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Started by Anastasia, November 12, 2010, 07:19:41 PM

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Anastasia

See title. Whenever I have something noteworthy to post and you've come across it in the gameworld, I'll post it here. A lot of this doesn't pertain to you guys but it's interesting stuff. I'm aware the table's fucked up but you get the idea of how it works.

Anyway, Wise Woman of Jannath is a caster class based around the Intuition of Jannath feat. In exchange for two caster levels, the Wise Woman of Jannath gains natural insight, spell-like abilities and augments her Intuition of Jannath feat. It's specificness makes it a little more of an NPC class, though it could work on a PC in a nature focused game.


Intuition of Jannath [General]
Prerequisite: Jannath as a patron deity, female, wis 13.
Benefit: You are in tune with mother earth. Once per day as an immediate action, you gain a +2 insight bonus to one attack roll, saving throw or skill check.

Wise Woman of Jannath

Hit Die
d8

Requirements

Skills
Knowledge(Nature) 8 ranks.

Feats
Intuition of Jannath

Spells
Able to cast 3rd level divine spells.

Class skills

The Wise Woman of Jannath's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at Each Level
4 + int modifier

Level   BAB   Fort   Ref    Will   Special         Spells
1   +0   +0   +0   +2   Improved Intuition   -
2   +1   +0   +0   +3   Earth's Blessing   +1 divine
3   +1   +1   +1   +3   Jannath's Insight   +1 divine
4   +2   +1   +1   +4   Trackless Step      +1 divine
5   +2   +1   +1   +4   Voice of the Goddess   +1 divine
6   +3   +2   +2   +5   Lay of the Land      +1 divine
7   +3   +2   +2   +5   Resist Nature's Lure   +1 divine
8   +4   +2   +2   +6   Communion of the Land   +1 divine
9   +4   +3   +3   +6   Servants of Jannath   +1 divine
10   +5   +3   +3   +7   Foresight      -

Class Features

Improved Intuition (Su)

A wise woman of Jannath gains great insight to the natural order of the world. This improves her Intuition of Jannath feat. At first level they may aid one half of their Wise Woman of Jannath level to the the insight bonus the feat grants.

At second level and every two levels thereafter, the Wise Woman of Jannath gains an additional use of Intuition of Jannath each day.

Earth's Blessing (Sp)

So hearing Jannath's wisdom, you are blessed by her. You may cast One with the Land as a spell-like ability once per day, as long as you are in a natural surrounding. A natural surrounding is defined as a natural place unworked by human hands. An open field, an underground cavern, a forest and so forth are all considered natural surroundings. A village, an underground dwarven city or a city are not considered natural surroundings, for example.

Jannath's Insight (Ex)

At 3rd level the Wise Woman of Jannath's attunement to the land augments her studies. The natural wisdom Jannath provides illuminates even where traditional knowledge does not. The Wise Woman of Jannath may use her wisdom modifier for the following skills: Handle Animal, Knowledge(Nature), Ride and Swim. This replaces the normal ability modifier for those skills, it does not stack with them.

Trackless Step (Ex)

As the druid ability of the same name. If you already possess this ability, you may select a bonus feat. This feat may be any feat you qualify for.

Voice of the Goddess (Sp)

By listening to the whispers of Jannath, the Wise Woman gains insight into the future. Once per day while in a natural surrounding, the Wise Woman of Jannath may use Divination as a spell-like ability.

Lay of the Land (Sp)

At 6th level, the Wise Woman of Jannath's connection to nature allows her to use Lay of the Land as a spell-like ability once per day while in a natural surrounding.

Resist Nature's Lure (Ex)

Through her deep insight, the Wise Woman of Jannath is seldom fooled, even by nature's trickery. This functions as the druid ability of the same name. If the Wise Woman of Jannath already possesses this ability, she may select a bonus feat instead. This may be any feat she qualifies for.

Communion of the Land (Sp)

By connecting to the spirit of the earth and Jannath, the Wise Woman may ask the Earthmother questions to better understand her will. The Wise Woman may cast commune as a spell-like ability once per week, while in a natural surrounding.

Servants of Jannath (Sp)

At 9th level the Wise Woman of Jannath has connected to the land so much that she can summon it's defenders. Once per day as a spell like ability she may cast Summon Nature's Ally 8. This may only be used while in a natural surrounding.

Foresight (Su)

At 10th level, the Wise Woman of Jannath becomes one with nature. So great is her attunement that she is considered under the effect of a Foresight spell whenever she is in natural surroundings.
<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

Might of the Ley Lines

Effective Level: 5th
Skill Check: Knowledge(Nature) DC 20, six successes.
Failure: Attack and Damage
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Up to four creatures
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

This ritual siphons the natural energy of the world to empower a handful of creatures.  Filled with energy, they are tougher, stronger, impervious to the elements and even able to breath water. However, this ritual draws on the life force of nature, leaving harm behind each time it is cast. If overused, plants wither, fey die and wastelands result.

This grants them the benefits of an Animalistic Power, Barkskin, Endure Elements and Water Breathing spells, caster level 10th.  These effects last for 24 hours.

Might of the Ley Lines has an impact on nature around it. Any fey within 100 ft of the incantation takes 2 points of constitution damage, no save allowed. Plants nearby wilt, animals grow sick and fish go belly up. The immediate effects damage an area of approximately 500 feet around the caster, delayed effects occur for about three months within 50 miles. While damaging, a single casting does not ultimately cause long term damage. However, using this incantation more than once every few months in the same area has deleterious effects on the environment. Further, overuse of this spell carries the potential to get the attention of powerful fey and nature related creatures.

Failure: 3d6 damage to the caster and the targets of the spell. In addition, a fey is summoned and is extremely hostile. This fey ranged from CR 3 to CR 10, with the exact one varying on the area.

Material Components: Rare herbs and pure loam, costing 300 marks.
<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

#2
This is a class I use for Balmuria's City Guard. It's a mini-PrC that can be taken at level 2. It's not really balanced for PC use as much as setting up NPCs. I'm posting it here as a curiosity for you guys. If there were a non gestalt game, I'd tweak this and make it a template.

Members of the Crimson Guard can take this if they care to, mostly due to some intermingling between the groups. Urban Tracking and Efficient Defender are from Cityscape, by the way.


Balmurian Soldier

The few, the proud, the soldiers of the city guard. These brave souls endure training and hard knocks to defend Balmuria. They are common stock, often simple warriors, fighters, rangers, rogues or other such types. They are united in only one thing: They have chosen to join the city guard. As they are trained by Commander Hellman Oberuth and others, they become well versed in the city and how to deal with the unique challenges it provides. It is said that masters of this class have the potential to one day harness the power of the Balmurian Mythal, though the exact details are not known.

Hit Die

d10

Requirements

Base Attack Bonus

+1

Armor Proficiency

Proficient in medium armor.

Special

You must be an active member in good standing of the Balmuria City Guard or the Crimson Guard.

Class Skills

The Balmurian Soldier's class skills are: Climb, Diplomacy, Gather Information, Heal, Jump, Knowledge: Local, Listen, Sense Motive and Spot.

Skill Points

2 + int modifier.

Level   BAB   Fort   Ref       Will    Special
1            +1         +2    +0       +0      Urban Tracking, City Cooperation
2            +2        +3    +0       +0      Efficient Defender
3            +3        +3     +1       +1       Training from Hell

---

Urban Tracking

At level 1, a Balmurian Soldier gains Urban Tracking as a bonus feat.

City Cooperation (Ex)

The City Guard has a good reputation within Balmuria. As a result of this the large majority of citizens are helpful. While within Balmuria, the Balmurian Guard gains a bonus equal to his Balmurian Guard level on Diplomacy and Gather Information checks.

Efficient Defender

At level 2, a Balmurian Soldier gains Efficient Defender as a bonus feat.

Training from Hell (Ex)

Commander Oberuth is well known for the lengths to which he trains the city guard. As a result of this training, the Balmurian Guard gains a +1 competence bonus to attack rolls, weapon damage rolls and armor class. In addition, the Balmurian Guard's maximum hit points rise by 3.

Special

A Balmurian Guard who leaves the City Guard or Crimson Guard may no longer advance in this class. They retain all abilities except City Cooperation.
<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

Putting this in here for reference.

Shining Blade of the Triad

Hit Dice: d10

Requirements

Alignment

Lawful Good.

Base Attack Bonus

+6

Skills

Knowledge(Religion) 7 ranks

Feat

True Believer

Special

Must worship Ilmater, Tyr or Helm.

Class Skills

The Shining Blade of the Triad's class skills are: Concentration, Climb, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge(Religion), Profession, Swim.

Skill Points Per Level

2 + intelligence modifier.

Weapon and Armor Proficiency

A Shining Blade of the Triad is proficient in all simple and martial weapons, as well as all armor and shields.












Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day
1 +1 +2 +0 +0 Shock Blade -
2 +2 +3 +0 +0 Electric Endurance -
3 +3 +3 +1 +1 Holy Blade -
4 +4 +4 +1 +1 Holy Protection+1 -
5 +5 +4 +1 +1 Axiomatic Blade -
6 +6 +5 +2 +2 Mettle, Holy Protection+2 -
7 +7 +5 +2 +2 Thundering Blade -
8 +8 +6 +2 +2 Sacred Body 5/evil, Holy Protection+3 -
9 +9 +6 +3 +3 Brilliant Blade -
10 +10 +7 +3 +3 Sacred Body 10/silver and evil, Holy Protection+4 -

Shock Blade (Su)

A Shining Blade of the Triad can cause a weapon he is holding to crackle with heavenly lightning as a swift action. This causes the weapon to deal an extra 1d6 electricity damage on a successful hit.  This lasts for a number of rounds equal to the character's level in this class. This effect lasts even if he drops it or gives to another person to wield, though he can dismiss the effect as a swift action on his turn. He may do this a number of times per day equal to his Shining Blade of the Triad level.

This damage stacks with a shocking weapon.

Electric Endurance (Ex)

A Shining Blade of the Triad is blessed by the Triad, able to call down heavenly lightning. As a result of his constant exposure to electricity and his ability to channel it safely, he gains resistance to electricity 10.

Holy Blade (Su)

At 3rd level, whenever the Shining Blade of the Triad imbues a weapon with Shock Blade, he also bestows the weapon with holy energies. This causes the weapon to deal an extra 2d6 holy damage on each successful hit, as well as count as good to bypass damage reduction. This damage applies only against evil targets.

This damage stacks with a holy weapon.

Holy Protection (Su)

By 4th level, the Shining Blade of the Triad is favored by his patrons, protected by their divine blessings. This manifests as a deflection bonus to armor class. It is +1 at level 4, +2 at level 6, +3 at level 8 and +4 at level 10.

Axiomatic Blade (Su)

On reaching 5th level, the Shining Blade of the Triad also imbues his weapons with the power of law. This causes the weapon to deal an extra 2d6 points of axiomatic damage on each successful hit, as well as count as lawful to bypass damage reduction. This damage applies only against chaotic targets.

This damage stacks with an axiomatic weapon.

Mettle (Ex)

At 6th level, the Shining Blade of the Triad can resist magical and unusual attacks with great willpower of fortitude. If they makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), they instead completely negate the effect. An unconscious or sleeping Shining Blade of the Triad does not gain the benefit of mettle.

Thundering Blade (Su)

At 7th level, the fury of the three empowers the Shining Blade of the Triad. Thunderous sonic energy erupts with each strike, dealing an extra 1d6 sonic damage on a successful hit. In addition, any target struck must make a fortitude save (DC 10 + Shining Blade of the Triad class level + strength modifier) or be deafened.  A target can only be forced to save against deafening once per round, subsequent strikes in the same round do not add further chances to deafen. The sonic damage is still dealt, and being struck again in a later round allows another chance to be deafened.

Creatures who do not take sonic damage from this attack through resistance or immunity cannot be deafened.

Sacred Body (Su)

By 8th level, the Shining Blade of the Triad is nearly one with the glory of the Realms Above. As a result his flesh is not entirely mortal, celestial aspects blessing him. This grants him damage reduction 5/evil. At level 10 this improves to damage reduction 10/silver and evil.

Brilliant Blade (Su)

On obtaining 9th level, the Shining Blade of the Triad pours the pure, blinding majesty of the Triad into his weapon. This causes the weapon to function as a brilliant energy and ghost touch weapon. Unlike a normal brilliant energy weapon, this ability does not inhibit the affected weapon from damaging undead, constructs and objects.

These overlap with a brilliant energy or ghost touch weapon, as stacking is irrelevant.
<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

#4
I didn't find a PrC I liked for Noel, so I made one myself. It revolves around being effective while staying the fuck out of danger. It utilizes hiding, sneak attack and spring attack to keep Noel the hell away from danger. Comments welcome.

Unseen Striker

Hit Die

d6

Requirements

Skills

Hide 8 ranks, Move Silently 8 ranks.

Feats

Spring Attack, Craven

Class Skills

The Unseen Striker's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points per Level

8 + Intelligence modifier.












Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells
1 +0 +0 +2 +0 Cowardly, Overwhelming Strike -
2 +1 +0 +3 +0 Soft Steps+1 -
3 +2 +1 +3 +1 Sneak Attack+1d6 -
4 +3 +1 +4 +1 Fast Movement, Soft Steps+2 -
5 +3 +1 +4 +1 Bounding Assault -
6 +4 +2 +5 +2 Soft Steps+3 -
7 +5 +2 +5 +2 Hide in Plain Sight, Sneak Attack+2d6 -
8 +6 +2 +6 +2 Soft Steps+4 -
9 +6 +3 +6 +3 Rapid Blitz -
10 +7 +3 +7 +3 Moving Cover, Soft Steps+5 -

Cowardly (Ex)

You are not a stand up warrior. You strike from the shadows, unwilling to face the various dangers of direct combat. This fear has taken root in you, giving you a -2 penalty against any saving throws against fear effects. This stacks with the penalty from Craven.

Overwhelming Strike (Ex)

Yep, the best hits are the hits they never see coming! Starting at 2nd level, when you strike a flatfooted opponent, you deal extra damage equal to your Unseen Striker class level.

Soft Steps (Ex)

If they don't see or hear you, you aren't gonna get hit! Starting at 2nd level, the Unseen Striker gains a +1 bonus to Hide and Move Silently checks. This bonus rises by +1 every 2 levels. (4, 6, 8...)

Sneak Attack (Ex)

As the rogue ability of the same name. The damage starts at 1d6 at level 3 and rises 1d6 every four levels.

Fast Movement (Ex)

The best way to stay out of trouble is to stay out of reach! At 4th level, this lesson is taken to heart and the Unseen Striker gains a +10 enhancement bonus to his movement speed.

Bounding Assault

At 5th level you gain Bounding Assault as a bonus feat.

Hide in Plain Sight (Su)

At 7th level, the Unseen Striker has gained the ability to hide even when watched.  An Unseen Striker can use the Hide skill even when being observed.

Rapid Blitz

At 9th level, the Unseen Striker gains Rapid Blitz as a bonus feat.

Moving Cover (Ex)

At 10th level the Unseen Striker has mastered his ability to hide. He now suffers no penalty to hide checks when moving and only a -5 penalty when attacking, running or charging.

Epic Unseen Strikers

The epitome of silent, quick and -safe- attacks, the Epic Unseen Striker is almost impossible to stop.

Overwhelming Strike (Ex)

The bonus damage from this ability continues to rise with your class level.

Soft Steps (Ex)

The bonus to Hide and Move Silently checks continues to accrue at level 12 and every even level past that. (14, 16, 18...)

Sneak Attack (Ex)

Sneak Attack rises by 1d6 at level 11 and every four levels thereafter.

Bonus Feats

An epic Unseen Striker gains a bonus feat at level 13 and every three levels thereafter.

Epic Unseen Striker Bonus Feat List

Blinding Speed, Epic Dodge, Epic Reputation, Epic Speed, Final Blitz, Improved Sneak Attack, Lingering Damage, Self Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Superior Moving Cover.

Epic Unseen Striker Advancement Feats

Superior Moving Cover [Epic]
Prerequisite: Dex 25, Moving Cover
Benefit: You now suffer no penalty to Hide checks when running, attacking or charging.

Final Blitz [Epic]
Prerequisite: Dex 23, Rapid Blitz
Benefit: You can designate a fourth target for your Spring Attack feat. In addition to the third attack you gain from your Rapid Blitz feat, you may make a fourth attack at a -15 penalty.
<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?

Yuthirin

Sounds cool, but some of the feat descriptions are kind of lacking, like the second iteration of Overwhelming Strike
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Anastasia

Yeah, the latter parts could use a little bit more flavor text. No argument there. I'll add that and finish up the epic feat progression for it tonight.
<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

Take a wild guess who this is for. C'mon, I dare you!

It's not really finished, I never did anything with it past this first beta. I think it's okay anyway, though it's probably redundant with some of the Savage Species monster PrCs.


Sirine Paragon

Hit Die:

d6

Requirements

Race:

Sirine.

Alignment:

Any chaotic.

Class Skills

The Sirine Paragon's class skills are Concentration, Handle Animal, Heal, Hide, Knowledge(Nature), Perform, Swim.

Skill Points At Each Level

6 + intelligence modifier.





Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day
1 +0 +0 +2 +2 Improved Spell-Like Abilities -
2 +1 +0 +3 +3 Fey Skin +1 level of bard
3 +1 +1 +3 +3 Ability Boost (Cha+2) +1 level of bard

Improved Spell-Like Abilities (Sp)

A Sirine Paragon masters her innate magic. She may use fog cloud, improved invisibility and alter self three times per day.

Fey Skin (Su)

A Sirine Paragon gains some of the natural resilience her fey relatives share. She gains damage reduction 5/cold iron.

Ability Boost (Ex)

At 3rd level, a Sirine Paragon's charisma increases by two points.

Spells Per Day

At 2nd and 3rd level, a Sirine Paragon gains new spells per day and spells known as if she had also gained a level in bard. She does not, however, gain any other benefit a character of that class would have gained (bard class features, and so on).

<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

It's not done with the higher level lists, but it's good enough for now.

Candymancer

Hit Die

d8

Requirements

Skills

Profession(Confectioner) 8 ranks

Feats

Strong Stomach, Toughness

Spells

Able to cast 3rd level arcane spells.

Class Skills

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

Skill Points per Level

2 + int modifier.












Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells
1 +0 +2 +0 +0 Candymancy -
2 +1 +3 +0 +0 Skill Focus +1 arcane
3 +1 +3 +1 +1 Cast Iron Stomach +1 arcane
4 +2 +4 +1 +1 - +1 arcane
5 +2 +4 +1 +1 Hasty Candymancy -
6 +3 +5 +2 +2 - +1 arcane
7 +3 +5 +2 +2 Steel Stomach +1 arcane
8 +4 +6 +2 +2 - +1 arcane
9 +4 +6 +3 +3 - +1 arcane
10 +5 +7 +3 +3 Sugar Rush +1 arcane

Candymancy (Su)

A candymancer specializes in creating magical candy. As a full round action he may use his magic to create special candy that has a variety of effects. Creating any candy requires a DC 20 profession(confectioner) check. Failures results in the attempt being wasted. Candy so created lasts for 1 minute or until consumed. The effect and duration of the candy is noted in the description for each candy. At first level a Candymancer selects one ability from the lesser candymancy list. At each level he gains another candy he can create. At fourth level he may select candies from the normal or lesser candymancy lists, and at eighth level he may select from the greater, normal or lesser lists. Any time a spell level is needed, user the candymancer's total level; for example a 5th level wizard/2nd level candymancer would have a caster level of 7 for any candymancy.

A candymancer can create candy as many times per day as his candymancer level. For example, a 3rd level candymancer can create candy three times per day.

Skill Focus

At second level a Candymancer gains Skill Focus(Confectioner) as a bonus feat.

Cast Iron Stomach (Ex)

A candymancer has to try myriad ingredients and endure failures as he learns his craft. As a result his stomach can endure almost anything! He gains immunity to sickened and nauseated, a candymancer is never affected by these conditions.

Hasty Candymancy (Su)

At 5th level, a candymancer has learned how to do his work quick! Creating candy is now a standard action instead of a full round action.

Steel Stomach (Ex)

At this point, a candymancer's stomach has been exposed to magic and strange ingredients from across the world. This has given him a measure of endurance against even toxins, granting the candymancer a +2 bonus to saves against poison.

Sugar Rush (Ex)

At 10th level, a candymancer is as much sugar, spice and everything nice as real flesh. By drawing on this he can obtain vast reserves of energy. Once per day as a standard action, the candymancer may gave himself a +4 bonus to dexterity and constitution. This lasts for 1 hour and has no negative effects once it expires.

Lesser Candymancy List:

Abberation-Bar: No one's quite sure what this is supposed to be, much like a typical abberation. When consumed, it grants the benefits of a darkvision spell.
Cherry Bomb: Candied cherries and alchemist's fire? What could go wrong! This candy is not consumed, but thrown. It functions as a fireball spell.
Elemental Slushee: Slurp your way to explosive elemental power. When consumed, you gain the benefit of a weapons of energy spell.
Healing Nectar: Eat your way to full hit points. When consumed, you gain the benefit of a cure light wounds spell.
Honeybomb: For when a tanglefoot bag just isn't tasty enough. Functions as a tanglefoot bag when thrown, with a DC equal to 10+candymancer level+intelligence modifier.
Jumping Juice:  A strangely gummy flavored drink that grants great bounding leaps. When consumed, you gain the benefits of a jump spell, as well as the benefits of a feather fall spell for the duration of the Jumping Juice.
Pixie Dust: Not really pixie dust. Hopefully. Grants a +4 resistance bonus to enchantment spells for 10 minutes per caster level.
Puppy Paws: Honey filled pastry in the shape of a dog's paw. Not only is it cute enough to make a pixie sugar-drunk, it grants the benefits of an animalistic power spell.
Rock Candy: Said to be from the legendary sugar golem. Grants the eater light fortification for 1 round per caster level.
<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

#9
Crusader of the Dragon Princess

Those paladins that serve Seira gain powers that mimic a dragon's, to better serve and represent her.

Requirements

To take a Crusader of the Dragon Princess substitution level, a character must have Seira as a patron and about to take her 1st, 3rd or 6th level of paladin.

Hit Die

d8

Class Skills

Crusaders of the Dragon Princess have the same class skills as a standard paladin, plus Knowledge(arcana).

Skill Points per Level

2 + intelligence modifier.

1st: Lose Smite Evil, gain Dragonfire Wrath
3rd: Lose Divine Health, gain Dragon's Energy
6th: Lose Remove Disease, gain Good Hope.

Dragonfire Wrath (Su)

Through your devotion to Seira you can call on purifying flames to cleanse evil.  Once per day you may cloak a melee or natural weapon in these flames as a swift action, dealing grievous harm to evil. You deal an extra 1d8 points of fire damage per strike. This effect lasts for a number of rounds equal to your paladin level. When you reach 5th, 10th, 15th and 20th level you gain another use of this ability and the damage you inflict rises by 1d8.

Dragon's Energy (Su)

At 3rd level you gain the vitality of dragons. Each day at dawn you gain temporary hit points equal to your paladin level + 5.  These temporary hit points last 24 hours, fading away if they last until the next dawn. These hit points cannot increase your hit points past double your maximum hit points.

Good Hope (Sp)

You manifest Seira's hope through your blade and deeds. At 6th level, a Crusader of the Dragon Princess can use a Good Hope effect once per week, using her paladin class level as her caster level. She can't use this on herself, but only on another creature. This replaces your remove disease class feature; whenever you would gain another use of remove disease you instead gain another use of good hope.
<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

Survivor's an interesting idea for a class. It's quirky as hell and doesn't translate very well, plus a few features of it are poorly designed. I've overhauled it and given it a face lift. It now has d10 hit dice, more sensible requirements, mettle and improved mettle, and a handful of other changes. I think it's still weak for normal play, since you give up too much. You lose a handful of BAB if you're a warrior type and you cease advancing your other classes at all. For casters, no casting progression. It's mainly for monsters or gimmick builds, which I'm okay with! In gestalt it's much better, as you can sink 5 levels into it to get several premier defensive abilities.

I'm not sure this is balanced nor that it's available for PCs to take. I'm posting it mostly for feedback, lemme know what you think here or in Odds and Ends.


Survivor

Hit Dice

d10

Requirements

Feats

Endurance, Toughness.

Special

The aspiring survivor must have been reduced to -1 or lower HP in battle without dying.

Class Skills

The Survivor's class skills (and the key ability for each skill) are Hide, Listen, Move Silently, Spot, Survival and Tumble.

Skill Points per Level

2 + intelligence modifier.







Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +0 +2 +2 +2 Uncanny Dodge, Damage Reduction 1/- -
2 +1 +3 +3 +3 Evasion, Bonus Feat, Damage Reduction 2/- -
3 +1 +3 +3 +3 Improved Uncanny Dodge, Mettle, Damage Reduction 3/- -
4 +2 +4 +4 +4 Improved Evasion, Bonus Feat, Damage Reduction 4/- -
5 +2 +4 +4 +4 Improved Mettle, Damage Reduction 5/- -

Uncanny Dodge (Ex)

Starting at 4th level, a survivor can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a survivor already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Damage Reduction (Ex)

At 1st level the survivor games damage reduction. Subtract 1 point of damage each time she takes weapon or natural attack damage. This rises by 1 point per level of survivor, to damage reduction 5/- at level 5.

Evasion (Ex)

At 2nd level and higher, a survivor can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the survivor is wearing light armor or no armor. A helpless survivor does not gain the benefit of evasion.

Bonus Feat

At 2nd and 4th level the survivor may select a bonus feat from the following list:

Combat Expertise, Dodge, Diehard, Dive for Cover, Efficient Defender, Faster Healing, Great Fortitude, Improved Natural Armor, Iron Will, Lightning Reflexes, Mobility, Steadfast Determination, Strong Stomach.

Improved Uncanny Dodge (Ex)

A survivor of 3rd level or higher can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Mettle (Ex)

At 3rd level, the survivor can resist magical and unusual attacks with great willpower of fortitude. If she makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping survivor does not gain the benefit of mettle.

Improved Evasion (Ex)

This ability works like evasion, except that while the survivor still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless survivor does not gain the benefit of improved evasion.

Improved Mettle (Ex)

This ability works like mettle, except that while the survivor still negates the effect on a successful Fortitude or Will saving throw,  henceforth she takes only half effect on a failed save, as if she passed the save normally without mettle. A helpless survivor does not gain the benefit of improved mettle.
<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

#11
This is mostly a homage to the Sylica group in Balmuria 1. I'd had this idea kicking around, and since my plate is clear at the moment, I went ahead and did it. Note that since one of the pre-req feats is an Exalted feat, this is an Exalted PrC. I think it's quirky but okay - in Tierspeak it's a strong +0 to a weak +1, I think.

Knight of Sylica

Hit Dice

d8

Requirements

Base Attack Bonus

+5

Feats

Devotee of Sylica.

Spells

Able to cast 1st level divine magic.

Special

Able to turn undead.

Class Skills

The Knight of Sylica's class skills(and the key abilities for each skill) are: Concentration, Diplomacy, Knowledge(Planes), Knowledge(Religion), Sense Motive and Spellcraft.

Skill Points per Level

2+intelligence modifier.







Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +1 +2 +0 +2 Stealth of the Shadowed Angel, Turn Undead -
2 +2 +3 +0 +3 Light of the Shining Angel +1 divine
3 +3 +3 +1 +3 Resolve of the Opal Angel +1 divine
4 +4 +4 +1 +4 Protection of Syala +1 divine
5 +5 +4 +1 +4 Might of Alicia +1 divine

Stealth of the Shadowed Angel (Sp)

You are protected by the shadows, hidden from evil's prying eyes. Once per day you can cast nondetection as a spell like ability. Your caster level equals your hit dice.

Turn Undead (Su)

Your Knight of Sylica class level stacks with any other classes that grant turning.   A 10th level cleric/1st level Knight of Sylica turns as an 11th level cleric, for example.

Light of the Shining Angel (Su)

Radiance from above shines down, wiping away the undead that fear the sun's touch. Whenever you turn undead, the radius of effect is filled with sunlight for one round. This is identical to real sunlight, having all the normal effects of sunlight. This effect is treated as a 3rd level light spell for the sake of interacting with darkness descriptor spells.

Resolve of the Opal Angel (Ex)

Through your trials you have gained a preternatural resolve. You gain a +4 bonus to saves against mind effecting spells and abilities.

Protection of Syala (Su)

You have learned how to protect others, to prevent more victims of tragedy. Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet from you. You can affect yourself with this ability. This is identical to the granted power of the family domain; if you already possess this ability you gain a second use per day.

Might of Alicia (Sp)

With your holy touch, evil crumbles apart. You may cast Dispel Evil once per day as a spell-like ability, with a caster level equal to your hit dice.

Devotee to Sylica [Exalted]
Prerequisite: Must have Alicia or Syala as a patron
Benefit: For the purposes of determining damage from spells or abilities dependent on alignment, you are treated as either lawful or chaotic, whichever is most advantageous. This does not apply to other effects based on alignment, such as the deflection bonus from a protection from chaos or law spell.

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

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

Anastasia

For Balyss. The full change log can be found below. Most of it's done, though lycanthropy is a tangle that I'll deal with if/when she gets there.  The epic progression could use a little more work, I'll do that later when I have motivation.

Changelog: Changed Inuit Direction 2 ranks to Survival 2 ranks. Changed dodge, mobility and spring attack to Initiate of Selune. Trimmed a few extraneous knowledge skills.  Rewrote Prophet's Sight and changed it over to an (sp) instead of an (su).  Trimmed down Selunite Lycanthropy and adjusted it to 3.5 standards. Added an epic progression.


Silverstar

Hit Die

d8

Requirements

Alignment

Chaotic Good

Base Attack Bonus

+4

Skills

Survival 4 ranks, Sense Motive 2 ranks.

Feats

Blind-Fight, Initiate of Selune

Spells

Able to cast 2nd level divine spells, plus access to the Moon Domain.

Class Skills

The Silverstar's class skills(and the key ability for each skill) are: Concentration, Craft, Diplomacy, Heal, Knowledge(arcana), Knowledge(nature), Knowledge(planes), Knowledge(religion), Profession, Sense Motive, Spellcraft, Survival.

Skill Points per Level

2+intelligence modifier.












Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +0 +2 +0 +2 Moon Spells +1 divine
2 +1 +3 +0 +3 Lunar Sight +1 divine
3 +2 +3 +1 +3 Moon's Hand +1 divine
4 +3 +4 +1 +4 Tears of Selune +1 divine
5 +3 +4 +1 +4 Prophet's Sight 1/day +1 divine
6 +4 +5 +2 +5 Selunite Lycanthropy, Moon's Hand +1 divine
7 +5 +5 +2 +5 Moon Shield +1 divine
8 +6 +6 +2 +6 Prophet's Sight 2/day +1 divine
9 +6 +6 +3 +6 Greater Moon Hand +1 divine
10 +7 +7 +3 +7 Moonfire +1 divine

Moon Spells

A silverstar can prepare any Moon domain spell as if it were on her divine spell list. The spell uses a spellslot equal to it's level on the Moon domain list.  For instance, a cleric/silverstar could prepare Moonblade as a 3rd level cleric spell, and a ranger/silverstar could prepare Moonbeam as a 2nd level ranger spell.

Lunar Sight (Ex)

At 2nd level a silverstar gains low-light vision.

Moon's Hand (Su)

Any heavy mace wielded by a 3rd level silverstar is treated as if it were a +1 shocking heavy mace. If it leaves the hand of the silverstar it reverts to it's original abilities. If the weapon has additional properties, such as frost or impact, these still apply, and if the weapon has an enhancement bonus higher than +1, the higher of the two bonuses is used. At 6th level this improves to a +2 shocking heavy mace, and to a +2 shocking burst heavy mace at level 9.

Tears of Selune (Sp)

A 4th level silverstar can project small balls of luminescent lunar energy from her eyes as a dancing lights spell(torches or will o' the wisps only) at will.

Prophet's Sight (Sp)

Once per day at 5th level, a Silverstar is able see as if under the effect of true seeing. In essence, she may give herself true seeing once per day. This ability may not be used on other creatures. At 8th level this increases to two times per day.

Selunite Lycanthropy (Ex)

Upon reaching 6th level, silverstars who contract lycanthropy are treated as natural lycanthropes. Silverstars do not change alignment due to contracting lycanthropy and are aware of their actions while in animal or hybrid form.

Moonshield (Su)

At 7th level, a silverstar learns how to better resist the dark magic of the Shar. She gains a +2 bonus on saves against enchantment, illusion, and necromancy spells.

Moonfire (Sp)

Upon reaching 10th level, a silverstar can cast moonfire 1/day as a spell like ability. Her caster level equals her hit dice.

Epic Silverstars

The epic silverstar is a dedicated, tested servant of Selune who stops at nothing to spread her world and oppose Shar.

Spells

At level 11 and every level thereafter, the epic silverstar gains another level of divine casting.

Moon Hand (Su)

At 12th level the Moon Hand ability improves to +4 shocking burst. At 15th level it improves to +6 lightning blast. At level 18 and every three levels thereafter, the enhancement bonus of Moon Hand increases by 1.

Prophet's Sight (Sp)

At 11th level and every three levels thereafter, the epic silverstar may use Prophet's Sight an additional time per day.

Bonus Feats

At 13th level and every three levels thereafter, the epic silverstar gains a bonus epic feat.

At 13th level and every three levels thereaafter, the epic silverstar gains a bonus feat(selected from the list of epic silverstar bonus feats).

Epic Silverstar Bonus Feat List

Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

It's done. Most of this is fairly simple and a direct conversion to psionics. The class powers don't directly correlate to psionics or magic - in fact it really could be a non cleric PrC for the most part - so switching it to psionics was straightforward. I did tweak a few things here or there as well as un-3.0'ed it, but the meat of the class hasn't been altered.

Elemental Archon

Hit Die

d8

Requirements

Alignment

Any neutral

Skills

Knowledge(nature) 8 ranks

Powers

Able to manifest specified energy adaptation.

Special

Must speak the language associated with your chosen element. Air is Auran, Earth is Terran, Fire is Ignan, Water is Aquan.

Class Skills

The Elemental Archon's class skills(and the key ability for each skill) are: Concentration, Handle Animal, Heal, Knowledge(nature), Knowledge(psionics), Knowledge(planes), Psicraft and Swim.

Skill Points per Level

2+intelligence modifier.












Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Powers Known
1 +0 +2 +0 +2 Mephit Underlings +1 level of manifesting class
2 +1 +3 +0 +3 Power of Arrogance +1 level of manifesting class
3 +2 +3 +1 +3 Elemental Resilience 10 -
4 +3 +4 +1 +4 Elemental Affinity +1 level of manifesting class
5 +3 +4 +1 +4 - +1 level of manifesting class
6 +4 +5 +2 +5 Elemental Resilience 20 -
7 +5 +5 +2 +5 Elemental Expertise +1 level of manifesting class
8 +6 +6 +2 +6 - +1 level of manifesting class
9 +6 +6 +3 +6 Elemental Resilience 30 -
10 +7 +7 +3 +7 Elemental Transcendence +1 level of manifesting class

Power of Arrogance (Ex)

So strong is the elemental archon's belief in the supremacy of his chosen element that her attacks do greater damage against those of the opposing element. At 2nd level the elemental archon gets a +2 competence bonus to any attack rolls against creatures with a subtype opposite his chosen element. (Fire<->Water and Air<->Earth, respectively.) On a successful attack, he deals +2d6 extra damage due to her expertise in combating these creatures.

Elemental Resilience (Su)

At 3rd level, the elemental archon gains resistance 10 to his chosen element. At 6th level this increases to resistance 20, and at 9th level increases to resistance 30. Elemental Archons dedicated to air gain resistance to electricity, those dedicated to fire gain fire resistance, those who follow earth gain acid resistance and the ones who promote water gain cold resistance.

Elemental Affinity (Ex)

An elemental archon gains a +1 bonus to manifester level to all spells with his chosen elemental descriptor.

Elemental Expertise (Ex)

Elemental archons of 7th level or higher have achieved a sort of equilibrium with their element that gives them an edge in certain combat situations.  Consult the list below to determine the specific benefit you gain, it matches your chosen element.

Air Expertise: +1 circumstance bonus to hit and damage rolls when both the elemental archon and it's opponent are airborne.
Earth Expertise: +1 circumstance bonus to hit and damage rolls when both the elemental archon and it's opponent are touching the ground.
Fire Expertise: +1 circumstance bonus to hit and damage rolls when both the elemental archon and it's opponent are 20 ft away from a open source of flame(torch sized or larger).
Water Expertise: +1 circumstance bonus to hit and damage rolls when both the elemental archon and it's opponent are touching water.

Elemental Transcendence (Ex)

Through long dedication to his element and long association with related elementals and elemental plane, the elemental archon transcends his mortal form and becomes an elemental creature. His type becomes elemental with a subtype matching his chosen element. His body endures a change to a form more closely aligned with his element; though he maintains an outline in the shape of her former form(albeit filled with swirling air, crackling fire, whirling water or rocky earth), he has no discernible anatomy.

The archon gains the speed and movement modes, attacks, special attacks and special qualities of a medium sized elemental of her chosen element. However, he uses his own ability scores and the save DC against his abilities, if any, is 20+his constitution modifier. He may use equipment normally, able to prevent burning, soaking or other such things on touch if they desire. (A fire archon can hold a piece of paper without burning it, for example.)

The archon is immune to poison, sleep, paralysis and stunning. Despite his humanoid form, he has senses that extend 360 degrees; he is not subject to flanking and critical hits. You gain darkvision 60ft, unless you have better darkvision in which case you retain the better value. He is not a called or summoned elemental, so the third function of protection from evil does not impede him. If slain, the archon is treated as an elemental, requiring special means, such as a wish or miracle, to resurrect.

Mephit Underlings

On or after reaching 1st level, an elemental archon can call a triad of mephits to act as his servitors. These toadying creatures can be used as guardians, messengers or even battle companions. The mephits gain hit dice and special abilities based on the elemental archon's class level. Mephit underlings who summon others of it's kind bring forth normal examples of mephits, not additional mephit underilngs.

The elemental archon may have up to three mephit underlings at a time. Should one of these servants die, she may call for another after one day. The new servant has all the accumulated abilities due to a servant of the elemental archon's current level. What type of mephit an elemental archon summons is found below. Archons may : choose any mixture of elementals from the list of their chosen element.

Air: Air, Dust, Ice.
Earth: Earth, Salt.
Fire: Fire, Magma, Steam.
Water: Ooze, Water.






Elemental Archon Level Bonus HD Natural Armor Strength Bonus Special
1-2 - - +1 Empathetic Link, Improved Evasion, Share Saving Throws
3-5 +2 +2 +2 Sycophantic Fawning
6-8 +4 +4 +3 Improved Empathic Link
9-10 +6 +6 +4 Slavish Sacrifice

Empathic Link (Su)

The elemental archon has an empathic link with his underlings out to a distance of one mile. The elemental archon cannot see through the mephit's eyes, but each underling can communicate to the archon telepathically. Though the mephits view the material world through a strange, distorted lends of it's element, the elemental archon's studies and experiences with her element are so complete that misunderstandings are very rare. Due to the link, the archon has the same link as her minions to places.

Improved Evasion (Ex)

If the underling is subjected to an attack that causes damage and allows a reflex save for half damage, they take half damage on a failed saving throw and no damage on a successful one.

Share Saving Throws

The underlings use their base saving throws or those of the archon's, whichever is higher.

Sycophantic Fawning (Su)

Underlings of experienced archons are pleased to serve such paragons of perfection, and they're more than happy to tell their master how much they enjoy the privilege. Once per day as a standard action, the mephit may extol the virtues of it's master, granting the archon a +1 morale bonus on attack rolls, weapon damage rolls, saves and skill checks. If more than one mephit fawns in the same round, the bonuses stack. This bonuses lasts for a number of rounds equal to the hit dice of the highest leveled mephit that participates.

Improved Empathic Link (Su)

The range of the empathic link of the elemental archon and his familiars increases to 20 miles.

Slavish Sacrifice (Su)

The mephit underling's bond with it's master is so great that it's willing to sacrifice itself to protect it's master. Each morning, the archon and underlings strengthen this bond in a ceremony that takes 15 minutes.  For the next 24 hours, the damage from a single attack that would bring the archon to below 0 hit points is instead transferred instantly to the person of the archon's nearest mephit underling. Regardless of how much damage is transferred, the mephit dies in a disgusting burst of elemental ooze. A mephit must be within 100 feet of the archon for this ability to work. Mephit underlings understand this inherent risk, viewing this as one of the most honorable ways to die.  If the archon wishes, he may forgo the morning ceremony, in which case this ability may not be used that day.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#14
Alternate Class Feature: Cunning Escape

While many factotums gain the ability to act above and beyond, others gain the ability to act swiftly to ensure safe escapes from sticky situations.

Level 8th

Replaces: If you select this alternate class feature, you do not gain cunning surge.

Benefit: Through pure inspiration you can manage a quick burst of magical movement. By spending 3 inspiration points you can teleport 5 feet per factotum level. Using this ability is a swift action.
<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?