Smite 5/day
26+196th deific foe, bonus feat
27+20-
28+21-
29+21Bonus feat
30+22Smite 6/day

Deific Foe (Ex)

At 21st level and every 5 levels thereafter, the epic crusader gains another deific foe.

Smite (Su)

At 25th level and every 5 levels thereafter, the epic crusader gains another daily use of smite.

Bonus Feats

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

Epic Crusader Bonus Feat List

Armor Skin, Automatic Metamagic, Enhance Spell, Epic Prowess, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Extra Deific Foe, Foebane, Great Smiting, Ignore Material Components, Improved Alignment Based Casting, Improved Combat Casting, Improved Deific Foe, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spell Opportunity, Tenacious Magic

Spellcasting

At 21st level and every level thereafter, the epic crusader's spellcasting improves. His caster level increases as normal. Further, once the epic crusader obtains the Epic Spell Capacity feat, he gains spells of 10th level and higher. See the table below for his progression. This table continues in the same pattern past level 39.

Crusader spells per day

Level10th11th12th13th14th15th16th
211------
222------
233------
2441-----
2542-----
2643-----
27441----
28442----
29443----
304441---
314442---
324443---
3344441--
3444442--
3544443--
36444441-
37444442-
38444443-
394444441

Extra Deific Foe [Epic]
Prerequisite: 3th Deific Foe
Benefit: You may select a new deific foe.
Special: You may select this feat more than once. Its benefits stack.

Foebane [Epic]
Prerequisite: 3rd Deific Foe
Benefit: When you attack creatures who qualify for your deific foe ability, you treat any weapon you wield (including natural weapons) as a bane weapon. This stacks with bane weapons and similar abilities.

Improved Deific Foe [Epic]
Prerequisite: 3th Deific Foe
Benefit: Your morale bonus to attack and damage rolls against deific foes rises by 2.
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

#199
Important note: This does not include the epic healer's spell list, which is going to be posted and refined elsewhere. This is just the mechanical setup of it sans epic spells.

Epic Healer

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier.

LevelBase Attack BonusSpecial
21+10Spells
22+11-
23+11Bonus feat
24+12-
25+12-
26+13Bonus feat
27+13-
28+14-
29+14Bonus feat
30+15-

Bonus Feats

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

Epic Healer Bonus Feat List

Absolute Healing, Armor Skin, Automatic Metamagic, Damage Reduction, Efficient Item Creation, Energy Resistance, Enhance Spell, Epic Crafting, Epic Skill Focus*, Epic Spell Capacity, Epic Toughness, Extra Emergency Healing, Fast Healing, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Intensify Spell, Perfect Health, Permanent Emanation, True Panacea.

* Heal only.

Absolute Healing [Epic]
Prerequisite: Brilliant Apotheosis, wis 25
Benefit: You can heal vile damage as if it were normal damage, as well as other sources of damage that cannot be healed except in special situations, such as frostburn damage. You must succeed on any caster level checks or have a sufficient caster level to do so, if required. Additionally, you can restore hit points permanently lost, such as from a lavawight's blazefire. Doing so requires a restoration or greater restoration spell.

Extra Emergency Healing [Epic]
Prerequisite: Emergency Healing, wis 23
Benefit: You gain two additional daily uses of your emergency healing ability.
Special: You may select this feat more than once. Its effects stack.

True Panacea [Epic]
Prerequisite: Panacea, wis 21
Benefit: All of your healer spells and uses of channel energy automatically gain the benefit of your panacea special ability. You have no limit to the number of times per day you can use your panacea ability on your healer spells or uses of channeling energy.
<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

#200
Muirfinn used this in B3. It's revised and polished up for here. The main thing is that the buy in is higher and some abilities are tweaked. The capstone is completely reworked as well. This is now a proper epic PrC, before it technically wasn't.

Dragonheart Shapeshifter

Hit Die

d8

Requirements

Feats

Dragontouched, Mighty Shapeshift

Epic Feats

Armor Skin

Skills

Knowledge (Nature) 20 ranks

Special

Must possess the shapeshift class feature and have access to the elemental fury shapeshift.

Skills

The dragonheart shapeshifter's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str).

LevelBase Attack bonusSpecialSpells
1+0Draconic ravager form, epic shapeshifting+1 divine
2+1Dragon power+1 divine
3+2-+1 divine
4+3Dragon power+1 divine
5+3Bonus feat+1 divine
6+4Dragon power+1 divine
7+5-+1 divine
8+6Dragon power+1 divine
9+6-+1 divine
10+7Bonus feat, dragon power, dragon soul+1 divine

Epic Shapeshifting (Ex)

Dragonheart shapeshifter levels stack for shapeshifting. The enhancement bonus of your natural weapons in shapeshift may exceed +5. Once that bonus becomes +6 or higher, those natural weapons count as epic to bypass damage reduction.

Draconic Ravager

At 1st level the dragonheart shapeshifter can take the form of a dragon four size categories larger than himself, up to a maximum of Colossal. The dragonheart shapeshifter can choose what type of dragon they will transform into. This may be any true dragon the caster knows of. Once this choice is made, it can't be changed.

While in draconic ravager form, the draconic ravager can use a breath weapon. This deals 1d6 points of energy damage per shapeshift level and the DC is 10 + 1/2 hit dice + Constitution modifier. For example, a druid 21/dragonheart shapeshifter 5 with a Constitution score of 20 deals 26d6 damage with his breath weapon and has a DC of 28. The type of energy damage varies  depending on the type of true dragon chosen. This matches the true dragon's breath weapon if applicable. For example, a dragonheart shapeshifter who chose a silver dragon deals cold damage. If the true dragon chosen does not have a breath weapon that deals energy damage, choose the energy type that most fits the true dragon. For the sake of this ability, energy damage is acid, cold, electricity, fire or sonic damage.

This breath weapon may be used at will, but requires 1d4 rounds to recover between uses.

While in draconic ravager form, the draconic ravager gains a primary bite attack that deals 4d8 points of damage and two secondary claw attacks that deal 4d6 damage, two secondary wing attacks that deal 2d6 damage and a secondary tail slap that deals 4d6 points of damage. The bite uses the draconic's full Strength modifier to determine damage, the claws and wings use half of his Strength modifier and the tail slap uses 1.5 times the draconic ravager's Strength score to determine damage.

The draconic ravager gains immunity to the energy type of his breath weapon.

The draconic ravager gains reach for a long creature of his size.

The draconic ravager can also choose to crush an opponent or series of opponents under its weight if it chooses to land on them. This functions as the crush ability of true dragons.

The draconic ravager gains a +20 enhancement bonus to Strength, a +6 enhancement bonus to Fortitude saves, and its natural armor bonus improves by 20. Land speed becomes 60ft and it gains a fly speed of 250ft (clumsy).

At 3rd level, the draconic ravager gains the Flyby Attack and Multiattack feats as bonus feats while in draconic ravager form, even if he would not normally qualify for it.

Dragon Power (Ex)

At 2nd level and every two levels thereafter, the dragonheart shapeshifter unlocks a secret of draconic power. He may choose one of the following benefits. Unless stated otherwise, each ability can only be selected once. These abilities only function while in draconic ravager form.

Arcane Fortitude

The draconic ravager gains spell resistance equal to 25 + his dragonheart shapeshifter level.

Draconic Immunity

The draconic ravager gains immunity to paralysis and sleep effects.

Draconic Senses

The draconic ravager gains the keen senses and blindsense special qualities of true dragons.

Frightful Presence

This functions as a true dragon's frightful presence special quality. The radius of this ability is equal to 30ft x dragonheart shapeshifter class level. The save DC is 10 + 1/2 hit dice + Charisma modifier.

Improved Breath

The recovery time between uses of the draconic ravager's breath weapon is reduced by 1 round. This ability may be selected up to four times.

Overwhelming Breath

The damage of your breath weapon rises by one die step (1d6 becomes 1d8, 1d8 becomes 1d10 and 1d10 becomes 1d12). This ability may be selected up to three times.

Ravager's Might

The draconic ravager's enhancement bonus to Strength increases by 4. This ability may be selected more than once.

Serrated Teeth

The draconic ravager's bite attack now threatens a critical hit on a roll of 18-20.

Toughened Hide

The dragonheart shapeshifter's natural armor bonus increases by 2. This ability may be selected more than once.

Dragon Soul (Ex)

At 10th level, the dragonheart shapeshifter's nature becomes more draconic, merging with his natural form. His type changes to dragon and he gains immunity to the energy type his draconic ravager form is at all times, not only when in draconic ravager form. He may use his breath weapon in any form. Finally, like any true dragon, the draconic ravager no longer suffers any penalties for aging and cannot die of old age. Any previously existing penalties are removed, though any bonuses are kept.

The dragonheart shapeshifter may choose to keep his previous type instead. If he does, he only gains immunity to his draconic ravager's energy type.

Bonus Feats

The dragonheart shapeshifter gains a bonus feat at level 5 and every 5 levels thereafter.

Automatic Metamagic, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Fast Healing, Ignore Material Components, Improved Combat Casting,  Improved Metamagic, Intensify Spell, Magical Beast Companion, Multiaction, Perfect Health, Permanent Emanation, Spell Stowaway, Spell Opportunity, 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

This is similar to druid domain from Unearthed Arcana, though intentionally different to suit this game.

Domain Access

Class: Druid.

Level: 1st.

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

Benefit: You may select a single domain that your deity offers. You gain that domain's granted power. If the domain refers to your cleric level, you may use your druid level instead. The spells of that domain are added to your druid spell list.
<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

#202
This PrC is for Marie and came about from a nagging discussion. It's highly modular, designed so you can keep taking it for as long as you'd care to in epic.

An epic PrC based around a single spell raises certain challenges. It's best to remember that for anything here, part of the logic of assigning abilities is 'well, it's still only magic missile'.


Master of Missiles

Hit Die

d4

Requirements

Skills

Spellcraft 24 ranks

Feats

Arcane Thesis (Magic Missile)

Epic Feats

Improved Metamagic

Special

Must have obtained 5th level in force missile mage.

Class Skills

The master of missile's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int) and Spot (Wis)

Skill Points at Each Level

2 + Intelligence modifier.

LevelBase Attack BonusSpecialSpells
1+0Magic missile mastery+1 arcane
2+1Piercing missiles+2+1 arcane
3+1Magic missile mastery, missile might+1 arcane
4+2Greater piercing missiles+1 arcane
5+2Bonus feat, magic missile mastery, superior thesis+1 arcane
6+3Missile might, piercing missiles+4+1 arcane
7+3Magic missile mastery+1 arcane
8+4Innate missiles+1 arcane
9+4Magic missile mastery, missile might+1 arcane
10+5Bonus feat, immediate missiles 2/day, piercing missiles+6+1 arcane

Magic Missile Mastery (Ex)

You can now push past the bounds of magic missile altogether. You can now produce up to six missiles with magic missile at caster level 11th. This stacks with bonus missiles from force missile mage.

At 3rd level and every 2 levels after, you gain an additional missile. This is seven missiles at caster level 13th at 3rd level, eight missiles at caster level 15th at 5th level and so forth.

Piercing Missiles (Ex)

At 2nd level, your magic missiles are harder to resist. They gain a +2 bonus to caster level checks to overcome spell resistance. This bonus rises by 2 at level 6 and every 4 levels thereafter.

Missile Might (Ex)

At 3rd level, you gain a +1 bonus to the caster level of magic missile. This bonus rises by 1 at 6th level and every 3 levels thereafter.

Greater Piercing Missiles (Ex)

At 4th level your magic missiles now ignore certain defenses. Your missiles overcome a spell immunity or greater spell immunity spell that selected magic missile, as well as globes of invulnerability (lesser and normal). Your missiles even deal normal damage to creatures immune to force damage, such as a force dragon.

Superior Thesis (Ex)

Your skill with magic missile exceeds even that of a normal wizard focused on that spell alone. You now subtract two levels from any metamagic applied to magic missile instead of one from your arcane thesis feat. For example, a quickened and maximized magic missile spell would be a 4th level spell, +2 levels for quickened and +1 for maximized. All other limitations of arcane thesis apply.

Innate Missiles (Sp)

You now know magic missile enough to cast beyond the bounds of normal magic. You gain magic missile as a spell like ability usable at will, with a caster level equal to your hit dice. The benefits of force missile mage and this master of missiles also apply, when applicable to a spell-like ability instead of a spell.

Immediate Missiles (Ex)

At 10th level you are able to throw magic missiles around whenever you like. Twice per day, you may cast magic missile as an immediate action. This rises by 2 uses per day at 20th level and every 10 levels thereafter.

Bonus Feats

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

Bonus Feats

Automatic Metamagic, Enhance Spell, Epic Crafting, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Extra Missiles, Familiar Spell, Ignore Material Components, Improved Magic Missiles, Improved Metamagic, Intensify Spell, Natural Missiles, Permanent Emanation, Spell Stowaway, Spontaneous Spell, Tenacious Spell.

Extra Missiles [Epic]
Prerequisite: Magic Missile Mastery
Benefit: You now produce another missile when you cast magic missile. This is identical to magic missile mastery, raising the number of missiles you can produce by one and the caster level needed to do so by 2. For example, a caster who can produce up to 6 missiles at caster level 11th can now produce up to 7 missiles at caster level 13th.
Special: You may select this feat more than once. Its benefits stack.

Improved Magic Missiles [Epic]
Prerequisite: Missile Might
Benefit: You gain a +1 bonus to the caster level of magic missile. This stacks with the bonus from missile might.
Special: You may select this feat more than once. Its benefits stack.

Natural Missiles [Epic]
Prerequisite: Combat Casting, Combat Reflexes, Innate Missiles
Benefit: In place of a melee attack, you may use your magic missile spell-like ability when a creature provokes an attack of opportunity from 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

#203
This class is designed for celestials to go right into. It's ideal for a planetar, a hound archon hero or similar celestials. It gives various holy themed powers and ways to grow for them, including various class features that they normally can't get. It's better in gestalt, obviously.

Angelic Champion

Hit Die

d8

Requirements

Race

Any outsider with the good subtype

Base Attack Bonus

+11

Feats

Words of Creation plus any other exalted feat

Special

Able to cast 4th level divine spells

Class Skills

The angelic champion's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis)

Skill Points at Each Level

8 + Intelligence modifier.

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+1+2+2+2Heaven's gift+1 divine
2+2+3+3+3Heavenly endurance+1 divine
3+3+3+3+3Divine health+1 divine
4+4+4+4+4Holy domain+1 divine
5+5+4+4+4Heaven's gift, holy magic+1 divine
6+6+5+5+5Regeneration+1 divine
7+7+5+5+5Divine grace+1 divine
8+8+6+6+6Holy domain+1 divine
9+9+6+6+6Heaven's gift+1 divine
10+10+7+7+7Angelic power+1 divine

Heaven's Gift (Su)

At level 1 and every four levels thereafter, an angelic champion receives a gift from the Heavens. She may select any one of the following gifts.

Favored Enemy (Evil)

The angelic champion gains favored enemy (evil). This is identical to the ranger ability of the same name, except it applies to evil creatures. The bonus is +2.

This gift may be selected more than once. Each time it is selected, the bonus for favored enemy (evil) rises by 2.

Smite Evil

The angelic champion can smite evil. This is identical to the paladin ability of the same name, except that the bonus to hit is +4 and the bonus to damage equals the angelic champion's hit dice. This ability may be used once per day. If the angelic champion can already smite evil, the uses do not stack. Track the different smite evils separately.

This gift may be selected more than once. Each time it is selected, another daily use of smite evil is gained.

Inspire Heroes

The angelic champion sings a song of courage and heroism, one that inspires the righteous. As a standard action, the angelic champion may sing to grant all good aligned allies that can hear her a +2 sacred bonus to attack rolls, weapon damage rolls and saving throws. This is treated as bardic music otherwise. Inspire heroes may be augmented by the words of creation feat, doubling the benefits of it and inflicting 4d4 points of nonlethal damage to the angelic champion. Inspire heroes lasts for as long as the angelic champion is heard and five rounds after.

The angelic champion must have at least four ranks in Perform (Song) to select this gift.

This gift may be selected more than once. Each time it is selected, the bonus granted by the song rises by 1.

Bonus Feat

The angelic champion may select an exalted feat as a bonus feat. She must meet all the prerequisites of that feat.

This gift may be selected more than once. Each time it is selected, the angelic champion gains another bonus feat.

Heavenly Endurance (Ex)

At 2nd level, an angelic champion is supported by the energies of the Heavens. This grants the angelic champion a bonus to hit points equal to her class level times two.

Divine Health (Su)

At 3rd level, an angelic champion gains immunity to diseases of all kinds. This is identical to the paladin class feature of the same name.

Holy Domain (Ex)

A 4th level angelic champion gains access to a domain, a reward for her steadfast service and loyalty. She may choose one domain from the following list: Charity, Chastity, Generosity, Good, Humility, Patience, Temperance and Zeal.

At 8th level, the angelic champion gains a second domain from the same list.

Holy Magic (Ex)

The angelic champion's magic is purified, resulting in magic that radiates goodly power. All of the angelic champion's spells gain the good descriptor. She removes any spells with the evil descriptor from her spell lists, she no longer has access to them.

Regeneration (Su)

A 6th level angelic champion is almost impossible to put down for good. She gains regeneration equal to her class level. For example, an 8th level angelic champion has regeneration 8. The angelic champion takes lethal damage from evil aligned weapons and spells with the evil descriptor. If the angelic champion has pre existing regeneration, she adds her class level to her existing regeneration instead.

Divine Grace (Su)

This ability is identical to the paladin ability of the same name.

Angelic Power (Ex)

At 10th level, the angelic champion reaches a new apex of power. All of her spells, spell-like abilities, extraordinary abilities and supernatural abilities gain a +2 sacred bonus to their DCs.
<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

#204
The concept of adjusting the barrier between an elemental or ethical force in a creature is not a new one, if one rarely explored. This is a powerful art for certain, yet one that is never safe and never without drawback. Souls simply aren't meant to do this, and while it can be done, there are always consequences. For most who accidentally do that to themselves, death is almost always the result.

Yet a rare few can ride this border, with the rarest of rare able to channel incredible power from it, albeit at a price. Madalanis are a reclusive sect of marid who have succeeded in doing so, the secrets kept for millions and millions of years and slowly, achingly honed. It is a vocation that can has a high failure rate, even for epic characters, with the few who truly learn the skills of a madalani coming forth with undeniable power. A master madalani bard can boost themselves to unimaginable heights, blowing past opponents that challenged them moments ago.

Suffice to say, great ability for Constitution or Charisma is a popular feat choice for madalani.


Madalani

Hit Die

d8

Requirements

Base Attack Bonus

+21

Skills

Concentration 27 ranks

Epic Feats

Lasting Inspiration, Music of the Gods, Superior Rapid Swimming

Special

Able to cast 5th level bard spells

Special

Inspire heroics

Special

Marid or half marid. Alternately, a creature with the water subtype can be trained by another madalani.

Class Skills

The madalani's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Swim (Int), Tumble (Dex) and Use Magic Device (Cha).

Skill Points at Each Level

6 + Intelligence modifier.

LevelBase Attack BonusSpecialSpells
1+1Bardic music, melody of water (flow)-
2+2Melody of water (surge)+1 bard
3+3Melody of water (gush)+1 bard
4+4Bonus feat+1 bard
5+5Melody of water (rain)-
6+6Melody of water (depths)+1 bard
7+7Melody of water (ripple)+1 bard
8+8Bonus feat+1 bard
9+9Melody of water (trickle)+1 bard
10+10Melody of water (rise)+1 bard

Bardic Music

Levels in madalani stack with bard to determine all aspects of your bardic music, including daily uses of bardic music, the total bonus of inspire courage and the total targets affected by inspire greatness or inspire heroics.

Melody of Water (Su)

The madalani consider water and music to be one in the same, water an endless melody that ranges from a torrent to a stagnant pool, but never ends. As water is also life to the marid, this in turn creates a triune meaning to madalani, where music is water and water is life, so thus life is music. This triune is directed inward, as what is a marid if not water? With this inner focus, they use their bardic music to empower themselves, a key to unlock the power of water within.

The benefits of melody of water apply whenever the madalani is under the effects of their own bardic music and end when they are no longer affected by their bardic music. Unless noted otherwise, the benefits of melody of water stack with the benefits of bardic music. The madalani gains all of the benefits of melody of water that she has access to, she does not need to choose between them.

Melody of water is not without risks. Channeling into one's inner essence is far from a safe endeavor. When a madalani ceases to be affected by their own bardic music and the benefits of melody of water fade, they must make DC 30 Constitution check. Failure results in 1d4 points of ability burn to Constitution. Success results in only 1 point of ability burn to Constitution. Multiple instances of ability burn from melody of water stack. This ability burn cannot be prevented in any way, and even affects the creature if they are otherwise immune to ability burn. A creature with a Constitution score of 0 (null) cannot use or benefit from melody of water.

A madalani can choose not to gain the benefits of melody of water when they use bardic music, and thus suffer no ability burn. This choice is made each time the madalani uses bardic music that affects them.

Flow

At 1st level, the madalani's movements become as forceful as a raging storm while they are one with the music. They add their Charisma modifier as a bonus to attack rolls and weapon damage rolls.

Surge

At 2nd level, the madalani's music brings together the eternal flow of water with the essence of life to represent the new growth rains bring. They gain fast healing equal to their Charisma modifier.

Gush

At 3rd level, the madalani's music has the sudden haste of a cloudburst. They add their Charisma modifier as a bonus to initiative checks.

Rain

At 5th level, the madalani's music lets them move through the skies as the rains do. They may use their swim speed as their land speed. They may fly at a speed equal to their swim speed with perfect maneuverability.

Depths

At 6th level, the madalani's melody allows them to be as strong and impassible as the deepest depths of the ocean. They gain their Charisma modifier as a bonus to armor class as well immunity to critical hits and precision damage.

Ripple

At 7th level, the madalani's song makes them move with the same outward grace as a ripple in a still pond. They gain a +30ft bonus to all modes of movement and do not trigger attacks of opportunity by moving.

Trickle

At 9th level, the madalani's life is more than it should be, enhanced. They gain temporary hit points equal to their hit dice. These temporary hit points replenish each round at the beginning of the madalani's turn.

Rise

A master madalani's melody of water enhances them in all ways possible, making failure a distant memory. They no longer automatically fail rolls on a natural 1.

Bonus Feats

A madalani gains an epic bonus feat at level 4 and every 4 levels thereafter.

Bonus Feats

Automatic Metamagic, Deafening Song, Epic Inspiration, Epic Spell Capacity, Epic Reputation, Epic Skill Focus, Flood, Group Inspiration, Hindering Song, Improved Combat Casting, Improved Metamagic, Inspire Excellence, Madalani's Skill, Polyglot, Ranged Inspiration, Rapid Inspiration, Reactive Countersong, Spell Stowaway

Flood [Epic]
Prerequisite: Melody of Water (Rise), cha 25
Benefit: You are more than you were before when you are within your melody of water. You gain a +4 bonus to all ability scores when in melody of water. This stacks with the other benefits of melody of water.

Madalani's Skill [Epic]
Prerequisite: Melody of Water (Trickle), cha 25
Benefit: You gain a +2 bonus to the Constitution check at the end of melody of water. Additionally, you reduce the ability burn by 1 point (minimum 1 point of ability burn) on a failed Constitution check.
<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

#205
Telekinetic Master

Hit Die

d4

Prerequisites

Skills

Concentration 24 ranks, Knowledge (Arcana) 24 ranks, Spellcraft 24 ranks

Feats

Arcane Thesis (Telekinesis)

Epic Feats

Epic Skill Focus (Spellcraft)

Special

Able to cast 6th level arcane spells.

Special

Fling skyward.

Class Skills

The telekinetic master's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Spellcraft (Int).

Skill Points at Each Level

2 + Intelligence modifier.

LevelBase Attack BonusSpecialSpells
1+1Telekinetic focus+1+1 arcane
2+2Greater force (50 pounds)+1 arcane
3+3Bonus feat+1 arcane
4+4Telekinetic focus+2+1 arcane
5+5Telekinetic blast+1 arcane
6+6Bonus feat+1 arcane
7+7Greater force (75 pounds), telekinetic focus+3+1 arcane
8+8Mass fling skyward+1 arcane
9+9Bonus feat, crushing blow+1 arcane
10+10Telekinetic focus+4, telekinetic overload+1 arcane


Telekinetic Focus (Ex)

The telekinetic master's telekinesis becomes virtually unstoppable.  She gains a +1 bonus to the save DC of telekinesis. This bonus stacks with other bonuses to DC, such as from spell focus (transmutation).

At 4th level and every 3 levels thereafter, the bonus to the DC of telekinesis rises by 1.

Greater Force (Ex)

The telekinetic master can move far more weight than a typical spellcaster. She can move up to 50 pounds per caster level with telekinesis, such as with the sustained force or violent thrust usage of telekinesis. Additionally, she no longer has a maximum of 375 pounds that she can move, the only limit is what her caster level provides her. For example, a telekinetic master with a caster level of 25 can move up to 1250 pounds.

At 7th level and every 5 levels thereafter, the amount of weight that can be move per caster level rises by 25. This is 75 pounds per caster level at level 7, 100 pounds at level 12 and so forth.

Telekinetic Blast (Ex)

At 5th level, a telekinetic master can throw anyone close to her away like leaves on the wind. As a standard action, the telekinetic master may use the violent thrust usage of telekinesis on all creatures within 100ft of herself. This sends them flying in the opposite direction to you, relative to where they are. Creatures that hit a solid surface take 10d6 points of damage, as if they had fell 100ft, instead of 1d6 points of damage. The telekinetic master can choose to exclude individual creatures from this blast.

A creature targeted by this is allowed a Will save and spell resistance, as normal. Using this ability requires telekinesis to be active on the telekinetic master.

Mass Fling Skyward (Ex)

The telekinetic master can throw many creatures skyward at once. This is identical to the fling skyward class feature of the master of the unseen hand, except it can affect up to one creature per caster level. All creatures affected must be in the range of telekinesis but do not need to be close together.

Crushing Blow (Ex)

When the telekinetic master uses the violent thrust usage of telekinesis (including telekinetic blast), they can choose to crush their enemies with the same force that sends them flying. This deals 1d6 points of damage per two caster levels. This only applies if the Will save against violent thrust is failed, no damage is taken on a successful save. The normal effects of violent thrust still apply, this damage is in addition to it as well as any damage they suffer for striking a solid surface or any other damage taken as a result of violent thrust.

Telekinetic Overload (Ex)

Once per day, the telekinetic master can overcharge a single casting of telekinesis. This casting gains a +5 bonus to caster level and DC of any saves. Additionally, any weight limits to the spell (such as using the sustained force or violent thrust usages of telekinesis) have their weight limit increased by a factor of ten. For example, a telekinetic master who can move up to 1250 pounds can move up to 12500 pounds for this casting of telekinesis.

Bonus Feats

A telekinetic master gains an epic bonus feat at level 3 and every 3 levels thereafter.

Bonus Feats

Automatic Metamagic, Epic Crafting, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Extra Telekinetic Overload, Familiar Spell, Improved Fling Skyward, Improved Spell Capacity, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Superior Telekinetic Force, Tenacious Magic.

Extra Telekinetic Overload [Epic]
Prerequisite: Telekinetic Overload
Benefit: You may use your telekinetic overload special ability an additional time per day.
Special: You may select this feat more than once. Its benefits stack.

Improved Fling Skyward [Epic]
Prerequisite: Fling Skyward
Benefit: You fling creatures skyward with vast force. A creature you fling skyward now takes 1d8 points of damage per 10ft fallen. This damage is no longer limited by the maximum falling damage.
Normal: A creature takes 1d6 points of damage per 10ft fallen. The maximum damage for this or any fall is 20d6 damage.

Superior Telekinetic Force [Epic]
Prerequisite: Greater Force
Benefit: Double the amount of weight you can move with telekinesis, such as with the sustained force or violent thrust usage of telekinesis.
Special: You may select this feat more than once. Its benefits stack. Remember that two doublings equal a tripling and so forth.
<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 Spells Booster

This booster is here to provide more epic spell options. This is a crosspost from the Spell Collection, which has all of them already.

Avenging Angel's Strike
Transmutation [Good, Fire]
Level: Clr 14, Pal 12
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

The weapon touched becomes capable of vanquishing any evil. It becomes a +7 weapon with the holy and fiery blast special abilities. This temporarily overwrites the properties of the weapon touched. Artifacts cannot be affected by this spell.

This spell is primarily known to a small group of avenging angels, who have slowly spread it to worthy mortals in recent centuries.

Focus

The weapon to be affected by this spell.

Blessing of the Throne
Transmutation [Good, Lawful]
Level: Sanctified 13
Components: V, Archon, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

You call on the Seven Heavens of Mount Celestia to bless the creature touched, giving them all the august power and authority of Celestia's champions. This grants the creature touched a +4 sacred bonus to all ability scores. They also gain the penitentiary gaze, aura of menace, teleport, tongues and magic circle against evil abilities of a throne archon. Finally, they gain a +8 racial bonus to Intimidate and Sense Motive checks.

The creature touched uses their ability scores and hit dice to determine the save DC of penitentiary gaze and aura of menace.

This spell fails if used on a non good creature. Throne archons gain no benefit from this spell.

Sacrifice

1d4 points of Charisma drain.

Cresiel's Valiant Stand
Abjuration
Level: Clr 13
Components: V, S, DF
Casting Time: 1 immediate action
Range: Personal; see text
Target: You; see text
Duration: Instantaneous

You offer yourself up as a martyr to protect those around you. You may only cast this spell when one more allies within 100ft take damage. When you do, all damage taken by allies within 100ft is taken by you instead. This spell only functions when cast and does not remove damage already taken previously or ward against damage taken in the future.

For each creature you take damage in place of from your casting of this spell, you gain a +2 bonus attack rolls and weapon damage rolls for one round (maximum +20).

Emily's Forceful Strike
Evocation [Force]
Level: Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (30ft radius, 100ft high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A column of raw force slams down and obliterates your enemies, dealing 1d6 points of damage per caster level (maximum 45d6) and stunning all creatures within for 1d6 rounds. A successful Reflex save halves the damage and negates the stunning.

Material Component

A handful of glass beads, which are thrown to the ground when you cast this spell.

Emily's Miraculous Gift
Conjuration [Healing]
Level: Clr 12, Hlr 12, Pal 11
Components: V, S, DF
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)

This spell heals every living creature within the range 2d4+10 hit points and deals an identical amount of damage to undead creatures.

Kascha's Curse
Necromancy
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The creature affected by this spell has their Dexterity reduced to 1. Any time the target attempts to move in combat, they have a 50% chance of tripping and falling, suffering 1d6 points of damage and going prone. Any item held in hand, including a weapon or shield, has a 25% chance per round of being dropped. Finally, the target suffers a -20 penalty to Balance checks.

This spell is difficult to remove, requiring a wish or miracle that succeeds on an opposed caster level check against the caster of this spell.

Malcanthet's Kiss
Enchantment (Charm) [Mind-Affecting]
Level: Brd 11, Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions as dominate monster, but with the following addition. The creature gains a +6 morale bonus on attack rolls, weapon damage rolls, checks and saving throws whenever it follows your commands.

This spell is difficult to remove, any attempts to dispel it suffer a -5 penalty.

Mercane's Insight
Divination
Level: Brd 12, Sor/Wiz 13
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

By invoking the name of the legendary founder of the Mercane and channeling knowledge from across the planes, you become a dynamo of mercantile knowledge. You gain a +40 competence bonus to Appraise checks. Appraising an item's value is a free action on your turn, you may appraise as many objects as you care to and can see on your turn. If an object you appraise is magical, you understand it as if you cast identify on the item.

Material Component

A platinum piece worth 10 gold.

Miranda's Banecrush
Evocation
Level: Rgr 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

All of your ranged attacks against your favored enemies deal an extra 4d6 points of damage as well as 1 point of Constitution damage.

Opal Protection
Abjuration/Enchantment (Compulsion) [Good, Mind-Affecting]
Level: Pal 8
Targets: Allies in a 40ft radius burst

This spell is identical to divine protection, except as noted here. Allies gain a +3 morale bonus to armor class. They are treating as being under a mind blank spell, but only against spells with the evil descriptor or by spells cast by evil outsiders.

Silverfrost
Conjuration (Creation) [Cold]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: 20ft/level
Area: 20ft/level radius spherical emanation, centered on you
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

All the ground within the area of the spell is covered with a thick layer of shining silver frost. Squares affected by this are treated as difficult terrain. Additionally, any creature who attempts to move through squares affected by silverfrost must succeed on a Balance check when they enter the first square with silverfrost, failure results in falling prone. The DC is equal to your caster level + 10. A creature only makes one Balance check per round, no matter how many squares of silverfrost it passes through. A creature that attempts to stand up from being rpone in a square affected by silverfrost must succeed on the same Balance check or be unable to stand up that turn.

Any creature that is prone at the beginning of their turn in a square affected by silverfrost takes 5d6 points of cold damage.

This spell only impedes creatures who move on the ground. Flying creatures are not affected by it unless they land.

Silverfrost Mist
Conjuration (Creation) [Cold]
Level: Sor/Wiz 15

This spell is identical to silverfrost, except as noted here. The air within the area of the spell is filled with a thin, translucent silver fog. This does not impair visibility at all, but flying creatures within it must make the same Balance check as creatures on the ground. If they fail it, they fall to the ground prone. Trying to fly from being prone requires the same Balance check to successfully fly as it does to stand up.

Solar Pulse
Conjuration/Evocation (Healing) [Light]
Level: Clr 15
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 10ft/level radius burst
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

From above a massive burst of golden sunshine rejuvenates the living while obliterating the dead. Living creatures within the area of the spell heal 1d8+1 hit points per caster level (maximum 35d8+35) while the undead take the same amount of damage instead and are dazed for one round. A successful Reflex save halves the damage taken and negates the dazing.

A solar pulse automatically dispels any darkness spell within its area of 9th level or lower. Darkness spells of 10th level or higher are not affected.

Song of the Elements
Evocation [Acid, Cold, Electricity, Fire]
Level: Brd 8
Components: V, S
Casting Time: 1 standard action
Range: 120ft
Targets: All allies within 120ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

All allies who hear this spell have their weapons empowered with elemental might. Any weapon attacks they make deal an extra 2d6 points of acid damage, 2d6 points of cold damage, 2d6 points of electricity damage and 2d6 points of fire damage.

Starbeam
Evocation [Light]
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 standard action
Range: 400ft
Area: Line from your hand
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You emit a beam of starlight that devastates creatures, dealing 1d8 points of damage per caster level (maximum 45d8) to any creature within it. Creatures that fail the save are dragged with the line to the end of the range. While being dragged prevents creatures moved by this spell to slam into each other, it does nothing to protect them from other hazards (such as passing through fire and being burned or falling because the line goes off a cliff, for example).

Focus

A small teardrop shaped star's tear gemstone worth 2,000 gold.

Summon Star of Mystra
Conjuration (Summoning) [Good]
Level: Clr 20, Sor/Wiz 20
Components: V, S, DF, Special
Casting Time: 1 round
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned Star of Mystra
Duration: Concentration; up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons a Star of Mystra from Dweomerheart It appears where you designate and acts immediately, on your turn. It understands your speech, regardless of language, and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.

Special

This spell can only be cast if you have Mystra's personal favor.

Syala's Blessing
Transmutation
Level: Drd 14
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target of this spell gains a +10 morale bonus to Strength, Dexterity and Constitution.

Voidcall
Evocation [Evil]
Level: Corrupt 14
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One living creature/level; no two of which can be more than 120ft apart
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

With a mournful call and longing incantation, you bring Shar's song to the targets to unravel them to nothingness. The targets take 1d10 points of vile damage per caster level (maximum 40d10) and is afflicted by the Song of Ending disease. A successful Fortitude save halves the damage and prevents being afflicted with the Song of Ending disease.

Corruption Cost

1d8 points of Constitution damage. Sharrans only take 1d4 points of Constitution damage instead.
<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

#207
Flames are not wholly destructive. In fact, some in Creation hold them as symbols of purification. One such sect of Kossuth's clergy developed this prestige class, which has spread across Fire in the fullness of time. It's one of those odd little things that pops up from the elemental planes. For elementals, efreet and other natives of Fire, there's no real drawbacks to this PrC. Creatures that aren't resistant or immune to fire rather stridently disagree with that, of course.

It's mostly used by natives of Fire and other planes where immunity to fire is the norm. Otherwise, the occasional cleric or even healer who uses healing spells primarily against the undead will take this, as burning cure is essentially a free caster level boost and a free damage booster against the undead. That's part of why there's no alignment prerequisite - some people sincerely use this for good ends, albeit either because fire doesn't hurt their patients or the undead need to burn.

Mechanically it's an odd duck of a PrC with a rough two feat buy in, but in return is 5/5 and gives some okay benefits. It's best when the drawbacks are mitigated somehow.


Flame Healer

Hit Die

d8

Requirements

Feats

Fiery Spell, Skill Focus (Heal)

Spells

Able to cast 3rd level divine spells

Class Skills

The flame healer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis) and Spellcraft (Int).

Skill Points at Each Level

2 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+2+0+2Cauterize wound+1 divine
2+1+3+0+3Burning cure (+1/+1d6)+1 divine
3+2+3+1+3Fire domain+1 divine
4+3+4+1+4Burning cure (+2/+2d6)+1 divine
5+3+4+1+4Burn it out+1 divine

Cauterize Wound (Su)

As a swift action, the flame healer can stabilize a dying creature by cauterizing their wounds. This deals 1 point of damage to the creature, but they immediately become stable if they survive this damage. They begin to recover hit points naturally, even if recovering without help. This ability may be used at will.

Burning Cure (Su)

At 2nd level, the flame healer can increase the power of her healing spells by adding a little fire. At will whenever she casts a spell of the healing subschool, she can cause this spell to deal 1d6 points of fire damage to any creature affected. In turn, the caster level of the spell increases by one and the spell gains the fire descriptor.

At 4th level, she can choose to increase the damage to 2d6 points of fire damage. If she does, the caster level rises by two.

Fire Domain

A 3rd level flame healer gains access to the fire domain, including the granted power of that domain.

Burn it Out (Su)

A master flame healer can cause a deluge of flame to purify all around her. Twice per day as a standard action, she may cause flames to erupt within 20ft of her. All creatures within that range suffer 10d6 points of fire damage, but are cured of the following conditions: ability damage, ability drain, confused, cowering, dazed, energy drain, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened and stunned. Any frostburn damage the creature suffers from at the time they are affected by burn it out can be healed or recovered from normally, regardless of the temperature.

A creature who wishes to avoid the flames may do so with a Reflex save (DC 10 + 1/2 hit dice + Wisdom modifier) to negate the damage. A creature that succeeds on the saving throw does not gain any of the benefits from burn it out. Creatures that are resistant or immune to fire damage do benefit from it, however, even if they take no damage from burn it out.
<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

#208
This ACF allows the Red Knight's paladins to become Intelligence based. This is something I don't believe exists otherwise, so they do pay for the privilege. I personally think this is interesting for a few builds but not fundamentally that great. The concept of 'tactical paladin who uses his brain rather than Charisma' is a possible character niche to explore.

Alternate Class Feature: Red Mind

Paladins who follow the Red Knight hone their mind to a razor keenness, replacing charisma with sheer intellect.

Class: Paladin

Deity: The Red Knight

Level: 4th

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

Benefit: You may use your Intelligence modifier in place of your Charisma modifier for paladin class features, including spellcasting.
<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: Tactical Acumen

The Red Knight's scouts can watch and gain great insight on how to defeat even the strongest enemy.

Class: Scout

Deity: The Red Knight

Level: 4th

Replaces: If you select this alternate class feature, you do not gain a bonus feat at 4th, 8th, 12th, 16th or 20th level.

Benefit: You are at your best when you have time to scout and watch the enemy. When you spend at least one minute watching an enemy unobserved, you gain a +2 insight bonus to attack rolls, weapon damage rolls, initiative checks, armor class and saving throws against those enemies. This bonus lasts until the end of the encounter.

At 8th level and every 4 levels thereafter, the bonuses rise by 1.
<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?