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

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Anastasia

For all the things I make that need to be saved. Anything posted here and without a note otherwise is fair game for you guys. Material that isn't ported over from the Balmuria 2 topic may still be usable, talk to me. I'm just bringing over the relevant stuff. None of you are going to care about a Balmuria Guard PrC.

Note that new feats go into the house rules instead, unless it's a new epic feat. I have an epic compendium on the DM board, but since they're generally not relevant - right now, this game could go into epic with it's scope - I don't post them publicly.
<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: Elven Fencer

Through your graceful maneuvers, you wield any weapon with an impossible, precise grace. It is said that this is the style that inspired the legendary elven courtblades.

Class: Swashbuckler.

Level: 11th.

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

Benefit: You may apply your insightful strike bonus to any weapon you wield.
<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
Shining Blade of the Triad

Hit Die

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

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

#4
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.
<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

#5
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.
<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

#6
Alternate Class Feature: Cunning Move

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.

Class: Factotum

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 10 feet per factotum level. Using this ability is a move action that does not provoke AoOs.
<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

#7
Divine Agent

Hit Die

d8

Requirements

Base Attack Bonus

+4

Skills

Knowledge(Religion) 7 ranks.

Special

The divine agent must have made peaceful contact with her deity or its direct agents (sometimes other divine agents acting on the deity's behalf). Furthermore, a potential divine agent must have completed a specific task assigned by her deity in order to become a divine agent. Once the task is completed, the character can become a divine agent at any point thereafter. After a character has embarked on this path (as a 1st level divine agent), a divine agent cannot become the divine agent of another deity.

Class Skills

The divine agent's class skills (and the key ability for each) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

Skill Points at Each Level

4 + Int modifier.












Class Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +0 +0 +0 +2 Granted Domain -
2 +1 +0 +0 +3 Contact +1 divine
3 +2 +1 +1 +3 Menacing Aura, Godly Gift -
4 +3 +1 +1 +4 Altered Appearance +1 divine
5 +3 +1 +1 +4 Commune, Plane Shift to deity's plane -
6 +4 +2 +2 +5 Godly Gift +1 divine
7 +5 +2 +2 +5 Plane Shift to any plane -
8 +6 +3 +3 +6 Audience, alignment shift +1 divine
9 +6 +3 +3 +6 Mystic Union, Godly Gift -
10 +7 +3 +3 +7 Gate +1 divine

Granted Domain:

A divine agent gains access to one domain chosen from among those her deity offers, and with it the granted power of that domain. Divine agents who were once clerics essentially gain a third domain this way and can prepare their domain spells at each level from the new domain's list if they wish.

No matter what their prior class was, divine agents gain the granted power of the domain they choose. In cases where the granted ability relies on cleric levels or allows turning or rebuking, use the sum of a character's cleric and divine agent levels to determine the ability's effect.

Contact (Su)

A divine agent of 2nd level or higher may be contacted mentally by her deity or its agents, usually to impart particular knowledge and orders to the divine agent. This contact only functions one way; the divine agent cannot initiate the contact, question the orders, or ask for clarifications. The nature of the contact depends on the deity: Dreams, ghostly visions, and illuminations from above are all possibilities. Contact from the deity rarely interrupts the divine agent's normal actions.

Menacing Aura (Ex)

At 3rd level, a divine agent gains the ability to generate an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack the divine agent must attempt a Will save (DC = the divine agent's character level). Those whofail the saving throw suffer a –2 morale penalty on attacks, checks, and saves for one full day or until they successfully damage the divine agent generating the aura. A creature that made its initial save or damaged the divine agentis immune to that divine agent's aura for one day.

Godly Gift: At 3rd, 6th, and 9th levels, the deity bestows on the divine agent a gift. Each deity's gift varies, but it is usually the ability to use a spell from one of the divine agent's domains as a spell-like ability. The deity offers a spell of the divine agent's level or lower. In other words, a 3rd-level divine agent would gain one of her 1st-level, 2nd-level, or 3rd-level domain spells as a spell-like ability. The divine agent may use this ability once per day. The spell-like ability functions as a spell cast by a cleric of a level equal to the divine agent's character level.

Altered Appearance (Ex)

At 4th level, a divine agent begins to show prominent physical modification to match the desires of her deity. For good-aligned deities, this often takes the form of golden skin, hair, or eyes. Divine agents of evil-aligned deities might gain horns, antlers, or a pointed tail. Neutral deities may provide a copper or silver tone to the skin, while nature deities may cause a greenish pallor and barklike hair. Elemental powers may alter their divine agents' appearance by giving a texture to the skin reflecting the element involved. All such alterations are permanent, though disguise or spells may hide them.

Commune (Sp)

A divine agent of 5th level or higher can activate this spell-like ability (as the spell of the same name) once per week. This spell-like ability functions as a spell cast by a cleric of a level equal to the divine agent's character level.

Plane Shift to Deity's Plane (Sp)

A divine agent of 5th level or higher may plane shift to her deity's home plane once per day, and from that plane to the divine agent's native plane. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agent's character level.

Plane Shift to Any Plane (Sp)

Upon reaching 7th level, a divine agent may plane shift to any plane of existence, as per the spell, once per day. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agent's character level.

Audience (Sp)

Up to twice per year a divine agent of 8th level or higher may request an audience with her deity, which functions as a double-duration commune spell allowing a number of questions equal to double the divine agent's character level.

Alignment Shift:

If a divine agent is not the same alignment as her deity, then her alignment shifts to match it as soon as the divine agent reaches 8th level.

Mystic Union:

At 9th level, a divine agent becomes a magical creature. She is treated as an outsider of the deity's home plane rather than as a humanoid. For instance, charm person does not affect her. Additionally, the divine agent gains damage reduction 10. This damage reduction is bypassed by the opposite alignment of the deity's; a servant of Asmodeus would gain damage reduction 10/chaos or good. A neutral deity grants damage reduction 15/magic instead. In any case, this damage reduction does not stack with other forms of damage reduction.

Despite this outsider status, a divine agent may still be brought back from the dead if slain.

Gate (Sp)

A 10th-level divine agent can activate this spell-like ability (as the spell of the same name, except it only reaches the home plane of the divine agent's deity) once per day. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agent's character 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

Alternate Class Feature: Domain Paladin

While some paladins are shown divine favor by the gift of a celestial mount, your piety is rewarded in another way.

Class: Paladin.

Level: 5th.

Replaces: If you select this alternate class feature, you do not gain special mount.

Benefit: You may select a domain your deity grants access to. You gain the granted ability of this domain. You may use your paladin level in place of cleric level if it calls for your cleric level. In addition, you may add the spells from that domain to your paladin spell list.

Alternate Class Feature: Battlescarred Paladin

Your trials against evil have tested your mettle. Like iron from the forge, you have emerged strengthened.

Class: Paladin.

Level: 5th.

Replaces: If you select this alternate class feature, you do not gain special mount.

Benefit: You gain damage reduction 1/-.  At level 8 it rises to damage reduction 2/- and rises by another point every three levels thereafter. (11, 14, 17, 20, 23, ect.)

Alternate Class Feature: Celestial Wings

Like the celestial servants of your deity, you are liberated from the surly bonds of earth.

Class: Paladin.

Level: 5th.

Replaces: If you select this alternate class feature, you do not gain special mount.

Benefit: You gain a pair of white feathered wings. These wings grant a fly speed of 50ft (good).

Alternate Class Feature: Paladin of Radiance

Light shines from you with an intensity to rival the most pious cleric.

Class: Paladin.

Level: 5th.

Replaces: If you select this alternate class feature, you do not gain special mount.

Benefit: You are treated as a cleric of your paladin level to turn undead, instead of a cleric three levels lower than your paladin 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

Alternate Class Feature: Ground Knight

Most knights are valiant warriors that charge across the battlefield on snow white stallions. You do not, as you trust only your two feet. You learn to use your feet to the utmost, dashing across the battlefield.

Class: Knight.

Level: 2nd.

Replaces: If you select this alternate class feature, you do not gain mounted combat.

Benefit: You gain a +10 bonus to movement speed. This functions while wearing any armor, but not while carrying a heavy load.
<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

#10
This is a conversion of Frost Rager from Frostburn. I tweaked it here and there to work better. Power Attack was dropped as a prerequisite. Power Attack isn't called on anywhere in the class plus it's already full of prerequisites. One-Two Punch was changed to Flurry of Blows. It's the same thing as 1st level flurry of blows, so why change what's not broken? Likewise I trimmed down burning rage, there's no need for extra unarmed damage dice. This is designed for gestalt, go take a dip in monk or battle dancer if you want to raise those. Hell, with the PrC's design, that would make a lot of sense. Instead I had it add extra fire damage dice and I wasn't stingy with them. Fire is the most resisted D&D element, so I figured it wasn't a bad idea.

The 50% miss rate and Blazing Rend are the highlights of this class. The 50% miss more than makes up for the AC problem with rage, to the point of being arguably too good. Blazing Rend is nice since it's extra damage without a to-hit roll. I think being fire-based does hold this class back enough to make it balanced, though.


Inferno Heart

Hit Die

d12

Requirements

Base Attack Bonus

+6

Skills

Intimidate 4 ranks, Survival 4 ranks.

Feats

Blazing Berserker, Improved Unarmed Strike.

Special

Rage or frenzy ability.

Class Skills

The Inferno Heart's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis) and Survival (Wis).

Skill Points at Each Level

2 + Intelligence modifier.







Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +1 +2 +0 +0 Burning Rage, Flurry of Blows
2 +2 +3 +0 +0 Boiling Blood
3 +3 +3 +1 +1 Absorb Heat
4 +4 +4 +1 +1 Improved Burning Rage
5 +5 +4 +1 +1 Blazing Rend

Weapon and Armor Proficiency

Inferno Hearts gain no proficiency with any weapon, armor, or shields.

Burning Rage (Su)

While raging, the character grows larger and more massive, and his boiling sweat warping the air as it steams out of his pores, shrouding his body wavering distortions. The Inferno Heart's actual size category does not change (nor does his space/reach), but he does gain 20% concealment from the superheated air around his body. In addition, an Inferno Heart's unarmed attacks deal an additional 1d6 points of fire damage.

Flurry of Blows (Ex)

This functions as the monk ability of the same name. If the Inferno Heart possesses this ability already, his Inferno Heart level stacks with the other source of this ability to determine lowering the penalty from flurry and for greater flurry.

Boiling Blood (Su)

At 2nd level, an Inferno Heart's blood becomes boiling hot. His wounds instantly cauterize and stop bleeding; he is immune to attacks that cause wounding or bleeding effects. If reduced to negative hit points, he automatically stabilizes. He still takes 1 point of damage if he takes any actions while at 0 or negative hit points, however.

Absorb Heat (Su)

At 3rd level, while raging, the Inferno Heart not only gains immunity to fire as normal, but it heals him. For every 2 points of fire damage that would have otherwise have been dealt by an attack, the Inferno Heart heals 1 point of damage.

Improved Burning Rage (Su)

At 4th level while raging, the Inferno Heart's natural concealment bonus rises to 50%. His unarmed attacks now deal an extra 2d6 points of fire damage, this replaces the previous 1d6 points of bonus fire damage. In addition, he deals an extra 2d10 points of fire damage on a critical hit.

Blazing Rend (Ex)

At 5th level, an Inferno Heart gains the ability to rend a target. In any round that the Inferno Heart hits the same foe with two or more unarmed attacks while in a rage, he immediately deals an additional 2d8 points of damage (plus 1-1/2 times his Strength bonus), plus the bonus fire damage from Improved Burning Rage. If you are smaller or larger than medium, the base damage for rend changes appropriately.
<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
Healer. They have healing, more healing and even more healing just for kicks. They have absurd, redundant amounts of ways to mend wounds. With the exception of a few obscure splatbook spells and a few spells that aren't suitable for her, she has every single conjuration (healing) spell I could find.

At heart the healer is mostly an NPC class. They excel at healing and healing alone. Most PCs prefer to be more active.

Most of the spell selection is self explanatory. Deathwatch has the evil descriptor but that's the fault of the basic spell being retarded. The healer has the various law/chaos versions of certain spells, she can cast whichever match her alignment as usual. Finally, miracle is there because a lot of high level and epic effects require a wish or miracle to undo. This gives the healer a burst in versatility near epic, but it's unavoidable. They need miracle to function at their job, so oh well.


Healer

Alignment

Any Good.

Hit Die

d8

Class Skills

The healer'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), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Survival (Wis)

Skill Points at 1st Level:

(4 + Int modifier) x 4.

Skill Points at Each Additional Level

4 + Int modifier.






















Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +0 +0 +0 +2 Healing Hands, Turn Undead
2 +1 +0 +0 +3 Skill Focus (Heal)
3 +1 +1 +1 +3 Aura of Protection
4 +2 +1 +1 +4 -
5 +2 +1 +1 +4 Effortless Healing
6 +3 +2 +2 +5 -
7 +3 +2 +2 +5 Lingering Healing
8 +4 +2 +2 +6 Unicorn Companion
9 +4 +3 +3 +6 -
10 +5 +3 +3 +7 Panacea
11 +5 +3 +3 +7 -
12 +6 +4 +4 +8 Overflowing Energy
13 +6 +4 +4 +8 -
14 +7 +4 +4 +9 Emergency Healing
15 +7 +5 +5 +9 -
16 +8 +5 +5 +10 Life's Caress
17 +8 +5 +5 +10 -
18 +9 +6 +6 +11 True Calling
19 +9 +6 +6 +11 -
20 +10 +6 +6 +12 Brilliant Apotheosis

Class Features

All of the following are class features of the healer.

Weapon and Armor Proficiencies

A healer is proficient with all simple weapons. Healers are proficient with medium armor and light shields.

Healing Hands (Ex)

Whenever a healer casts a spell that cures hit point damage or turns undead, she adds her Wisdom modifier plus one half of her Healer level(Minimum 1) to the amount of damage healed. For instance, if a 5th-level healer with an 18 Wisdom casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 6 points of damage. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Turn Undead (Su)

As the cleric ability of the same name. Note that a Healer applies her bonus from Healing Hands to the total of her turning dice. For example, a 5th level healer with a Wisdom score of 18 turns undead for 3d6+6 points of positive energy healing/damage.

Skill Focus (Heal)

A healer's focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.

Aura of Protection (Su)

At 3rd level, a healer's devotion protects her from surrounding violence. So as long as she remains true to her cause, enemies will feel a supernatural aversion to harm her. A healer emanates a permanent aura that causes an effect identical to the Sanctuary spell, with a save DC equal to 10 + one half the healer's class level + the healer's Wis modifier. Once an attacking creature succeeds on the saving throw, or is victim to a healer's attack, the effect is suppressed for the creature for the next 24 hours.

Effortless Healing (Ex)

At 5th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Lingering Healing (Su)

When casting a spell of the healing subschool, the Healer's power continues to restore the target after her touch. For a number of rounds equal to her Healer class level, the target gains fast healing equal to the Healer's wisdom modifier. This overlaps with fast healing provided by non-permanent sources, such as vigor.

Unicorn Companion (Ex)

When a healer attains 8th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly.

Once per day, as a full-round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.

A healer of 12th level or higher may select from alternative lists of companions (see below). Should she select a companion from one of these alternative lists, the creature gains abilities as if the character's healer level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's healer level and compare the result with the healer level entry on the table in the sidebar to determine the companion's powers. (If this adjustment would reduce the healer's effective level to 0 or lower, she can't have that creature as a companion.) For example, a 12th-level healer could select a celestial lammasu as a companion. The celestial lammasu would have characteristics and special abilities as if the healer were 8th level (taking into account the -4 adjustment) instead of 12th level.

Should the healer's companion die, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until she gains a healer level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the healer is distraught and takes a -4 penalty on attack rolls and weapon damage rolls.

Panacea (Su)

At 10th level, the Healer may remove negative afflictions when casting a spell from the healing subschool or turning undead. She may do so a number of times per day equal to her Wisdom modifier. This ability functions as a panacea spell, save that it does not restore extra hit points from the final function of panacea. If the spell or turn undead affects multiple targets, the Healer may affect up to three. If she wishes to affect more in that casting, she may consume another daily use to affect another three targets, and so on for as many targets and uses of Panacea she has.

Overflowing Energy (Ex)

At 12th level, the Healer has absorbed so much positive energy that she is immune to the ravages of negative energy. The Healer is now immune to negative energy damage, such as that from a inflict light wounds or harm spell.

Emergency Healing (Su)

At 14th level, the Healer can call on the life energy within her to affect a sudden surge of restoration in a split second. A number of times per day equal to her Wisdom modifier divided by 3(Minimum 1), the healer may cast any spell of the healing subschool as an immediate action.

Life's Caress (Su)

At this late stage of a Healer's career, her entire being is suffused with so much positive energy that she shrugs off negative levels. The Healer is now immune to negative levels, such as from an enervation spell or the attacks of certain undead.

True Calling (Ex)

So great is the Healer's devotion to restoration that even death recedes from her call. When attempting to resurrect the dead, she adds a +50% bonus to the resurrection chance roll. She may exceed the normal caps for a resurrection roll, to a maximum of one hundred. In addition, creatures revived by the Healer are not subject to changes from being brought back.

Brilliant Apotheosis (Ex)

At 20th level, the endless flow of life energy in the Healer has changed her from her mortal roots into a creature of pure energy. The Healer gains the Vivacious Creature template from the Planar Handbook. The Healer does not become incorporeal, which means she does not lose her natural armor bonus, attacks relying on physical touch are not impeded, and she does not lose her strength score. She gains all other benefits from the template, plus she may disable her positive energy aura as a free action and does not take strength damage for keeping it suppressed. In addition, she gains the Good subtype.

Spells

A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer list. She can cast any spell she knows without preparing it ahead of time the way a cleric must.

To cast a spell, a healer must have a Wisdom score of 10 + the spell's level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a healer's spell is 10 + the spell's level + the healer's Wisdom modifier.

Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is identical to that of a sorcerer. In addition, she receives bonus spells for a high Wisdom.

Unlike a cleric, a healer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

A Healer majors in healing. They get any healing spell or spell reasonably related to this. They minor in protection and a very few bits of buffing.

0—create water, cure minor wounds, deathwatch, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, virtue.
1st—bless water, calm animals, conviction, cure light wounds, delay disease, ease pain, endure elements, faith healing, goodberry, healer's vision, healthful rest, incite, inhibit, invest light protection, lesser vigor, protection from chaos, protection from evil, protection from law, remove fear, remove paralysis, resurgence, sanctuary, shield of faith.
2nd—aid, barkskin, bear's endurance, calm emotions, conduit of life, cure moderate wounds, close wounds, delay poison, divine protection, eagle's splendor, enthrall, estanna's stew, gentle repose, halt undead, healing lorecall, hydrate, lesser restoration, lesser spell immunity, make whole, owl's wisdom, protection from negative energy, remove addiction, remove blindness/deafness, remove disease, resist energy, shield other, stabilize, status.
3rd—create food and water, cure serious wounds, dispel magic, grace, heart's ease, hold person, insignia of healing, invest moderate protection, magic circle against chaos, magic circle against evil, magic circle against law, magic vestment, mantle of chaos, mantle of good, mantle of law, mass aid, mass conviction, mass lesser vigor, mass resist energy, mass resurgence, neutralize poison, protection from energy, refreshment, remove curse, remove nausea, restoration, vigor, wind wall.
4th—blood of the martyr, channeled divine health, contingent energy resistance, cure critical wounds, death ward, delay death, freedom of movement, glory of the martyr, greater resistance, greater status, healing spirit, last breath, mass aid, mass cure light wounds, mass shield of faith, panacea, positive energy aura, recitation, reincarnate, rejuvenation cocoon, remove fatigue, seed of life, sheltered vitality, spell immunity, wall of chaos, wall of good, wall of law
5th—atonement, break enchantment, dance of the unicorn, darts of life, divine agility, greater vigor, healing circle, invest heavy protection, mass cure moderate wounds, spell resistance, stalwart pact, stoneskin, stone to flesh, sustain, true seeing.
6th—celestial blood, greater dispel magic, greater restoration, heal, heroes' feast, hold monster, mass bear's endurance, mass cure serious wounds, mass eagle's splendor, mass owl's wisdom, rejection, revivify, superior resistance, vigorous circle, regenerate, repel wood, resurrection, tortoise shell.
7th—aura of vitality, detoxify, empyreal ecstasy, fortunate fate, mass cure critical wounds, mass hold person, mass restoration, mass spell resistance, renewal pact, repulsion.
8th—antimagic field, cloak of chaos, greater spell immunity, holy aura , mass death ward, mass heal, repel metal or stone, shield of law, spread of contentment, surelife.
9th—antipathy, foresight, mass hold monster, miracle, sublime revelry, sympathy, unyielding roots.
<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 one was made on request. Don't read too deeply into it.

Alternate Class Feature: Nature's Protection

Oh hell no. You're a man, dammit! Men don't have unicorns following them around! You dive into the front line all the time, you need something impressive to protect you!

Class: Healer.

Level: 8th.

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

Benefit: Your devotion to mending the wounds of the world has earned you favor. You gain an animal companion; you are treated as a druid equal to your healer 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

While the main function of a healer is to heal, one of the secondary roles is protecting her allies. This explores that role and expands it, albeit at the cost of some of her signature healing skill.

Alternate Class Feature: Healer's Protection

Instead of continued healing, your touch provides a moment's sacred protection.

Class: Healer.

Level: 7th.

Replaces: If you select this alternate class feature, you do not gain lingering healing.

Benefit: When casting a spell of the healing subschool, the healer's power momentarily shields the target. For one round the target gains a sacred bonus to armor class and saving throws equal to the healer's class level divided by 5. This protection expires just before the healer's next turn.

To gain this benefit, the spell cast must restore at least 1 hit point to the target.
<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

You rarely see ACFs for capstones. There's a good reason for that, but in this case I have easy grist to work with. This was my original idea for the capstone. I feel it's close to competitive mechanically, but Brilliant Apotheosis is far more fitting and interesting a capstone.

Alternate Class Feature: Undying Flesh.

Instead of ascending your mortal roots, you focus the tides of healing into your body as a constant, never ending flow. You become nearly indestructible, regenerating wounds in a blink of the eye. Assuming the blow even manages to wound you, that is.

Class: Healer.

Level: 20th.

Replaces: If you select this alternate class feature, you do not gain brilliant apotheosis.

Benefit: You gain damage reduction 10/evil. In addition you gain regeneration equal to one-half of your healer level. Attacks that bypass your damage reduction and spells with the evil descriptor deal lethal damage to 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?