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

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Anastasia

#120
Ash Purifier was an aborted attempt to make a custom PrC for Raziel. It ultimately wasn't needed, but I came back to it, spruced it up and finished it. It has some similarities to Sacred Exorcist in theme, though it goes about what it does in a different direction. I think Ash Purifier offers a stronger set of class abilities (except for gishes since turn undead is that useful), but is only 9/10 casting.

Ash Purifier

Hit Die

d8

Requirements

Alignment

Any good

Skills

Knowledge(Religion) 9 ranks

Feats

Searing Spell

Spells

Able to cast a spell of 3rd level or higher with the fire descriptor

Special

Must have a patron that grants the Fire Domain

Class Skills

The ash purifier's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level

2 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+0+0+2Fire domain+1 level of existing class
2+1+0+0+3Burn impurity (penalty)-
3+2+1+1+3Pure flames 1/day+1 level of existing class
4+3+1+1+4Burn impurity (exorcism)+1 level of existing class
5+3+1+1+4Fiery spell+1 level of existing class
6+4+2+2+5Burn impurity (good descriptor)+1 level of existing class
7+5+2+2+5Pure flames 2/day+1 level of existing class
8+6+2+2+6Burn impurity (sever evil)+1 level of existing class
9+6+3+3+6Blistering spell+1 level of existing class
10+7+3+3+7Cleansing meltdown+1 level of existing class

Fire Domain

At first level, the Ash Purifier gains access to the Fire Domain, including the granted power of that domain.

If you already have access to the Fire Domain, you instead gain a +1 bonus to the caster level of any spell with the fire descriptor.

Burn Impurity (Su)

Ash Purifiers are renowned for their ability to purify the darkness with fire. As they gain levels they gain greater ability to purify evil. These abilities only affect spells with the fire descriptor unless noted otherwise.

At 2nd level, an Ash Purifier's fire spells are difficult for evil creatures to resist. Evil creatures suffer a -2 penalty to saving throws against the Ash Purifier's fire spells. This also applies to the abilities below that allow a saving throw, including Cleansing Meltdown.

At 4th level, the Ash Purifier's fire spells can drive invading evil spirits out. When a fire spell cast by the Ash Purifier deals damage to a possessed creature, the possessing creature must make a Will save (DC 10 + 1/2 hit dice + Charisma modifier of the Ash Purifier). Failure results in it being driven from the body of its victim as if targeted by dispel evil. In addition, the possessing creature's incorporeal form takes the damage from the spell instead of the possessed creature.

At 6th level, the fire spells of the Ash Purifier gain the good descriptor. For example, burning hands cast by an Ash Purifier would have the fire and good descriptors.

At 8th level, impure creatures are temporary removed from the source of their power when damaged by Ash Purifier's fire spells. Any creature with the evil subtype must make a Will save (DC 10 + 1/2 hit dice + Charisma modifier of the Ash Purifier) or lose the evil subtype for a number of minutes equal to the Ash Purifier's class level. The loss of this connection is traumatic, resulting in the creature being unable to use any spell-like abilities with the evil descriptor. Any other spell-like abilities the creature possesses may still be used, though they must make a Concentration check (DC equal to the saving throw above) or have the spell fizzle. This lasts until the creature regains the evil subtype.

Pure Flames (Ex)

At 3rd level, the Ash Purifier gains the ability to channel sacred power into their fire spells. Once per day when the Ash Purifier casts a spell with the fire descriptor, he may apply the Searing Spell metamagic to it spontaneously. This does not increase the level or casting time of the spell. At 7th level he may do this two times per day.

Fiery Spell

A 5th level Ash Purifier gains Fiery Spell as a bonus feat. If he already possesses this feat, he may select another instead.

Blistering Spell

A 9th level Ash Purifier gains Blistering Spell as a bonus feat. If he already possesses this feat, he may select another.

Cleansing Meltdown (Su)

A master Ash Purifier can summon a massive inferno that cleanses evil. This functions as a fireball spell with a doubled area of effect and is a standard action to use. It deals 2d10 points of fire damage per class level of the Ash Purifier and has a save DC of 10 + 1/2 hit dice + Charisma modifier. All effects from Burn Impurity apply to this ability and it ignores any immunity or resistance to fire evil creatures possess. This ability can be used twice per 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

Posted this back as a design exercise during B3. I'm placing it here for easier reference. It's not official or anything.

Besides adding intimidation shenanigans, it doesn't expand what the fighter can do. It merely makes a fighter better at fighting. I don't claim this as any grand fighter fix, just a design exercise. It works by adding in various ACFs as part of the main fighter class as well as the weapon focus line of feats.


Fighter

Hit Die

d10

Class Skills

The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str),

Skill Points at 1st Level

(2 + Int modifier) x 4.

Skill Points at Each Additional Level

2 + Int modifier.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Bonus feat, weapon focus
2+2+3+0+0Armored savant, bonus feat
3+3+3+1+1Skill focus(intimidate)
4+4+4+1+1Bonus feat, weapon specialization
5+5+4+1+1Extended intimidation
6+6+5+2+2Bonus feat
7+7+5+2+2Bonded armor+1
8+8+6+2+2Bonus feat, weapon mastery
9+9+6+3+3Swift demoralization
10+10+7+3+3Bonus feat, greater weapon focus
11+11+7+3+3Overpowering attack
12+12+8+4+4Bonus feat
13+13+8+4+4Bonded armor+2, defensive juggernaut (light fortification)
14+14+9+4+4Bonus feat, greater weapon specialization
15+15+9+5+5Defensive juggernaut(medium fortification)
16+16+10+5+5Bonus feat
17+17+10+5+5Defensive juggernaut (spell resistance)
18+18+11+6+6Bonus feat, weapon supremecy
19+19+11+6+6Bonded armor+3, defensive juggernaut (heavy fortification)
20+20+12+6+6Bonus feat

Class Features

All of the following are class features of the fighter.

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats

At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Weapon Focus (Ex)

At 1st level, a fighter's martial prowess is established. He gains a +1 bonus to attack rolls with any weapon he is proficient with. This includes natural attacks and unarmed strikes, but does not include spells or supernatural abilities.

Armored Savant (Ex)

At 2nd level, a fighter's skill with his armor rises and he is able to handle even heavy armors smoothly. He ignores the weight of his armor for the purpose of calculating encumbrance. Armor you wear slows you as if it were one category lighter than it is (so medium armor does not slow you and heavy armor slows you as if it were medium armor). In addition, the maximum Dexterity bonus for any armor you wear improves by +1.

Skill Focus

A fighter gains Skill Focus (Intimidate) as a bonus feat at 3rd level.

Weapon Specialization (Ex)

At 4th level, a fighter gains a +2 bonus to all weapon damage rolls. This follows the guidelines in weapon focus.

Extended Intimidation (Ex)

A target successfully intimidated by a 5th level fighter suffers lasting effects. Instead of ending when the fighter leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after his departure. Thereafter, the target's attitude toward the fighter shifts to unfriendly, but a lingering fear remains. Whenever the fighter returns to someone he has previously intimidated, he gains a +4 bonus on his Intimidate check to re-establish the effect.

Bonded Armor (Ex)

At 7th level, a fighter's armor becomes like a second skin. You are able to don or remove armor as a full round action. In addition, the armor bonus of any armor you wear rises by 1. At 13th level this bonus increases to 2 and to 3 at level 19.

Weapon Mastery (Ex)

At 8th level, a fighter has reached exceptional pinnacles of skill. He gains a +2 bonus attack rolls and weapon damage rolls. This bonus stacks with the bonus provided by weapon focus and weapon specialization, as well as greater weapon focus and greater weapon specialization (see below). Otherwise, this follows the guidelines in weapon focus.

Swift Demoralization (Ex)

A 9th level fighter can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.

Greater Weapon Focus  (Ex)

At 10th level, a fighter's skill with weapons becomes near-legendary.  He gains an additional +1 bonus to attack rolls. This follows the guidelines in weapon focus and stacks with weapon focus and weapon mastery.

Overpowering Attack (Ex)

At 11th level, a fighter can focus his attention in combat to deliver a single deadly attack. As a full-round action, make one attack at your highest base attack bonus. That attack deals double damage, as do any other attacks you make before the start of your next turn.

Defensive Juggernaut (Ex)

At 13th level, a fighter's armor is so protective that it renders him close to a living slab of steel. He gains light fortification whenever he wears armor. This functions as the armor special quality of the same name. At 15th level this improves to medium fortification and at 19th level it becomes heavy fortification. In addition, at 17th level, a fighter's skill with armor is so well developed that it even blocks mystical attacks. The fighter gains spell resistance equal to 10 + hit dice.

Greater Weapon Specialization (Ex)

At 14th level, a fighter's blows cause legendary amounts of damage. He gains an additional +2 bonus to weapon damage rolls. This follows the guidelines in weapon focus and stacks with weapon specialization and weapon mastery.

Weapon Supremacy (Ex)

At 18th level, a fighter has reached the peak of his skill, rivaled by only the greatest of all time. He gains several benefits when wielding a weapon he is proficient with. You gain a +4 bonus to CMD against attempts to disarm you. You can wield your weapon in a grapple freely (but not while pinned). Once per round when you make a full attack, you may add a +5 bonus to any attack roll after the first. Once per round before making an attack roll, you can take 10 on an attack. Whenever you are wielding a weapon you are proficient with, you gain a +1 bonus to armor class(this bonus only applies once if you are wielding more than one weapon at a time).
<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 someone I'm working on. I also edited a few errors out of cleansing meltdown in regular ash purifier. Whoops.

Epic Ash Purifier

Hit Die

d8

Skill Points at Each Additional Level

2 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+8-+1 level of existing class
12+9-+1 level of existing class
13+9Pure flames 3/day+1 level of existing class
14+10Bonus feat+1 level of existing class
15+11-+1 level of existing class
16+12-+1 level of existing class
17+12-+1 level of existing class
18+13Bonus feat, pure flames 4/day+1 level of existing class
19+14-+1 level of existing class
20+15-+1 level of existing class

Pure Flames (Ex)

At 13th level and every 5 levels thereafter, the epic ash purifier gains another daily use of pure flames.

Bonus Feats

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

Epic Ash Purifier Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Extra Meltdowns, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Purified Blood, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.

Extra Meltdowns [Epic]
Prerequisite: Cleansing Meltdown
Benefit: You may use your cleansing meltdown ability an additional two times per day.

Purified Blood [Epic]
Prerequisite: Perfect Health, Burn Impurity(Good Descriptor)
Benefit: You have channeled so much holy power that your blood has become sanctified. Whenever you take slashing or piercing melee damage from an evil creature within 10ft, a spray of your blood burns the wicked. This deals 2d6 points of fire damage. All the effects of burn impurity apply to this damage.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

For future reference. You'd be surprised how often this comes up. Note that these numbers are for medium bipeds; larger/smaller creatures and quadrapeds apply extra modifiers.

Extended Carrying Capacity List



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Strength ScoreLight LoadMedium LoadHeavy Load
30532 lb or less533-1064 lb1065-1600 lb
31612 lb or less613-1224 lb1225-1840 lb
32692 lb or less693-1348 lb1349-2080 lb
33800 lb or less801-1600 lb1601-2400 lb
34932 lb or less933-1864 lb1865-2800 lb
351064 lb or less1065-2132 lb2133-3200 lb
361224 lb or less1225-2452 lb2453-3680 lb
371384 lb or less1385-2772 lb2773-4160 lb
381600 lb or less1601-3200 lb3201-4800 lb
391864 lb or less1865-3732 lb3733-5600 lb
402128 lb or less2129-4256 lb4257-6400 lb
412448 lb or less2449-4896 lb4897-7360 lb
422768 lb or less2769-5536 lb5537-8320 lb
433200 lb or less3201-6400 lb6401-9600 lb
443728 lb or less3729-7456 lb7457-11200 lb
454256 lb or less4257-8528 lb8529-12800 lb
464896 lb or less4897-9808 lb9809-14720 lb
475536 lb or less5537-11088 lb11089-16640 lb
486400 lb or less6401-12800 lb12801-19200 lb
497456 lb or less7457-14928 lb14929-22400 lb
<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

#124
Working on these. I'll post them in groups as I make progress. This is meant to be something nice for skill-heavy characters and give all characters new options for buying heavily into a skill.

Epic Skills, part 1

Despite the near-magical nature of some epic level skill uses, all uses of skills are considered exceptional abilities (except if noted otherwise), and thus function normally even within areas of antimagic.

The goals of this is to create interesting epic skill usages that reward people for investing 24 or more ranks into a skill. These abilities are balanced around epic level play and assume that you have 10th level or higher magic as a factor in the campaign. These abilities blur the line between skill and sorcery. At this point, a typical character is well past being mundane, so this is meant to match that reality. These abilities replace the SRD standard epic skill usages.

While it is possible for non-epic characters to make the DC of some of these skills with the proper techniques, they simply don't have the skill base to achieve these feats regardless of natural talent, magical aid or exceptional circumstances. These are the domain of epic characters and epic adventures, not someone who buys a big skill booster and combos that with a skill-boosting spell. Ideally, they allow characters to achieve mythical feats without magic. Under these rules, a grandmaster monk can fly because he can balance on the spring breeze, while the greatest merchant-adventurer in generations can discover the lost history of an item with a few minutes of appraisal.

Reading the Tables

Tasks in italics are non-epic skill tasks and may be accomplished by a character with less than 24 ranks in the skill. A task in bold is a supernatural ability.

Appraise



   
   
   
   
   
TaskDC
Detect Magic30
Identify40
Discern Curse50
Item History60

An epic appraiser can learn almost anything about an item, rivaling the divinations of mages and the wise words of sages.

Detect Magic

The character can sense if an item has a magical aura. He or she can then use Spellcraft to learn more about the item as if he or she had already cast detect magic on the item. This requires a full-round action.

Identify

The character can analyze a magical item to learn more about it. They learn all properties of the item, including how to activate the item's functions and any charges the item has left (if applicable). This ability does not function on artifacts and it does not discern curses(but see below).

Discern Curse

The character's analysis can detect a cursed item. He learns that the item is cursed and the nature of the cursed and is not affected by the curse while appraising the item. This action takes no particular action and is part of appraise checks. In essence, a check of 50 or higher result prevents the appraiser from being cursed and allows them to learn what the curse is. For the sake of interacting with effects and more powerful curses, treat this ability as analyze dweomer.

Item History

The character can learn about items by appraising them. This is equivalent to a legend lore spell. This ability requires ten minutes of appraising the item.

Balance



   
   
   
   
   
   
   
   
   
Narrow SurfaceBalance DC
7-12 inches wide10
2-6 inches wide15
1-2 inches wide20
1/4th inch to 1 inch wide30
Hair-thin40
Liquid50
Cloud 60
Air70

A character this sure of foot can defy gravity in increasingly obvious ways. At high levels of skill, they can balance on thin air and use that to fly like a bird.

Extended Narrow Surface DCs

The character can balance and walk on surfaces as wide as noted above. A DC 50 Balance check allows walking on liquids. A DC 60 Balance check allows walking on clouds, mist or anything insubstantial.

A DC 70 Balance check allows the character to walk on air. This grants them a fly speed equal to their land speed with perfect maneuverability for one round. Characters that have no chance of failing the DC 70 check are treated as having a permanent fly speed. The character is never at risk of losing their balance on account of taking damage.

Disguise



   
   
   
   
TaskDC
Illusory Appearance40
Alter Self50
Permanent Disguise80

Masters of disguise can make disguises so potent that they become magical illusions, or change the actual form of a creature since the disguise is more real than the creature's form.

Illusory Appearance

The character can create disguises that transcend reality and become minor illusions. The disguised creature can be changed to anything of the same size category. The disguise is perfect to sight. Touch, smell and extraordinary senses and abilities that defeat illusions foil this skill usage. This illusion lasts until the the disguised character changes his appearance (such as removing or adding clothing), which causes the illusion to end.

This is a supernatural ability.

Alter Self

The disguises of the character are so effective that he can change the actual details of the disguised creature. This functions as an alter self spell except that the effect lasts until the disguised creature changes his appearance.

Permanent Disguise

The character can make disguise so real that they become the new truth for the disguised character. This functions as alter self, except that the duration is instantaneous. Once disguised, the creature's new base form is the disguise. A wish or miracle spell can undo this change, as can another permanent disguise.
<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

Whoops. I meant to do these in alphabetical order. Somehow Disguise got posted early. No big deal but I feel like an idiot.

Bluff



   
   
   
   
   
   
TaskDC
Instill Suggestion45
Display False Alignment50
Disguise Surface Thoughts50
Disguise Lies60
Assume False Alignment85

Bluffers of this skill can make people act as if enchanted, defeat spells that show the truth and even bluff well enough to temporarily take on a new alignment.

Instill Suggestion

The character can bluff so convincingly that it can temporary overwhelm minds. This is identical to the effect of the suggestion spell, except that it is nonmagical and lasts for only 10 minutes. It can be sensed as if it were an enchantment effect (Sense Motive DC 25). The target is allowed a Will save to resist (DC is 10 + 1/2 your hit dice + your Charisma modifier) and may substitute a Sense Motive check in place of the Will save. Instilling a suggestion is a full-round action.

A suggestion that is successfully saved against generally can't be tried again in the same social interaction, but this doesn't stop a different suggestion.

Display False Alignment

The character can fool alignment-sensing effects by displaying a false alignment of his choice. Once set, a false alignment remains as long as the character remains conscious and awake. Setting or changing a false alignment requires a full-round action.

Disguise Surface Thoughts

The character can fool spells such as detect thoughts (or similar effects) by displaying false surface thoughts. While the character can't completely mask the presence of his or her thoughts, he or she can change his or her apparent Intelligence score (and thus the character's apparent mental strength) by as much as 10 points and can place any thought in his or her surface thoughts to be read by such spells or effects. If a character attempts to use Sense Motive to detect his or her surface thoughts (see the Sense Motive skill description), this becomes an opposed check (though any result lower than 50 automatically fails).

Disguise Lies

The character can fool spells that detect lies such as discern lies (or similar effects). The character's lies are not detected by these spells as lies. Opposed Sense Motive checks are not affected by this ability.

Assume False Alignment

The character can maintain a bluff that fools reality. This functions as display false alignment above, except that the character is treated as having that alignment by effects. A lawful evil creatures assuming a chaotic good alignment would be immune to the extra damage from a holy weapon and take extra damage from an unholy weapon. This ability has no effect on qualifying for feats, prestige classes or other personal abilities, which continue to use your true alignment.

Climb



   
   
   
   
   
TaskDC
A perfectly smooth, flat, vertical surface40
A perfectly smooth, flat, overhang or ceiling50
A surface or ceiling that can't support you60
Air70

Characters with this level of climbing acumen can use anything to climb, even empty air.

Extended Climbing DCs

The character can climb surfaces as noted above. A DC 40 Climb check allows climbing a perfectly smooth, flat, vertical surface. A DC 50 Climb check enables climbing a perfectly smooth, flat overhang or ceiling. A DC 60 Climb check allows climbing things that won't be able to support you normally, such as mist, cobwebs or the sand in a sandstorm.

A DC 70 Climb check allows the character to climb air. This allows them to climb virtually anywhere.

Concentration

Concentration does not possess an epic usage.

Behind the Curtain: Why no epic usages for Concentration?

Concentration is a skill that greatly rewards the characters that need it. It's generally considered mandatory for a character with spellcasting or spell-like abilities. It already gives out useful benefits and continues to scale up to provide protection against being disrupted while casting. There's not a lot of room to design or add to that; moreover, Autohypnosis occupies related niches that Concentration could claim. There isn't much room or need for Concentration to provide for new skill usages. If you wish, you could allow Concentration to borrow Autohypnosis skill usages that you feel fit.
<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

Craft is up next. Armor and weapon smithing are obligatory and craft(paint) was chosen to demonstrate how crafting could get creative. There's a lot of design space to work with for epic skills if you get creative. Mental note: When I compile all of these, have a section talking about that.

If you're wondering why paint demiplane is a supernatural ability, it's because any sort of demiplane or planar creation is innately magical. Magic's part of Creation as much as gravity or direction.


Craft (Armorsmithing)



   
   
   
   
   
   
   
TaskDC
Improved Masterwork Armor40
Light Armor50
Arcane Armor60
Superior Masterwork Armor70
Feather-Light Armor80
Ethereal Armor100

Master armorers can make armor that is so light that it's like wearing normal clothes.

Note

Each DC of the tier below is applied as well. For example, an arcane armor is also an improved masterwork armor. The time and cost is only multiplied by the most expensive tier. The character may choose to omit any qualities he sees fit except for the one he is aiming for.

Improved Masterwork Armor

The character can make armor a step above masterwork armor. Improved Masterwork Armor reduces the armor check penalty of the armor by -2. The time and cost to create an improved masterwork armor is doubled.

Light Armor

The character's crafted armors are easier to move in. The maximum dexterity cap of the armor rises by 2. This stacks with special materials that also raise an armor's maximum dexterity cap, such as mithral. The time and cost to create light armor is doubled.

Arcane Armor

The character's crafted armors are adapted to be used by mages. The arcane spell failure of the armor is reduced to zero. The time and cost to create arcane armor is tripled.

Superior Masterwork Armor

The character's masterwork armor now has no armor check penalty. The time and cost to create a superior masterwork armor is tripled.

Feather-Light Armor

The character's created armors now have no maximum dexterity cap. A character that wears this armor can benefit from any amount of dexterity bonus they have. This benefit does not function if the wearer is not proficient with the armor. The time and cost to create feather-light armor is quadrupled.

Ethereal Armor

The character can make armor so solid that it can stop ghostly things and touches. The armor's armor bonus now applies to touch armor class. This includes any enhancement bonus the armor possesses. The time and cost to create ethereal armor is quadrupled.

Craft (Weaponsmithing)



   
   
   
   
   
   
TaskDC
Improved Masterwork Weapon40
Improved Design50
Superior Masterwork Weapon60
Masterwork Critical70
Epic Masterwork Weapon 80

The character's weapons are unbelievably well made and downright deadly.

Note

Each DC of the tier below is applied as well. For example, an improved design weapon is also an improved masterwork weapon. The time and cost is only multiplied by the most expensive tier. The character may choose to omit any qualities he sees fit except for the one he is aiming for.

Improved Masterwork Weapon

The character's weapons are superior to that of masterwork weapons. The weapon has a +2 bonus to attack rolls. This replaces the +1 bonus to attack rolls that a standard masterwork weapon has. This bonus overlaps with any enhancement bonus the weapon has. The time and cost to create an improved masterwork weapon is doubled.

Improved Design

The character's crafted weapons have obvious designs that make them more effective. The weapon is considered one size category larger to determine damage. For example, an improved design longsword would deal 2d6 damage instead of 1d8 damage. Colossal weapons instead deal an extra 2d8 damage. The time and cost to create an improved design weapon is doubled.

Superior Masterwork Weapon

The character's weapons are virtually magical in effectiveness. The weapon's masterwork bonus increases to +4, this overlaps with the masterwork and improved masterwork weapon bonuses. This otherwise functions like improved masterwork weapon. The time and cost to create an superior masterwork weapon is tripled.

Masterwork Critical

The character's created weapons easily deal grievous damage. The weapons critical hit threat range doubles. Unlike most effects, this stacks with a keen weapon or improved critical. The time and cost to create a masterwork critical weapon is tripled.

Epic Masterwork Weapon

The character's weapons are epic in effectiveness. The weapon's masterwork bonus increases to +6, this overlaps with the masterwork and improved masterwork weapon bonuses. This otherwise functions like improved masterwork weapon. The time and cost to create an epic masterwork weapon is quadrupled.

Craft (Painting)

   
   
   
   
   
TaskDC
Photorealistic Painting50
Create Objects60
Paint Door70
Paint Demiplane90

Artists of this skill eliminate the line between artistic wonder and magic, combining the two through a mix of talent and skill.

Note: Applications of this skill require paint and a surface to paint on. The raw material costs are negligible.


Photorealistic Painting

The character can make a painting that is an exact replica of what she sees. All details are fully correct, no matter how small, so long as the character can perceive them. Creating a photorealistic painting takes one day's work.

Create Objects

The character's ability to portray reality becomes indistinguishable from it. With a DC 60 Craft(Painting) check, the character may replicate the effects of one pot of marvelous pigments. Creating objects takes one day's work.

Paint Door

The character can draw a door, portal or other passage on a solid material and cause it to become real. With this, the character can paint his own doors through walls as she sees fit. This ability works on any material or object, so long as it is not more than 10ft thick, an artifact or the work of a deity. This ability does not function on creatures. Painting a door takes one hour.

Paint Demiplane

The character's art is now capable of creating a world of pure imagination, a small demiplane that the painting is the portal to. The demiplane created has a radius in feet equal to the result of the skill checks times two. For example, a DC 90 result creates a demiplane 180ft in radius.

The character determines the environment within the demiplane when she begins painting, reflecting most any desire she can visualize. She determines factors such as atmosphere, water, temperature, planar traits and the general shape of the terrain. This ability can create vegetation, but not animals or intelligent life. It can create construction of anything the character can visualize, however, anything created must be non-magical.

Once finished, the painting is the only portal into the demiplane. The demiplane is destroyed if the painting is destroyed.

The time trait of a demiplane created in this way cannot be changed. It is always identical to the native plane of the artist.

Creating a demiplane takes one day per 5ft of the demiplane's radius. For example, a 180ft radius demiplane would take 36 days of work.

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

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

Anastasia

I'll come back to epic skills when I have the whole set done. I also need a break from them since Vastwoods has been prep heavy lately.

Agonized Fist is for Belial and Fierna. It sacrifices three of the monk's defensive abilities in favor of ways to endure and ultimately benefit from pain. These abilities are designed to reward characters who take lots of monk levels. Free quickened sadism/masochism is a neat trick and I like the flavor involved. A deranged monk dedicated to pain isn't going to worry about dodging so much. They're going to welcome the pain and use it to their advantage.


Agonized Fist

Monks in the service of Belial and Fierna learn dark skills to better aid them in their unspeakable depravities. Instead of avoiding and blocking effects, they learn to savor the pain.

To take an Agonized Fist substitution level, a character must worship Belial or Fierna and be about to take his 2nd, 9th or 13th level of Monk.

Hit Die

d10

Class Skills

Agonized Fists have the same class skills as a standard Monk.

Skill Points per Level

4 + intelligence modifier.

2nd: Lose Evasion, gain Endure Fire
9th: Lose Improved Evasion, gain Gift of Pain
13th: Lose Diamond Soul, gain Body of Agony

Endure Fire (Su)

Once per day as a free action when taking fire damage, the Agonized Fist may revel in the pain of the flames. They burn the monk and yet do not truly harm him. The monk may treat that occurrence of fire damage as non-lethal damage.

At 5th level and every 3 levels thereafter, the Agonized Monk gains another daily use of Endure Fire.

Gift of Pain (Sp)

A 9th level Agonized Monk can use sadism or masochism once per day as a spell like ability. His caster level equals his monk level. He may choose which to cast each time he uses this ability, he is not restricted to one or the other. Non-lethal damage from Endure Fire counts as damage for masochism.

At 13th level and every four levels thereafter, the Agonized Monk gains another daily use of sadism or masochism.

At 14th level, the Agonized Monk may use this ability as a swift action.

Body of Agony (Ex)

At 13th level, an Agonized Monk becomes immune to non-lethal damage of all types. They still feel pain from this damage and take superficial injuries, but no true damage is done. Non-lethal damage from Endure Fire still counts for the sake of masochism, even though the Agonized Monk takes no damage.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Duelist sucks. It's a crappy class that suffers from early 3rd edition game design. It just doesn't give much for the buy-in, let alone to compete against other classes. But since my next project is someone who uses it, I'm sprucing it up. This isn't really a revamp as much as adding enough to make it less of a pile of failure. A change log is below.

Changelog:
Spoiler: ShowHide


- Fortitude is now a good save. They're fighter types with a d10 HD, they should be tough. Fort/Ref being good saves gives this class a little more of a statistical backbone for support.
- Expanded the skill list to include the skills swashbuckler adds.
- Enhanced mobility is now gained at level 1 instead of level 3. It's not a great power so you get it right off the bat. A +8 AC bonus makes mobility a little better. It's still a mediocre situational feat.
- Likewise, canny defense is now gained at level 3. It's now purely int to AC and isn't capped by duelist level. It was moved back to prevent easy dipping shenanigans.
- Acrobatic charge is now gotten earlier. This matches swashbuckler handing it out early.
- Grace is now only +1 at level 4, but increases by +1 every three levels. It tops off pre-epic at +3, so that's a net gain. It also now adds together with a swashbuckler's grace ability.
- Crippling strike is gained at level 6. This applies to precise strike. It's a nudge upward for offense, letting a duelist weaken his opponent's attacks as the duel goes on. They needed the boost.
- Added a new capstone: superior mobility. It's great in a Pathfinder styled game that uses CMB/CMD for tumble or a houserule that prevents a DC 20 tumble check from negating AoOs. If you're in a game where that still holds true, this capstone's nearly worthless. I'd recommend making a new one instead.

I still don't think the class is good, but it at least has more oomph.


Duelist

Hit Die

d10

Requirements

Base Attack Bonus

+6

Skills

Perform 3 ranks, Tumble 6 ranks

Feats

Dodge, Mobility, Weapon Finesse

Class Skills

The duelist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex)

Skill Points at Each Level

4 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+2+0Enhanced mobility
2+2+3+3+0Acrobatic charge, improved reaction+2
3+3+3+3+1Canny defense
4+4+4+4+1Grace+1
5+5+4+4+1Precise strike+1d6
6+6+5+5+2Crippling strike
7+7+5+5+2Elaborate parry, grace+2
8+8+6+6+2Improved reaction+4
9+9+6+6+3Deflect arrows
10+10+7+7+3Grace+3, precise strike+2d6, superior mobility

Enhanced Mobility (Ex)

When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Acrobatic Charge (Ex)

A duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Improved Reaction (Ex)

At 2nd level, a duelist gains a +2 bonus on initiative checks.

At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

Canny Defense (Ex)

When not wearing armor or using a shield, a duelist adds her Intelligence bonus (if any) to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Grace (Ex)

At 4th level, a duelist gains an additional +1 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

This bonus increases to +2 at 7th level and +3 at 10th level. If you possess the grace class feature from swashbuckler, the bonuses stack. Add them together to determine your total competence bonus to Reflex saves.

Precise Strike (Ex)

At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.

A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.

Crippling Strike (Ex)

This ability functions as the rogue special ability of the same name, except that it applies to precise strike.

Elaborate Parry (Ex)

At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.

Deflect Arrows

At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.

Superior Mobility (Ex)

When wearing no armor and not using a shield, a duelist does not provoke attacks of opportunity for moving. She can enter and leave threatened squares without risk.
<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 duelist. Nothing groundbreaking, but three progressions+13/3 bonus feats isn't horrid. The original epic duelist only had bonus feats and precise strike. The added init and reflex save bonuses give it more punch.

Epic Duelist

Hit Die

d10

Skill Points at Each Additional Level

4 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11-
12+12-
13+13Bonus feat, grace+4
14+14Improved reaction+6
15+15Precise strike+3d6
16+16Bonus feat, grace+5
17+17-
18+18-
19+19Bonus feat, grace+6
20+20Improved reaction+8, precise strike+4d6

Improved Reaction (Ex)

At 14th level and every 6 levels thereafter, the epic duelist's bonus to initiative increases by 2.

Grace (Ex)

At 13th level and every 3 levels thereafter, the epic duelist's competence bonus to reflex saves rises by 1.

Precise Strike (Ex)

At 15th level and every 5 levels thereafter, the epic duelist's precise strike increases by 1d6.

Bonus Feats

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

Epic Duelist Bonus Feat List

Blinding Speed, Devastating Critical, Dire Charge, Epic Dodge, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Speed, Exceptional Deflection*, Improved Combat Reflexes, Improved Precise Strike, Improved Whirlwind Attack, Infinite Deflection*, Overwhelming Critical, Perfect Two-Weapon Fighting, Spell Parry, Superior Initiative, Two-Weapon Rend.

*The epic duelist need not have Improved Unarmed Strike to qualify for these feats, but in that case must be using a light or one-handed piercing weapon.

Improved Precise Strike [Epic]
Prerequisite: Precise strike+2d6
Benefit: Add 1d6 to your precise strike damage.
Benefit: You can select this feat more than once. Its benefits stack.

Spell Parry [Epic]
Prerequisite: Elaborate Parry, Exceptional Deflection, dex 25
Benefit: Once per round as an immediate action, you may parry a spell cast at you. You may only parry spells that have you as a target. Effect and area spells are not affected, nor are touch range spells. A spell that is parried does not affect you.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

For someone I'm working on.

Epic Knight of the Chalice

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11-
12+12Fiendslaying +5/+5d6
13+13Bonus feat
14+14-
15+15Fiendslaying +6/+6d6
16+16Bonus feat
17+17-
18+18Fiendslaying +7/+7d6
19+19Bonus feat
20+20-

Fiendslaying (Ex)

At 12th level and every three levels thereafter, the epic knight of the chalice's fiendslaying bonuses rise by 1 and 1d6, respectively.

Bonus Feats

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

Epic Knight of the Chalice Bonus Feat List

Armor Skin, Devastating Critical, Epic Fiendslaying, Epic Prowess, Epic Reputation, Epic Spell Capacity, Epic Toughness, Improved Banishment, Improved Combat Casting, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Spontaneous Spell, Widen Courage of Heaven.

Spellcasting

At 11th level and every level thereafter, the epic knight of the chalice's spellcasting improves. His caster level increases as normal. Further, once the epic knight of the chalice obtains the Epic Spell Capacity feat, he gains spells of 5th level and higher. See the table below for his progression.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level5th6th7th8th9th
110----
121----
131----
142----
1520---
1621---
1721---
1822---
19220--
20221--
21221--
22222--
232220-
242221-
252221-
262222-
2722220
2822221
2922221

Note: This table assumes that SM4 is houseruled as a 4th level spell the knights. The spells are drawn from the PHB and Complete Warrior, with the sole exception of the aspect of the deity line. Knights of the Chalice have that despite not being native to the book they are in.

5th: atonement, break enchantment, divine power, flame strike, hallow, plane shift, spell resistance, summon monster v, true seeing, valiant fury.
6th: aspect of the deity, banishment, forbiddance, greater dispel magic, greater shout, mass bear's endurance, mass bull's strength, planar ally, righteous might, summon monster vi.
7th: dimensional lock, fire storm, holy word, lion's roar, repulsion, summon monster vii
8th: antimagic field, freedom, greater planar ally, holy aura, summon monster viii
9th: gate, greater aspect of the deity, miracle, summon monster ix

Epic Fiendslaying [Epic]
Prerequisite: Fiendslaying +3/+3d6
Benefit: Your fiendslaying bonuses increase by +1 and +1d6.
Special: You may select this feat more than once. Its benefits stack.

Improved Banishment [Epic]
Prerequisite: Censure Demons, cha 25
Benefit: When you censure demons, you may attempt to dismiss as many demons as you stun. In addition, demons of any hit dice are eligible to be dismissed if they fail the Will save versus stunning.

Widen Courage of Heaven [Epic]
Prerequisite: Courage of Heaven (Radius), cha 23
Benefit: The radius of your courage of heaven ability increases to 100ft. All allies within that range gain the benefits of that ability.
<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 dervish, take two. Turns out I forgot to add the AC Bonus to the previous writeup. I suck! I'm doubly annoyed since I remember thinking 'don't forget the AC bonus since it's not standard.' Maddening, but this version is fixed.

Epic Dervish

Hit Die

d10

Skill Points at Each Additional Level

4 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusAC bonusSpecial
11+11+3Dervish dance 6/day, fast movement +20ft
12+12+3-
13+13+4Dervish dance 7/day
14+14+4Bonus feat, fast movement +25ft
15+15+4Dervish dance 8/day
16+16+4-
17+17+5Dervish dance 9/day, fast movement +30ft
18+18+5Bonus feat
19+19+5Dervish dance 10/day
20+20+5Fast movement +35ft

Armor Bonus (Ex)

At 13th level and every 3 levels thereafter, the epic dervish's bonus to armor class rises by 1.

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

Expanded ability modifier and bonus spells chart. Useful for making intermediate/greater deities and the occasional epic creature. This saves me the hassle of counting out the pattern each time.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
ScoreModifier01st2nd3rd4th5th6th7th8th9th
46-47+18-554444333
48-49+19-555444433
50-51+20-555544443
52-53+21-655554444
54-55+22-665555444
56-57+23-666555544
58-59+24-666655554
60-61+25-766665555
62-63+26-776666555
64-65+27-777666655
66-67+28-777766665
68-69+29-877776666
70-71+30-887777666
72-73+31-888777766
74-75+32-888877776
76-77+33-988887777
78-79+34-998888777
<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 Neveril. I did this back in B2 and it's unchanged barring a few typo corrections and cleanups.

Siren

Hit Die

d4

Requirements

Skills

Bluff 6 ranks, Perform (Song) 8 ranks

Special

Must possess an innate sonic, mind affecting ability.

Class Skills

The siren's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), and Sense Motive (Wis).

Skills Points per Level

4 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0+0+2Reverberation
2+1+0+0+3Song of hope
3+2+1+1+3Charisma bonus+2
4+3+1+1+4Song of peace
5+3+1+1+4Song of delusion
6+4+2+2+5Charisma bonus+4
7+5+2+2+5Song of idiocy
8+6+2+2+6Charisma bonus+6
9+7+3+3+6Song of nature
10+7+3+3+7Song of rapture

Reverberation (Su)

At 1st level, the siren gains Reverberation as a bonus feat.

Song of Hope (Su)

At 2nd level, a siren begins to enhance her already formidable sonic abilities with additional effects. Once per day, she can sing a song of hope identical to that of an good hope spell. This functions in all ways like the spell good hope, except the duration is 1 minute per siren level. This is a sonic, mind effecting ability.

Charisma Bonus (Ex)

At 3rd level, a siren gains a +2 bonus to her Charisma score. This bonus rises to +4 at 6th level and to +6 at 8th level.

Song of Peace (Su)

At 4th level, the siren calms all who hear it. Once per day per level in this class, she may sing a song of peace, those that hear it must make a will save (DC 10 + Charisma modifier + 1/2 hit dice) or be affected as by a calm emotions spell. This functions in all ways like the spell calm emotions, except that the duration is 1 round per siren level. This is a sonic, mind effecting ability.

Song of Delusion (Su)

At 5th level, a siren gains another new sonic ability. Once per day per level in this prestige class, she can overlay a confusion effect on her sonic attack. This is identical to the effects of a confusion spell, affects all creatures within range of the siren's sonic attack, and lasts for 1 round per siren level. The will save to resist this effect has a DC of 10 + Charisma modifier + 1/2 hit dice. This is a sonic, mind affecting ability.

Song of Idiocy (Su)

At 7th level, a siren gains a new sonic ability. Once per day per level in this prestige class, she can overlay an Intelligence-damaging effect on her sonic attack. This is identical to the effect of a feeblemind spell, affects all creatures within range of the siren's sonic attack, and has instantaneous duration. The will save to resist this effect has a DC of 10 + Charisma modifier + 1/2 hit dice, and arcane spellcasters and creatures that use arcane spell-like abilities take a –4 penalty on their saves. This is a sonic, mind affecing ability.

Song of Nature (Su)

At 9th level, a siren gains yet another sonic ability. Once per day as a standard action, she may bestow the natural world's breath of life to all her allies within a 30 foot radius around her. This spell bestows the benefits of an Aura of Vitality spell. This is identical to the effect of an Aura of Vitality spell, with a duration of one round per siren level. This is a sonic ability.

Song of Rapture (Su)

At 10th level, a siren gains her final song. Once per day as a standard action, she may sing to a single creature within 30 feet. This functions as a Dominate Monster spell, with a save DC of 10 + Charisma modifier + 1/2 hit dice. This is a sonic, mind affecting ability.
<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

More Neveril stuff. Added move silently as a class skill and a few other minor tweaks. It's still the same thing otherwise. Her charisma will be sky high, but hey. Cor always likes them charismatic.

Sirine Paragon

Hit Die

d6

Requirements

Race

Sirine

Alignment

Any chaotic

Class Skills

The sirine paragon's class skills (and the key ability for each skill) are Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge(Nature) (Int), Move Silently (Dex), Perform (Cha) and Swim (Str).

Skill Points At Each Level

6 + intelligence modifier.



   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+0+2+2Improved spell-like abilities-
2+1+0+3+3Fey skin+1 bard
3+1+1+3+3Ability boost (Cha+2)+1 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.
<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?