News:

Game for the gaming god; co-op for the entertainment couch!

Main Menu

Custom Material

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

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

Anastasia

Epic Mortal Hunter

Hit Die

d10

Skill points at Each Additional Level

4 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Mortal hunting+6
12+12Smite mortal 3/day
13+13Mortal hunting+7
14+14Bonus feat
15+15Mortal hunting+8
16+16Smite mortal 4/day
17+17Mortal hunting+9
18+18Bonus feat
19+19Mortal hunting+10
20+20Smite mortal 5/day

Mortal Hunting (Ex)

At 11th level and every 2 levels thereafter, the epic mortal hunter's mortal hunting bonus rises by 1.

Smite Mortal (Su)

At 12th level and every 4 levels thereafter, the epic mortal hunter may smite mortals an additional time per day.

Bonus Feats

An epic mortal hunter gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Mortal Hunter Bonus Feat List

Archfiend's Gift, Armor Skin, Devastating Critical, Epic Mortal Hunting, Epic Prowess, Epic Reputation, Epic Spell Capacity, Epic Toughness, Great Smiting, Improved Combat Casting, Improved Darkvision, Improved Spell Resistance, Legendary Tracker, Overwhelming Critical, Polyglot, Return Mortal Magic, Vile Smite.

Archfiend's Gift [Epic]
Prerequisite: Dark Gift, cha 25
Benefit: The bonus to save DCs from your dark gift ability rises by two. In addition, this bonus now applies to your mortalbane shout and condemn mortal abilities.

Epic Mortal Hunting [Epic]
Prerequisite: Mortal Hunting+3
Benefit: Your mortal hunting bonuses rises by two.
Special: You may select this feat more than once. Its benefits stack.

Return Mortal Magic [Epic]
Prerequisite: Spurn Mortal Magic, cha 23
Benefit: When you successfully make a saving throw against a spell or spell-like ability spurn mortal magic applies to, you may choose to reflect it back at the caster. This functions exactly like spell turning, except that the spell is always fully turned. The normal limitations of spell turning apply, you may not turn an effect, area or touch spells.

Vile Smite [Epic, Vile]
Prerequisite: Smite ability, Vile Martial Strike, cha 25
Benefit: All extra damage from your smites is vile damage.  For example, a 12th level blackguard deals 12 points of vile damage when he smites good.

Spellcasting

At 11th level and every level thereafter, the epic mortal hunter's spellcasting improves. Its caster level increases as normal. Further, once the epic mortal hunter obtains the Epic Spell Capacity feat, it gains spells of 5th level and higher. See the table below for its progression.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level4th5th6th7th8th9th
1120----
1221----
1321----
1422----
15220---
16221---
17221---
18222---
192220--
202221--
212221--
222222--
2322220-
2422221-
2522221-
2622222-
27222220
28222221
29222221

5th level: dominate person, false sending, fiendish quickening, prying eyes, sending, soul shackles.
6th level: eyebite, fiendish clarity, mass suggestion, symbol of fear, wave of pain, wretched blight.
7th level: blasphemy, insanity, pestilence, phantasmal thief, power word stun, soul's treasure lost.
8th level: demand, despoil, greater prying eyes, power word stun, trap the soul, utterdark.
9th level: crushing fist of spite, eternity of torture, freedom, imprisonment, soul bind, spread of savagery, weird.
<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

Besides adjustments to power points/epic powers work, this isn't changed from the SRD.

Epic Psychic Warrior

Hit Die

d8

Skill Points at Each Additional Level

2 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialPower Points/DayPowers KnownMaximum Power Level Known
21+15-143217th
22+16-159217th
23+17Bonus feat175227th
24+18-191227th
25+18-207238th
26+19Bonus feat227238th
27+20-247248th
28+21-267248th
29+21Bonus feat287259th
30+22-307259th
31+23-331269th
32+24Bonus feat355269th
33+24-3792710th
34+25-4032710th
35+26Bonus feat4272810th
36+27-4552810th
37+27-4832911th
38+28Bonus feat5112911th
39+29-5393011th

Powers

At 21st level and every level thereafter, the epic psychic warrior's manifesting improves. His manifester level increases as normal. Further, once the epic psychic warrior obtains the Epic Manifesting feat, he gains powers of 7th level and higher. See the table above for his progression. Until he gains Epic Manifesting, he cannot select powers of 7th level or higher. He may select powers of 6th level or lower as normal.

Bonus Feats

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

Epic Psychic Warrior Bonus Feat List

Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Manifesting, Epic Prowess, Epic Psionic Focus, Epic Toughness, Exceptional Deflection, Improved Combat Reflexes, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Frost Mage is a good PrC that has mild difficulty transitioning to epic. Gain Knowledge is an open problem to adapt into epic, so I chose to omit it. This is arguable, as I made a built in class progression and a epic feat progression to it. Both had difficulties so I didn't go in that direction. I may return to this one later.

Epic Frost Mage

Hit Die

d4

Skill Points at Each Additional Level

2 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+5-+1 arcane
12+6-+1 arcane
13+6Natural armor increase (+5)+1 arcane
14+7Bonus feat+1 arcane
15+7-+1 arcane
16+8Natural armor increase (+6)+1 arcane
17+8-+1 arcane
18+9Bonus feat+1 arcane
19+9Natural armor increase (+7)+1 arcane
20+10-+1 arcane

Natural Armor Increase (Ex)

At 13th level and every 3 levels thereafter, the epic frost mage's natural armor bonus rises by 1.

Bonus Feats

An epic frost mage gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Frost Mage Bonus Feat List

Armor Skin, Automatic Metamagic, Efficient Item Creation, Energy Resistance, Enhance Spell, Epic Crafting, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Yeah, sundering isn't a popular combat option. That all said, I figured there should be support for someone who wants to specialize in it anyway. The idea of this prestige class is breaking things and getting benefits from it.

Shattering Knight

Hit Die

d10

Requirements

Feats

Cleave, Improved Sunder

Skills

Knowledge(Architecture and Engineering) 9 ranks

Special

Must have successfully sundered a magical item of at least 5,000 gp in value and absorbed the magic within via a special ritual. This ritual costs 1,000 gold and is taught by senior shattering knights.

Class Skills

The shattering knight's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str).

Skill Points at Each Level

2 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Magic touched, sunder specialist (+1/+1d4)
2+2+3+0+0Cleaving sunder
3+3+3+1+1Sunder specialist (+2/+2d4)
4+4+4+1+1Glorious destruction
5+5+4+1+1Sunder specialist (+3/+3d4)
6+6+5+2+2Touch of adamantine
7+7+5+2+2Sunder specialist (+4/+4d4)
8+8+6+2+2Improved glorious destruction
9+9+6+3+3Sunder specialist (+5/+5d4)
10+10+7+3+3Absorb dweomer

Magic Touched (Su)

As a result of the ritual to qualify for this prestige class, the shattering knight radiates faint magic. He radiates no particular school of magic. This ability has no further mechanical effect; magic touched represents the latent magic power absorbed by the shattering knight from the many magical items he has destroyed.

Sunder Specialist (Ex)

At 1st level, a shattering knight begins an intense study of how to break objects. He gains a +1 bonus to CMB when he attempts to sunder an object, as well as the same bonus to resist his own equipment from being sundered. He also deals an extra 1d4 points of damage when he successfully damages an object. This extra damage applies to when he sunders a worn or carried object or attacks an unattended object. These bonuses rise by +1 and +1d4 at level 3 and every 2 levels thereafter.  For example, a 5th level shattering knight gains a +3 bonus to his CMB when he sunders and deals an additional 3d4 points of damage if he hits.

The bonus from this ability stacks with the bonus granted by the Improved Sunder feat.

Cleaving Sunder (Ex)

At 2nd level, whenever a shattering knight successfully destroys a worn or carried object through sundering, he may immediately make an attack against the creature that wore or carried the object. Treat this as successfully dropping a foe via the Cleave feat. Doing so counts as a use of his Cleave ability. He may only use this ability once per round, no matter how many times he may use Cleave.

Glorious Destruction (Su)

At 4th level, a shattering knight benefits from a surge of power whenever he destroys a worn or carried magical item via sundering. He gains a +4 morale bonus to attack rolls, weapon damage rolls, armor class, skill checks and saving throws for a number of rounds equal to his shattering knight level + 3. Multiple bonuses gained by destroying multiple magical items do not stack. However, each time another magical item is destroyed, the duration is fully restored. For example, a 4th level shattering knight who destroys a longsword+1 gains this bonus for 7 rounds. If he destroys a buckler+1 4 rounds later, the duration of the bonus granted from glorious destruction resets to 7.

This only applies to objects worn or carried by a creature, unattended objects do not grant any bonus. Items rendered temporary magical, such as a masterwork longsword under the effects of magic weapon, do not enable the bonus from glorious destruction. However, magical weapons further augmented, such as a longsword+1 increased with greater magical weapon, do grant the bonus.

Touch of Adamantine (Su)

At 6th level, a shattering knight's attacks are hard as adamantine due to his training and the magic within him. Any weapon, including natural weapons and unarmed attacks, that the shattering knight uses is treated as being adamantine. They ignore hardness below 20 and count as adamantine to bypass damage reduction. The weapon retains all other qualities.

Improved Glorious Destruction (Su)

At 8th level, the bonuses granted by glorious destruction rise to +8.

Absorb Dweomer (Su)

At 10th level, a shattering knight may drink in the magic of what he destroys and gain a surge of vitality. Three times per day as a free action when he successfully destroys a magical item via sunder, he may choose to absorb the magic into himself. Doing so heals the shattering knight a number of hit points equal to the value of the magical item sundered divided by 500, with any excess gained as temporary hit points. The temporary hit points granted by this ability fade after one hour. A shattering knight can have temporary hit points equal to his maximum hit points, with any excess lost.

For example, a longsword+3 (worth 18000 gold) subjected to absorb dweomer heals 36 hit points, with any excess gained as temporary hit points. Multiple uses of this ability stack.

A magical item subjected to absorb dweomer is forever a non-magical item afterwards. While it can be repaired, it will be a non-magical version of what it was before. A magical longsword subjected to absorb dweomer and then repaired would be a masterwork longsword, for example. Artifacts are not affected by this ability.

If the shattering knight uses absorb dweomer on a non-magical item, it has no effect and that use of absorb dweomer is wasted.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Epic Shattering Knight

Hit Die

d10

Skill Points at Each Additional Level

2 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Sunder specialist (+6/+6d4)
12+12-
13+13Bonus feat, sunder specialist (+7/+7d4)
14+14-
15+15Sunder specialist (+8/+8d4)
16+16Bonus feat
17+17Sunder specialist (+9/+9d4)
18+18-
19+19Bonus feat, sunder specialist (+10/+10d4)
20+20-

Sunder Specialist (Ex)

At 11th level and every 2 levels thereafter, the epic shattering knight's sunder specialist bonuses rise by 1 and 1d4.

Bonus Feats

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

Epic Shattering Knight Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Energy Resistance, Epic Sunder, Epic Toughness, Exceptional Deflection, Improved Combat Reflexes, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Shatter Armor, Shatter Golem, Spellcasting Harrier, Superior Initiative, Two-Weapon Rend.

Epic Sunder [Epic]
Prerequisite: Improved Sunder, str 23
Benefit: You gain a +6 bonus on the CMB check you make to sunder a creature's equipment, as well as a +6 bonus to CMD to resist your equipment being sundered. This stacks with the bonus from Improved Sunder. When you successfully sunder a creature's worn or carried equipment, any damage you deal to the equipment above and beyond what is needed to destroy it is instead inflicted to the creature.

Shatter Armor [Epic]
Prerequisite: Sunder Specialist (+3/+3d4), Epic Sunder.
Benefit: You may now sunder worn armor. Half the damage you deal to worn armor is also dealt to the wearer. This stacks with the overflow damage from Epic Sunder.

Shatter Golem [Epic]
Prerequisite: Sunder Specialist (+3/+3d4), str 19
Benefit: Your skill at destroying objects extends into animated objects and golems. You add your bonus to sunder attempts from sunder specialist as a bonus to attack rolls against constructs, as well as the bonus damage from sunder specialist to damage rolls against constructs.
<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 Yuth. Dragon shenanigans. It's basically a bigger elemental form with a breath weapon and upgrades as you gain class levels. I have some concerns about the baseline stats for the dragon form, but it's not really out of line with the elemental fury shape shifter form. It's +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16 vs a +20 enhancement bonus to strength, +6 enhancement bonus to constitution saves and +20 natural armor.

Dragonheart Shapeshifter

Hit Die

d8

Requirements

Skills

Knowledge (Nature) 12 ranks

Special

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



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

Epic Shapeshifting (Ex)

Dragonheart Shapeshifter levels stack with Druid levels to determine the enhancement bonus your natural weapons gain while shapeshifted. Note that once the bonus becomes +6 or higher, those natural weapons count as epic to bypass damage reduction.

Draconic Ravager

At 1st level the Dragonheart Shapeshifter can take the form of a dragon four size categories larger than himself, up to a maximum of Colossal. The Dragonheart Shapeshifter can choose what type of dragon they will transform into, but only the standard True Dragons are available. This is restricted by alignment. Good = metallic, evil = chromatic. Neutral shapeshifters must choose either of the two branches at the time this ability is obtained. They do not gain access to the opposing branch.

While in draconic ravager form, he gains appropriate attacks and damage according to a dragon of his new size. The draconic ravager can also use a single breath weapon, dealing elemental damage matching the type of dragon he turned into. For example, a gold dragon breathes fire, a black dragon breathes acid and so on. The size and shape of the breath weapon also matches the type of dragon chosen. The Dragonheart Shapeshifter gains immunity to the element of his breath weapon while in draconic ravager form. This breath weapon deals 1d6 points of damage for each effective shapeshift level. The damage is calculated by adding the total number of Shapeshifting Druid levels to the total number of Dragonheart Shapeshifter levels. The save DC of the draconic ravager form's breath weapon is equal to 10 + 1/2 hit dice + constitution modifier.

The Dragonheart Shapeshifter gains reach for a long creature of his size while in draconic ravager form.

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

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

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

Dragon Power (Ex)

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

Arcane Fortitude

The Dragonheart Shapeshifter gains spell resistance equal to 25 + Dragonheart Shapeshifter level.

Draconic Immunity

The Dragonheart Shapeshifter gains immunity to paralysis and sleep effects.

Draconic Senses

The Dragonheart Shapeshifter gains the Keen Senses and Blindsense qualities of true dragons.

Frightful Presence

This functions as a true dragon's Frightful Presence special quality. The radius of this ability is equal to 30ft x Dragonheart Shapeshifter class level. The save DC is 10 + 1/2 hit dice + charisma modifier.

Improved Breath

The required interval between uses of an available breath weapon is reduced by 1 round. For instance, a Dragonheart Shapeshifter with this feat can use its breath weapon once every 1d4-1 rounds instead of every 1d4 rounds. If the 1d4-1 result is 0, he can breathe again in the following round (but not twice in the same round). If the Dragonheart Shapeshifter possesses the Recover Breath feat or similar means to further reduce the interval between uses of his breath weapon, these abilities stack. This ability may be selected more than once.

Overwhelming Breath

The damage of your breath weapon rises by one die step, from 1d6 per level to 1d8 per level.

Ravager's Might

The Dragonheart Shapeshifter's strength score increases by four. This ability may be selected more than once.

Serrated Teeth

The Dragonheart Shapeshifter's bite attack as a Draconic Ravager now threatens a critical hit on a natural roll of 18 to 20.

Toughened Hide

The Dragonheart Shapeshifter's natural armor bonus increases by three. This ability may be selected more than once.

Dragon Soul (Ex)

At 10th level, the Dragonheart Shapeshifter's connection to the draconic influences him. He gains the draconic creature template.

Bonus Feats

The Dragonheart Shapeshifter gains a bonus feat at level 5 and every 5 levels thereafter.

Automatic Metamagic, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Fast Healing, Ignore Material Components, Improved Combat Casting,  Improved Metamagic, Intensify Spell, Magical Beast Companion, Multiaction, Perfect Health, Permanent Emanation, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

For Mirajane. This focuses on removing the redundant parts of Sentinel for celestials. Resist Fiendish Lure (protective aura/magic circle+SR+high will saves+divine grace) is largely irrelevant for celestial Sentinels, so that goes for a Spot booster. Celestial Minion goes in favor of expanding on celestial's racial resistance to poison and also provides immunity to disease, stopping two common fiendish strategies. While Celestial Minion isn't strictly redundant, most celestials aren't going to get much use out of a celestial template summon. They either outpace the creature (and can't use it for a mount most likely) or can use summon monster as an SLA. Finally, Dispel Evil is a common SLA for celestials, so it's swapped for the utility of Atonement. This is likely less useful overall, but either replaces remove disease from the standard paladin, so they're both coming up ahead.

I chose not to get too powerful/creative here. Mirajane's unique abilities aren't a product of her classes.


Unearthly Sentinel

These rare Sentinels are not the defenders of the natural world, but eternal spirits that endlessly fight against evil. They gain abilities that aid them in fighting evil and are less redundant.

Requirements

To take an Unearthly Sentinel substitution level, a character must be an outsider with the Good subtype and about to take her 2nd, 5th or 8th level of Sentinel.

Hit Die

d10

Class Skills

Unearthly Sentinels have the same class skills as a standard Sentinel.

Skill Points per Level

2 + intelligence modifier.

2nd: Lose Resist Fiendish Lure, gain Alight Gaze.
5th: Lose Celestial Minion, gain Heavenly Purity.
8th: Lose Dispel Evil, gain Redemption.

Alight Gaze (Su)

Your eyes softly glow with otherworldly light, guiding you into seeing where evil hides. You gain a +4 sacred bonus to Spot checks. In addition, whenever you attempt to notice an invisible creature near you and it is a fiend, you automatically succeed on your Spot check.

Heavenly Purity (Su)

Your body is connected to all that is right and good in Creation. The energies forever purify your body, removing all that is foul and impure. You gain immunity to poison and disease.

Redemption (Sp)

Through your long struggles and hard earned wisdom, you can aid mortals in atoning from the shadow of evil. You may use Atonement as a spell like ability once per week. This replaces your Dispel Evil class feature; whenever you would gain another use of Dispel Evil you instead gain another use of Atonement.
<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

#112
Putting this here since it doesn't fit in Vastwoods.

This trades Factotum's casting for various martial abilities. It's great if you want to get up to shenanigans without magic, though I suspect it's move downward as far as optimization goes. Cunning weapons has some interesting possibilities at least.


Martial Factotum

Hit Die

d10

Requirements

Base Attack Bonus

+4

Feat

Weapon Focus

Special

Inspiration and Cunning Strike abilities

Class Skills

A martial factotum treats all skills as class skills, just like a normal factotum.

Skill Points at Each Level

6 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+2+0Cunning focus, inspiration
2+2+3+3+0Cunning toughness
3+3+3+3+1Bonus feat
4+4+4+4+1Improved cunning strike
5+5+4+4+1Cunning breach
6+6+5+5+2Bonus feat
7+7+5+5+2Cunning dodge, cunning weapons
8+8+6+6+2Improved cunning defense
9+9+6+6+3Bonus feat
10+10+7+7+3Improved brains over brawn

Inspiration

Levels in martial factotum stack with factotum to determine your total inspiration points.

Cunning Focus (Ex)

A 1st level martial factotum may apply the bonus from weapon focus to any weapon to which she is proficient with. This does not apply to any other feat.

Cunning Toughness (Ex)

At second level, a martial factotum may use her depth of martial knowledge and rudimentary spellcasting to supercharge her body with energy. As a swift action, the martial factotum can spend 2 points of inspiration to gain temporary hit points equal to her intelligence modifier plus her martial factotum plus her factotum level. These temporary hit points last for one minute.

Bonus Feat

At 3rd, 6th and 9th level, a martial factotum gains a bonus feat. This feat must be selected from the list of fighter bonus feats.

Improved Cunning Strike (Ex)

A martial factotum that reaches 4th level that uses Cunning Strike gains 1d8 points of sneak attack damage instead of 1d6.

Cunning Breach (Ex)

This ability functions as the factotum ability of the same name, except that it costs 1 point of inspiration to use and only applies to damage reduction.

Cunning Dodge (Ex)

This ability functions as the factotum ability of the same name.

Cunning Weapons (Ex)

A martial factotum of 7th level or higher can temporarily emulate weapon properties into her own weapons. As a free action when the martial factotum declares an attack, she may apply any weapon property to her attack. This lasts until the start of the martial factotum's next turn and costs a number of inspiration points equal to the weapon's enhancement bonus cost. For example, emulating flaming would cost 1 point of inspiration, while adding holy would cost 2 points. This affects all the weapons the martial factotum uses for the duration.

Epic weapon properties cannot be emulated with this ability.

Improved Cunning Defense (Ex)

This ability functions as the factotum ability of the same name.

Improved Brains over Brawn (Ex)

A master martial factotum learns to apply her formidable intellect to how she fights. The martial factotum may use her Intelligence modifier in addition to her Strength or Dexterity modifier on weapon attack rolls and weapon damage rolls. This does not stack with the bonus to attack or damage rolls from Cunning Insight.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Nothing really to say here. It could use some unique epic feats to boost it, but they're not a priority right now. This is one of those classes that doesn't really lend itself to epic anyway.

Epic Martial Factotum

Hit Die

d10

Skill Point at Each Additional Level

6 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Inspiration
12+12-
13+13Bonus feat
14+14-
15+15-
16+16Bonus feat
17+17-
18+18-
19+19Bonus feat
20+20-

Inspiration

An epic martial factotum continues to add his martial factotum level to his factotum level to determine his inspiration points.

Bonus Feats

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

Epic Factotum Bonus Feat List

Armor Skin, Aura of Inspiration, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Dodge, Epic Prowess, Epic Toughness, Epic Trapfinding, Exceptional Deflection, Improved Combat Reflexes, Improved Cunning Insight, Improved Cunning Knowledge, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Source of Inspiration, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#114
Edit note: Obsoleted due to an error. Would you believe I forgot the AC bonus? I suck. A fixed version will be presented in a new post.

The reasons for this are two fold. First of all, Cor's aiming to play a dervish in Vastwoods. Second of all, Lady Gwynharwyf is a dervish. I figure I can save some time by having this ready now.


Epic Dervish

Hit Die

d10

Skill Points at Each Additional Level

4 + Intelligence modifier




   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Dervish dance 6/day, fast movement +20ft
12+12-
13+13Dervish dance 7/day
14+14Bonus feat, fast movement +25ft
15+15Dervish dance 8/day
16+16-
17+17Dervish dance 9/day, fast movement +30ft
18+18Bonus feat
19+19Dervish dance 10/day
20+20Fast movement +35ft

Dervish Dance (Ex)

At 11th level and every 2 levels thereafter, the epic dervish may use her dervish dance an additional time per day. Her bonus to attack and damage rolls with slashing weapons also continues to rise at every odd level.

Fast Movement (Ex)

At level 11 and every 3 levels thereafter, the epic dervish's bonus to her speed increases by 5ft.

Bonus Feats

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

Blinding Speed, Devastating Critical, Dire Charge, Endless Cuts, Epic Dodge, Epic Prowess, Exceptional Deflection, Final Blitz, Improved Combat Reflexes, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Overwhelming Critical, Penetrate Damage Reduction, Perfect Parry, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Superior Initiative, Two-Weapon Rend, Untouchable.

Endless Cuts [Epic]
Prerequisite: A Thousand Cuts, dex 21
Benefit: You may use your a thousand cuts ability an additional two times per day.
Special: You may select this feat more than once. Its benefits stack.

Final Blitz [Epic]
Prerequisite: Rapid Blitz, dex 23
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.

Perfect Parry [Epic]
Prerequisite: Elaborate Parry, dex 21
Benefit: The bonus granted to armor class from elaborate parry increases to +8.

Untouchable [Epic]
Prerequisite: Dervish Dance 3/day, Epic Dodge, dex 25
Benefit: You are not subject to attacks of opportunity provoked from moving while you are in a dervish dance.
<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 Dispater.

Epic Master Specialist

Hit Die

d4

Skill Points at Each Additional Level

2 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+5Expanded spellbook+1 wizard
12+6Caster level increase+3+1 wizard
13+6-+1 wizard
14+7Bonus feat, expanded spellbook+1 wizard
15+7Caster level increase+4+1 wizard
16+8-+1 wizard
17+8Expanded spellbook+1 wizard
18+9Bonus feat, caster level increase+5+1 wizard
19+9-+1 wizard
20+10Expanded spellbook+1 wizard

Expanded Spellbook (Ex)

At 11th level and every 3 levels thereafter, the epic master specialist gains another bonus spell of his chosen school to his spellbook.

Caster Level Increase (Ex)

At 12th level and every 3 levels thereafter, the epic master specialist's bonus to the caster level of his chosen school rises by 1.

Bonus Feats

An epic master specialist gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Master Specialist Bonus Feat List

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

Epic School Esoterica [Epic]
Prerequisite: Major School Esoterica, int 21
Benefit: You gain a new ability according to your chosen school of specialization. It may be used three times per day.
Abjuration: When you cast an abjuration spell that only affects one creature (including spells altered by your major school esoterica), you may choose to have it affect a number of creatures equal to your Intelligence modifier. All creatures affected must be within 60ft of one another. Unwilling creatures are not affected.

Expanded Esoterica [Epic]
Prerequisite: Major School Esoterica, int 19
Benefit: You may use your major school esoterica and your epic school esoterica (if you have that feat) an additional three times per day.
Special: You may select this feat more than once. Its benefits stack.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Note: An Aspirant should gain another use of spontaneous casting at level 20. This progression assumes that houserule is in place.

From Cerulean Joy. Nothing fancy here, didn't make anything custom.


Epic Aspirant

Hit Die

d8

Skill Points at Each Additional Level

4 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
21+15Spells
22+16-
23+17-
24+18Bonus feat, spontaneous casting 7/day
25+18Shield of the divine+6
26+19-
27+20-
28+21Bonus feat, spontaneous casting 8/day
29+21-
30+22Shield of the divine+7

Spellcasting

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

Aspirant spells per day


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

Spontaneous Casting (Ex)

At 24th level and every 4 levels thereafter, the epic aspirant gains another daily use of spontaneous casting.

Shield of the Divine (Ex)

At 25th level and every 5 levels thereafter, the epic aspirant's AC bonus from shield of the divine rises by 1.

Bonus Feats

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

Epic Aspirant Bonus Feat List

Armor Skin, Automatic Metamagic, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#117
An experiment in class design. This offers several powerful bonuses that don't track with any other class. It's intended for warriors with the full BAB and no spell progression. It comes with a big, immediate downside but gets lots of useful powers as you level up. How useful it is depends on the style of the game and how much of a role resurrection plays in it.

Hell-Bound Warrior

Hit Die

d10

Requirements

Alignment

Lawful Evil

Feats

Devil's Favor

Skills

Knowledge(Planes) or Knowledge(Religion) 4 ranks

Special

The aspiring Hell-Bound Warrior must make peaceful contact with a greater devil of at least 13 hit dice. This contact includes a pact to sell the aspirant's soul and instructions on how to submit to the will of Hell.

Class Skills

The Hell-Bound Warrior's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility and Royalty) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Spot (Wis)

Skill Points at Each Level

4 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+2Hell's vitality, the price of failure
2+2+3+0+3Lesser devil's eyes
3+3+3+1+3Energy resistance
4+4+4+1+4Bonus feat, telepathy
5+5+4+1+4Diabolical tactics
6+6+5+2+5Greater devil's eyes
7+7+5+2+5Summon
8+8+6+2+6Bonus feat, hell-scarred flesh
9+9+6+3+6Devilish immunities
10+10+7+3+7Regeneration, devil's body

Hell's Vitality (Ex)

Servants of Hell are expected to give everything they have and a little more beyond that. The training they go through is little better than torment, but it provides extra endurance. The Hell-Bound Warrior gains a bonus to hit points equal to his level in this class. This starts at +1 at level 1 and rises by +1 each additional level. For example, a 5th level Hell-Bound Warrior has a +5 bonus to hit points.

The Price of Failure (Ex)

There is one thing Hell will never tolerate: failure. A Hell-Bound Warrior that is slain cannot be raised or resurrected. His soul is property of his fiendish master, who will be most displeased by the warrior's failure. The most likely fate is torture and then being consigned into the Lake of Fire and being transformed into a lemure.

Lesser Devil's Eyes (Ex)

At 2nd level, the Hell-Bound Warrior gains darkvision out to 60ft. If the creature already has darkvision, its range increases by 60ft.

Energy Resistance (Ex)

A Hell-Bound Warrior that reaches 3rd level gains resistance to acid and cold 10. This resistance stacks with any natural resistance the creature possesses, but not with any non-permanent sources.

Bonus Feat

At 4th and 8th level, the Hell-Bound Warrior gains a bonus feat. This bonus feat may be any devil-touched or vile feat that the creature qualifies for.

Telepathy (Su)

The Hell-Bound Warrior gains telepathy 100ft. This functions as a devil's telepathy ability.

Diabolical Tactics (Ex)

Hell is renowned for holding off vast hordes of demons with vastly smaller forces. This tactical training is beaten into the Hell-Bound Warrior, granting them great skill at facing multiple opponents. He can no longer be flanked. So strong is his confidence when facing long odds that he gains a +4 morale bonus to attack rolls and armor class when he would normally be flanked.

Greater Devil's Eyes (Ex)

By being plunged into eternal darkness, the Hell-Bound Warrior is no longer hindered by a lack of light. He gains the see in darkness ability. This functions as the ability of the same name that devils possess.

Summon (Sp)

Once per day the Hell-Bound Warrior can summon 1d8 lemures, 1d4 bearded devils or a barbed devil. This ability is the equivalent of a 5th-level spell.

Hell-Scarred Flesh (Ex)

By this point, the Hell-Bound Warrior's flesh resembles burn-scarred hamburger meat. It has been toughened far beyond mortal endurance and immersed in vile profanities. This grants damage reduction 10/good. In addition, the Hell-Bound Warrior takes damage from holy water as if he was an evil outsider.

Devilish Immunities (Ex)

At 9th level, the Hell-Bound Warrior becomes immune to fire and poison. However, he is still vulnerable to ravages.

Regeneration

The Hell-Bound Warrior gains regeneration 3.  He takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.

Devil's Body (Ex)

At 10th level, the Hell-Bound Warrior becomes an outsider with the native subtype. He is treated as a devil and an evil outsider for the sake of effects. His natural and weapon attacks count as evil and lawful to overcome damage reduction.

Special Note

A Hell-Bound Warrior that becomes an outsider or otherwise changes type may keep any devil-touched feats it no longer qualifies for. This is a special exception. Alternately the character may choose a different feat in place of the devil touched feats. If so, they still meet the qualifications for Hell-Bound Warrior and do not suffer any loss of class abilities.
<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

#118
Nothing too fancy here. The class grants bonus feats and that's it, as it's one of those classes that doesn't transition to epic.

Incidentally, I feel working with The Price of Failure should be a part of epic. Renegotiating that entire agreement is great bait for an epic adventure, but it's beyond the scope of the class powers. A Hell-Bound Warrior that makes it that far isn't much removed from being a true devil and could well earn his (highly relative) freedom by playing politics. Best case scenario he earns distinction and becomes a unique devil in the service of one of Hell's nobility. Politics like that are just outside a mechanical scope.


Epic Hell-Bound Warrior

Hit Die

d10

Skill Points at Each Additional Level

4 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11-
12+12-
13+13Bonus feat
14+14-
15+15-
16+16Bonus feat
17+17-
18+18-
19+19Bonus feat
20+20-

Bonus Feats

An epic Hell-Bound Warrior gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Hell-Bound Warrior Bonus Feat List

Armor Skin, Combat Archery, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Prowess, Energy Resistance, Epic Toughness, Exceptional Deflection, Extra Devil Summoning, Hellbound Flesh, Improved Combat Reflexes, Improved Devil Summoning, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Extra Devil Summoning [Epic]
Prerequisite: Summon, The Price of Failure
Benefit: You may use your summon ability an additional two times per day.

Improved Devil Summoning [Epic]
Prerequisite: Summon, Extra Devil Sumoning
Benefit: You may now summon the following spread of devils. This replaces your previous summoning options.
Once per day the Hell-Bound Warrior can summon 1d8 lemures, 1d6 bearded devils, 1d4 barbed devil or an ice devil. This ability is the equivalent of a 8th-level spell.

Hellbound Flesh [Epic]
Prerequisite: Hell-Scarred Flesh, Armor Skin
Benefit: Your damage reduction from Hell-Scarred Flesh improved to 15/epic, good and silver.

<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 Kaessa.

This assumes houserules adjusting the save progression for the DC of poison touch, as well as a houserule requiring only one save instead of two saves for poison gaze to actually poison something.


Epic Poisoner

Hit Die

d6

Skill Points at Each Additional Level

8 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8Sneak attack+6d6
12+9-
13+9Sneak attack+7d6
14+10Bonus feat
15+11Sneak attack+8d6
16+12-
17+12Sneak attack+9d6
18+13Bonus feat
19+14Sneak attack+10d6
20+15-

Sneak Attack (Ex)

At 11th level and every 2 levels thereafter, the epic poisoner's sneak attack rises by 1d6.

Bonus Feats

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

Epic Poisoner Bonus Feat List

Blinding Speed, Combat Archery, Epic Dodge, Epic Poison Touch, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Greater Poison Gaze, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Quick Poison Creation, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy.

Greater Poison Gaze [Epic]
Prerequisite: Poison Gaze, con 19
Benefit: Select a single type of poison you can generate from the poison touch table. Any creature that comes within 30ft of you is affected by this poison and must make a Fortitude save to resist being poisoned. A creature must save against this poison each round it remains within 30ft of you. This follows all the rules for gaze attacks. You may deactivate or activate your gaze as a free action at any time.

Quick Poison Creation [Epic]
Prerequisite: Blinding Speed
Benefit: You may now generate poison with poison touch as a swift action.

Epic Poison Touch [Epic]
Prerequisite: Poison Touch, reached maximum level on the Poison Touch table, con 21
Benefit: The poison you can generate with poison touch and related abilities that use the poisons from it increases. See the table below.



   
   
Str or Dex damageCon damageInt, Wis or Cha damage
2d61d62d4
<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?