News:

"I sense a soul in search of answers.  I shalt eat him."

Main Menu

Custom Material

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

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Anastasia

#15
Lantern Rangers

While most Lantern Archons live in peace of transcend into a higher form of archon, a rare few maintain their existence as Lanterns. Of these, the spiritual allure of ranger suits those with a taste for nature. These lantern archons stick together, changing the basics of ranger to benefit them.

Requirements

To take a Lantern Ranger substitution level, a character must be a lantern archon and about to take her 1st, 3rd or 6th level of paladin.

Hit Die

d8

Class Skills

Lantern Rangers have the same class skills as a standard ranger, plus Knowledge(planes).

Skill Points per Level

6 + intelligence modifier.

2nd: Lose Combat Style, gain Defensive Maneuvers.
4th: Lose Animal Companion, gain Lantern Spellcasting.
9th: Lose Evasion, gain Improved Evasion.

Defensive Maneuvers (Ex)

A Lantern Ranger focuses on swift movement that keeps them out of danger's way. They gain a dodge bonus to armor class equal to 1+(Ranger level/4), as well as a 10ft bonus to its fly movement speed.

Lantern Spellcasting (Ex)

A Lantern Ranger gains Eschew Materials as a bonus feat at 4th level. In addition, it needs no holy symbol to cast its magic - it uses the innate connection to Good within itself to serve this purpose - nor does it need to complete somatic components. This applies only to the spells gained from the Lantern Ranger's ranger class levels.

Improved Evasion (Ex)

At 9th level a Lantern Ranger's focus on defense brings more results. They gain improved evasion, as the rogue class feature.
<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

Yuth wanted a half troll to troll PrC so here you go. It's giant HD with the features half troll is missing added in over the levels. It's fairly simple and to the point; I attempted more complex work but ultimately simplicity won the day.

Troll

Hit Die

d8

Requirements

Special

Must be a half-troll.

Class Skills

The Troll's class skills are: Listen, Spot, Survival.








Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +0 +2 +0 +0 +2 strength, +1 natural armor
2 +1 +3 +0 +0 +2 constitution, low-light vision
3 +2 +3 +1 +1 +2 strength, -2 charisma
4 +3 +4 +1 +1 +2 constitution
5 +3 +4 +1 +1 +2 strength, large size
6 +4 +5 +2 +2 +2 constitution, regeneration

Ability Score Changes (Ex)

The ability score changes from troll stack with each other and from other sources.

Improved Natural Armor (Ex)

At 1st level, the natural armor of a troll increases by 1 point.

Low-Light Vision (Ex)

At 2nd level, a troll gains low light vision.

Large Size (Ex)

At 5th level, the rapid, regenerative growth of the troll causes a increase in size. Raise the creature's size category by one, up to a maximum of colossal.

Regeneration (Ex)

At 6th level, the fast healing granted from half-troll becomes regeneration. Fire and acid deal lethal damage to the troll.
<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

#17
De-stickied. I post to this enough to where a sticky isn't needed.
<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 Planar Champion

Hit Die

d10

Skill Points at Each Level

4 + ability modifier.












Level Base Attack Bonus Special
11 +11 -
12 +12 Damage reduction
13 +13 Bonus feat
14 +14 -
15 +15 Favored plane
16 +16 Bonus feat
17 +17 Damage reduction
18 +18 -
19 +19 Bonus feat
20 +20 Favored plane

Favored Plane (Ex)

The epic planar champion may select one additional favored plane for every five levels gained above 10th. (15, 20, 25, ect.) Bonuses for previous favored planes increase by +1.

Damage Reduction (Su)

At 12th level and every five levels thereafter, the damage reduction of the planar champion improves by five points. (22, 27, 32, ect.) In addition, at 12th level the epic planar champion's damage reduction improves to epic.

Bonus Feats

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

Epic Planar Champion Bonus Feat List

Armor Skin, Dire Charge, Energy Resistance, Epic Prowess, Epic Reputation, Epic Rip Portal, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Extended Lifespan, Extra Rip Portal, Fast Healing, Improved Favored Plane, Penetrate Damage Reduction, Perfect Health, Planar Bubble, Shared Planar Survival.

Epic Rip Portal [Epic]
Prerequisite: Improved Rip Portal
Benefit: When you rip a portal open, you show expert precision. When you use rip portal, you may choose an exact location and your portal will take you there, instead of 5-500 miles away.

Extra Rip Portal [Epic]
Prerequisite: Rip Portal, str 21
Benefit: You may use your rip portal ability two more times per day.
Special: You can gain this feat multiple times. Its effects stack.

Improved Favored Plane [Epic]
Prerequisite: Three or more favored planes
Benefit: Add +2 to the bonus on Bluff, Diplomacy, Gather Information, Listen, Sense Motive, Spot, and Survival checks and damage rolls to all of your favored planes.
Special: You can gain this feat multiple times. Its effects stack.

Planar Bubble [Epic]
Prerequisite: Shared Planar Survival.
Benefit: Through long training at protecting others from the planes, you have developed the ability to project the qualities of the planes. You may use planar bubble three times per day as a spell-like ability. You may emulate your home plane or any of your favored planes with this ability, chosen at the time of casting. The protections of your planar survival ability still apply as normal.

Shared Planar Survival [Epic]
Prerequisite: Planar Survival, Knowledge(Planes) 15 ranks.
Benefit: Your ability to survive on the planes extends to your friends and allies. All friendly creatures within 60ft gain the benefit of your planar survival ability. You may choose to suppress or resume this ability as a free action. If you choose to suppress it, you do not lose the personal benefit of planar survival.
<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

#19
Epic Fatemaker

Hit Die

d6

Skill Points at Each Level

6 + intelligence modifier.












Level Base Attack Bonus Special
11 +8 Spells
12 +9 Aura of confidence(+3), sneak attack+4d6, confidence of the fated 3/day
13 +9 -
14 +10 -
15 +11 Bonus feat, sneak attack+5d6, take-charge appeal
16 +12 Aura of confidence(+4)
17 +12 Confidence of the fated 4/day
18 +13 Sneak attack+6d6
19 +14 -
20 +15 Aura of confidence(+5), bonus feat, ego manifestation 2/day, take-charge appeal

Spells

The epic fatemaker's caster level is equal to his class level. The epic fatemaker's number of spells per day does not increase after 10th level. The epic fatemaker does not learn additional spells unless he or she selects the Spell Knowledge feat.

Aura of Confidence (Su)

At 12th level and every 4 levels thereafter(24, 28, 32, ect.), the bonus of the epic fatemaker's aura of confidence increases by 1 point.

Sneak Attack (Ex)

The epic fatemaker's sneak attack increases by 1d6 at level 12 and every 3 levels thereafter. (21, 24, 27, ect)\

Confidence of the Fated (Su)

At 12th level and every 5 levels thereafter(22, 27, 32, ect.), the epic fatemaker can use confidence of the fated an additional time per day.

Take Charge Appeal (Ex)

At 15th level and every 5 levels thereafter(25, 30, 35, ect), the epic fatemaker's charisma increases by 1 point.

Ego Manifestation (Sp)

At 20th level and every 10 levels thereafter(30, 40, 50, ect.), the epic fatemaster may use Ego Manifestation an additional time per day.

Bonus Feats

An epic fatemaker gains an epic bonus feat at level 15 and every 5 levels thereafter.

Epic Fatemaker Bonus Feat List

Armor Skin, Blinding Speed, Epic Reputation, Epic Skill Focus Improved Sneak Attack, Extra Confidence, Great Ability(Charisma only), Great Ego, Improved Aura of Confidence, Lingering Damage, Sneak Attack of Opportunity, Spell Knowledge, Superior Initiative. Supreme Confidence.

Extra Confidence [Epic]
Prerequisite: Confidence of the Fated 2/day
Benefit: You may use your Confidence of the Fated ability 1 additional time per day.
Special: You can gain this feat multiple times. Its effects stack.

Great Ego [Epic]
Prerequisite: Ego Manifestation 1/day.
Benefit: The power of your ego can overwhelm your lessers. You may use your Ego Manifestation power as a swift action and the bonus to Intimidate checks rises by +4 to a total of +8.

Improved Aura of Confidence [Epic]
Prerequisite: Aura of Confidence(+2), cha 21
Benefit: The benefit granted by your aura of confidence increases by +1.
Special: You can gain this feat multiple times. Its effects stack.

Supreme Confidence [Epic]
Prerequisite: Aura of Confidence(+4), cha 25
Benefit: Your confidence is so great that it rallies those close to you to greater heights. Your Aura of Confidence ability now applies to weapon damage rolls and armor class.
<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

#20
Speedmaster

Hit Die

d6

Requirements

Feats

Run

Epic Feats

Epic Speed

Special

Must be able to cast haste as a spell or spell like ability. Alternately, Blinding Speed may be taken to satisfy this prerequisite.

Class Skills

The speedmaster's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level

2 + Int modifier.












Level Base Attack Bonus Special Movement Bonus
1 +1 Speed burst 1/day +10ft
2 +2 Blazing speed +10ft
3 +3 Shattering blow +10ft
4 +4 Speed burst 2/day +20ft
5 +5 Bonus feat +20ft
6 +6 Greater shattering blow +20ft
7 +7 Fast healing 5, speed burst 3/day +30ft
8 +8 Dislocating speed +30ft
9 +9 Greater blazing speed +30ft
10 +10 Bonus feat, explosive acceleration, speed burst 4/day +40ft

Fast Movement (Ex)

The speedmaster gains bonuses to his movement speed as noted on the table above. This bonus that stacks with other similar bonuses from class features, but it is not an enhancement bonus. This bonus functions only when you wear light armor or no armor. The pattern noted continues indefinitely past level 10.

Speed Burst (Su)

A speedmaster can push his body beyond its limits, granting him preternatural swiftness. Once per day as a free action he can double his movement speed.  This lasts for 1 minute. For example, Johann has a a movement speed of 90ft. When using speed burst, his speed becomes 180ft. This ability multiplies your speed after it is fully calculated, it is not an enhancement bonus. At 4th level and every three levels thereafter, you gain another use of this ability.

Blazing Speed (Su)

At 2nd level, the speedmaster is counted as being under the affect of a haste spell when using speed burst.

Shattering Blow (Ex)

By 3rd level, the speedmaster learns how to condense all of his power into one devastating strike. As a full round action, the speedmaster may charge one enemy. If this charge is successful hit, it deals an extra 1d6 points of damage per 10ft moved in the charge. This damage stacks with skirmish and similar sources of damage. If you possess pounce or a similar ability, this bonus damage only applies to the first attack you make. In addition, the force of a shattering blow sends the target flying 10ft per 30ft moved in the shattering blow's charge. The direction the victim is sent flying is the direction the speedmaster was moving in towards the victim; in other words straight back from the angle the speedmaster hit the victim. The victim is knocked prone at the end of the move; if they hit a solid object they also take 1d6 points of damage per 10ft moved. If they hit another creature, both take the damage and both are knocked prone. While the target sent flying gets no saving throw, another creature in the path of the target is allowed a reflex save to avoid the collision (DC 10 + 1/2 character level + dex modifier). If avoided, the target's flight continues.

Making a shattering blow is not without risk. If you miss, the backlash of all the movement energy you've gathered deals 5d6 points of damage to you.

Greater Shattering Blow (Su)

At 6th level, the speedmaster only takes 3d6 damage from a missed shattering blow. In addition, you are so fast that foes have no chance to strike you. Moving while making a shattering blow does not provoke attacks of opportunity.

Fast Healing (Ex)

At 7th level, your healing has learned to accelerate just as much as the rest of your body. You gain fast healing 5. Every five levels hereafter(12, 17, 22, ect), your fast healing rises another 5 points.

Dislocating Speed (Su)

At 8th level, you are so fast that material objects slip by you like air. Your extreme speed allows you to pass through non-living, non-creature materials when moving, as if you were incorporeal. You are under the same restrictions, so any effect that stops incorporeal movement also stops you. You must end your turn outside of any objects. If not, you are violently expelled in a random direction, taking 2d6 points of damage per ten feet of material you pass through.

Greater Blazing Speed (Su)

At 9th level, the speedmaster is so fast that he is treated as always being under the effects of a haste spell.

Explosive Acceleration (Su)

The raw speed of your passing  can send shockwaves all about, followed by intense sonic booms. Whenever you make a shattering blow, you may choose to make an explosive acceleration. Any creature within 20ft of any point of your charge is exposed to the shockwaves and sonic booms you create. This deals an amount of damage equal to one half of the total bonus damage of your shattering blow. For example, a shattering blow that travels 200ft deals 20d6 points of bonus damage and thus explosive acceleration deals 10d6 damage to all within range. This damage is half force damage and half sonic damage. A creature sent flying more than 20ft by the shattering blow is not subject to this damage, as by the time it catches up he has already been sent out of the range of it.

In addition, fragile objects are shattered if they are within the explosive acceleration. Treat this as a shatter spell's area function that shatters fragile things such as nonmagical crystal, glass, ceramic, or porcelain.

Bonus Feats

A speedmaster gains an epic bonus feat at level 5 and every 5 levels thereafter.

Speedmaster Bonus Feat List

Dire Charge, Epic Dodge, Epic Prowess, Epic Reflexes, Extra Speed Burst, Fast Healing, Great Ability(Dexterity only), Improved Combat Reflexes, Improved Weapon Finesse, Multiaction, Precision Speed, Superior Explosive Acceleration, Superior Initiative, Superior Shattering Blow.

Extra Speed Burst [Epic]
Prerequisite: Speed Burst 2/day, dex 23
Benefit: You may use your speed burst ability an additional two times per day.
Special: You can gain this feat multiple times. Its effects stack.

Precision Speed [Epic]
Prerequisite: Explosive Acceleration, dex 27
Benefit: You have superior control over your body, allowing you to control the shockwaves your speed causes. You may exclude any creatures you wish from your explosive acceleration.

Superior Explosive Acceleration [Epic]
Prerequisite: Explosive Acceleration, dex 31
Benefit: Your explosive acceleration ability now deals 3/4ths of the shattering blow's damage. For example a shattering blow that travels 200ft deals 20d6 points of bonus damage to the target and 15d6 damage through explosive acceleration.

Superior Shattering Blow [Epic]
Prerequisite: Greater Shattering Blow, con 23
Benefit: You take no damage from a missed shattering blow.
<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

#21
Epic swiftblade. Swiftblade makes for a piss-poor epic progression, as all the abilities are one-offs with no potential for easy improvement. Swift Surge continues and that's really it. I gave it full spellcasting advancement; this is standard for an epic PrC progression. By this point you've paid off any empty spell-levels for a PrC. Speedmaster came out of trying to take the themes of swiftblade and make an epic PrC for it. It didn't quite work out as a smooth transition class, becoming something that stands on its own instead.

Epic Swiftblade

Hit Die

d6

Skill Points at Each Level

4 + intelligence modifier.












Level Base Attack Bonus Special Spells
11 +11 - +1 arcane
12 +12 - +1 arcane
13 +13 Swift surge+3/+20ft/+2d6 +1 arcane
14 +14 Bonus feat +1 arcane
15 +15 - +1 arcane
16 +16 Swift surge+3/+30ft/+3d6 +1 arcane
17 +17 - +1 arcane
18 +18 Bonus feat +1 arcane
19 +19 Swift surge+4/+30ft/+3d6 +1 arcane
20 +20 - +1 arcane

Swift Surge (Ex)

An epic swiftblade's swift surge continues to advance as shown above.

Bonus Feats

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

Epic Swiftblade Bonus Feat List

Automatic Metamagic, Blinding Speed, Enhance Spell, Epic Dodge, Epic Speed, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Final Blitz, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Swift Surge, Intensify Spell, Multiaction, Superior Initiative.

Improved Swift Surge [Epic]
Prerequisite: Swift Surge+2/20ft/+2d6
Benefit: Your swift surge improves by one step. If your dodge bonus and bonus damage are equal, your dodge bonus increases by one. If your dodge bonus is higher than your bonus damage, your bonus damage and speed increases by +1d6 and 10ft, respectively.
Special: You can gain this feat multiple times. Its effects 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

I prefer not to give out pounce whenever possible, so I made this ACF instead. It's rather lazy but it works.

Alternate Class Feature: Dance of the Furious Unicorn

With a mighty charge, you emulate the piercing power of a charging unicorn.

Class: Battle Dancer.

Level: 11th.

Replaces: If you select Dance of the Furious Unicorn, you do not get Dance of the Springing Tiger.

Benefit: An 11th-level battle dancer with 14 ranks in Tumble can spring upon an opponent with the ferocity of charging unicorn. When charging, she can attempt a DC 20 Tumble check. If she succeeds, her first attack at the end of the tumble deals double 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

An old PrC Seira used back in Balmuria 1. I tidied it up and changed the pre-reqs, but otherwise nothing is changed. It's a curious PrC, a bastardization of Enlightened Fist from Complete Arcane with some dragon elements added in. Some of the features are of little use in gestalt and others are antiquated. Still, it's worth posting as a historical curiosity. I might - emphasis on might - revise it into something else later.

Dragon-Pact Wizard

Hit Die

d6

Requirements

Feats

Any draconic feat.

Languages

Draconic.

Spells

Must be able to cast 5th level arcane spells.

Special

Must have made a pact with a true dragon.

Special

Must have at least one innate natural weapon. A character with improved unarmed strike fulfills this requirement.

Class Skills

The Dragon-Pact Wizard's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Skill Points at Each Level

2 + Int modifier.












Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +0 +0 +0 +2 Draconic claw, draconic enlightenment +1 arcane
2 +1 +0 +0 +3 Claw of energy +1 arcane
3 +2 +1 +1 +3 Arcane claw +1 arcane
4 +3 +1 +1 +4 Arcane shielding +1 arcane
5 +3 +1 +1 +4 - +1 arcane
6 +4 +2 +2 +5 Hold claw +1 arcane
7 +5 +2 +2 +5 - +1 arcane
8 +6 +2 +2 +6 Arcane resistance +1 arcane
9 +6 +3 +3 +6 - +1 arcane
10 +7 +3 +3 +7 Draconic ascension +1 arcane

Draconic Enlightenment (Ex)

A character's dragon-pact wizard levels stack with draconic levels for the purposes of determining draconic HD and any class-bases bonuses. For example, a 3rd-level dragon/1st-level dragon-pact wizard's HD for determining the saving throw for her breath weapon is as if she were a 4th level dragon.

Draconic Claw (Su)

The dragon's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Claw of Energy (Su)

A Dragon-Pact Wizard may choose to manifest her draconic energy in her natural weapons. This energy matches the energy type of the dragon she has made a pact with and deals an extra 1d6 damage. If the dragon lacks an energy affinity, she defaults to fire. Using this power counts as expending a draconic breath attempt and follows the same rules as breath weapons do. Using this power counts as a free action and lasts for 1 round.

Arcane Claw (Su)

Beginning at 3rd level, a Dragon-Pact Wizard can expend a breath weapon use to cast and deliver a touch spell with a natural weapon. Using this power counts as expending a draconic breath attempt and follows the same rules as breath weapons do. If the dragon is able of using this power in a given round, she can only use it once, and it counts as a free action.

Arcane Shielding (Sp)

At fourth level, the Dragon-Pact Wizard may cast Fire Shield 1/day as a spell like ability. Fire based dragons use the warm shield, cold based dragons use the cool shield. Other dragon types may choose between the two.

Hold Ray (Ex)

At 6th level or higher, a Dragon-Pact Wizard can cast any spell that procudes a ray effect as a touch spell instead. The spell's range is reduced to touch, and its Effect entry is replaced with "Target: Creature touched." She can deliver the spell with either a touch attack or a normal attack with a natural weapon, and she can hold the charge as with a normal touch spell. A Dragon-Pact wizard can combine this ability with Arcane Claw to deliver a ray-effect spell as par the condition on the use of Arcane Claw.

Arcane Resistance (Ex)

At 8th level, a Dragon-Pact Wizard gains spell resistance equal to 10 + the total of her draconic HD. Note that due to Draconic Enlightenment, class levels from this class stack with draconic HD.

Draconic Ascension (Ex)

At 10th level, the Dragon-Pact Wizard no longer takes penalties for aging and cannot be magically aged. Any such penalties already taken stay in place. Bonuses still accrue, and the Dragon-Pact Wizard still dies when her time is up.

<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

#24
I'm not gonna bullshit you - Dragon-Pact Wizard does not make much of an epic progression. All the abilities are one-off with no easy way to build a progression. I gave it a bonus feat once every 3 levels and called it a day. At least they have a decent list of bonus feats to choose from. I normally wouldn't bother with an epic progression for a class like this, but I need one on the books for Seira's build.

Epic Dragon-Pact Wizard

Hit Die

d6

Skill Points at Each Level

2 + intelligence modifier.












Level Base Attack Bonus Special Spells
11 +8 - +1 arcane
12 +9 - +1 arcane
13 +9 Bonus feat +1 arcane
14 +10 - +1 arcane
15 +11 - +1 arcane
16 +12 Bonus feat +1 arcane
17 +12 - +1 arcane
18 +13 - +1 arcane
19 +14 Bonus feat +1 arcane
20 +15 - +1 arcane

Bonus Feats

An epic Dragon-Pact Wizard gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Dragon-Pact Wizard Bonus Feat List

Armor Skin, Automatic Metamagic, Energy Resistance, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Extended Lifespan, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Improved Spell Resistance, Intensify Spell, Master Staff, Master Wand, Multiaction, Spell Knowledge, 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

#25
An epic PrC Seira used. It's an upwards tweak of a class from Forgotten Realms. As I recall it's called Cormyr War Wizard or some such. Anyway, it's pretty straight forward. I cleaned up the pre-reqs but otherwise this class is unchanged. It does what it sets out to do and it does it well, so it's a fine class.

War Wizard

Hit Die

d4

Requirements

Skills

Spellcraft 13 ranks, Knowledge(Arcana) 13 ranks.

Feats

Empower Spell, Widen Spell.

Epic Feats

Enhance Spell

Spells

Must be able to cast 9th level arcane magic.

Class Skills

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







Level Base Attack Bonus Special Spells
1 +0 Spontaneous widen spell +1 arcane
2 +1 Bonus epic metamagic feat +1 arcane
3 +1 Enhanced spell area +1 arcane
4 +2 Sudden enhance +1 arcane
5 +2 War spell +1 arcane

Spontaneous Widen Spell (Su)

The War Wizard may cast a spell as if it were under the effects of the Widen Spell feat. She does not need to prepare this in advance, and it does not increase the casting time or use a higher spell slot. The War Wizard can use this ability a number of times per day equal to 1 + the modifier for her main casting ability (Intelligence or Charisma, as appropriate).

Epic Metamagic Feat

At 2nd level, the War Wizard gains a bonus epic metamagic feat of her choice that she meets the requirements for.

Enhanced Spell Area (Su)

Any time a War Wizard of 3rd level casts a spell modified by the Widen Spell feat, any numeric measurements of the spell's area increase by 200% rather than 100%. Thus, a widened fireball spell would have a 60ft radius spread instead of a 40ft radius spread.

Sudden Enhance

At 4th level the War Wizard gains Sudden Enhance as a bonus feat.

War Spell (Su)

Once per day, a 5th level War Wizard can call on a spell cast with the Widen Spell or Spontaneous Widen Spell benefit, and increase the spell's area exponentially. The radius of this spell increases by 1000%.
<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

#26
I wanted to make a law-focused PrC for two reasons. One, I found the videos of Phoenix Wright in Ultimate Marvel vs Capcom to be hilarious, and the idea of a prosecutor kicking ass appealed. Second of all, Jaela's trial got me thinking of law and chaos again. So here you go.

The Prosecutor is an expression of a deeply lawful warrior who wishes to overthrow chaos in every form. Those who value law and order above everything else gravitate to this class, so that they may better apprehend those who choose chaos. It is the class of the law-zealot, who cares about order over anything else.

Prosecutors come from lawful aligned organizations and churches, as well as from the ranks of powerful lawful outsiders. The large majority of Prosecturos are Axiomatic Neutral with strong ties to Mechanus. For a time the lessons of the Prosecutor were a closely guarded secret, but over time worthy mortals, devils and even a few archons have found the way to this path as well. For those who desire to defeat chaos in its infinite forms, it offers potent powers to do so. High charisma warriors, such as marshals and paladins, are well suited to this class. As a result of the prerequisites to this class, a Prosecutor is skilled in subduing foes with nonlethal damage and may have some talent at disarming or tripping them. Prosecutors prefer to take chaotic opponents alive when possible and practical, though they gain abilities to further punish and slay chaos at higher levels.


Prosecutor

Hit Die

d10

Alignment

Any axiomatic.

Skills

Profession (Judge) 12 ranks, Profession (Lawyer) 12 ranks or 12 ranks in a similar profession.

Feats

Mechanus Soldier, Spurn Disorder

Epic Feats

Order Incarnate

Class Skills

The prosecutor's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Forgery (Int), Handle Animal (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at Each Additional Level

2 + Int modifier.












Level Base Attack Bonus Special
1 +1 Castigate chaos 1/day, reveal chaos
2 +2 Blade of order's wrath+5
3 +3 Judge, jury and executioner
4 +4 Blade of order's wrath(daze)
5 +5 Bonus feat, castigate chaos 2/day
6 +6 Blade of order's wrath+10
7 +7 Judgment
8 +8 Blade of order's wrath(deafen)
9 +9 Castigate chaos 3/day
10 +10 Blade of order's wrath+15, bonus feat, shield of law

Reveal Chaos (Su)

A Prosecutor is always under the effect of a detect chaos spell. He merely needs to glance at a creature or object to gain the benefit of studying them for three rounds.

Castigate Chaos (Su)

A Prosecutor can reveal the weakness of chaos, enfeebling those who champion it. As a standard action he may point or gesture at a chaotic target. The target is allowed a will save to negate, with a DC of 10 + 1/2 hit dice + cha modifier. If the target fails the saving throw they appear weak, sick and deformed. This inflicts a -5 penalty to attack rolls, weapon damage rolls, ability checks, skill checks, caster level checks, armor class and saving throws. These penalties last for a number of minutes equal to the Prosecutor's hit dice. This ability may be used once per day at 1st level and another time per day every 4 levels thereafter. (5, 9, 13 and so on.) If the Prosecutor uses this ability on a non-chaotic creature, it fails and that use is wasted.

This ability may be dispelled by dispel law, but not by dispel magic or greater dispel magic.

Blade of Order's Wrath (Su)

Starting at second level, the Prosecutor deals extra damage to chaotic creatures. Any successful weapon or natural attack to a chaotic creature deals an extra 5 points of damage. This extra damage rises by 5 every 4 levels thereafter. (6, 10, 14 and so on.) This damage applies to melee or ranged weapons as well as natural weapons, but not to spells or supernatural abilities.

At 4th level, a creature who takes damage from Blade of Order's Wrath must make a will save (DC 10 + 1/2 hit dice + cha modifier) or be dazed for 1 round. A creature need only make one save against this ability per round, multiple hits do not require multiple saves. However, more than one creature can be affected if each is struck in a round. At 8th level, a fortitude save (DC 10 + 1/2 hit dice + cha modifier) is required as well or the target is permanently deafened.

Judge, Jury and Executioner (Su)

While the Prosecutor respects law and order and attempts to see it carried out whenever possible, he is given special dispensation to take action against the most chaotic. When facing an opponent who radiates an overwhelming aura of chaos, the Prosecutor always deals maximum damage with his melee and ranged attacks.  Further, all critical threats are automatically confirmed. This applies to weapon attacks, natural weapons and supernatural abilities, but not to spells or spell-like abilities. Finally, a creature who is subject to this ability and is slain by the Prosecutor cannot be raised if mortal.  A chaotic outsider slain takes triple the normal time to resurrect to its native plane, one slain on its native plane cannot be resurrected like a mortal.

A properly worded wish or miracle cast at the site of the creature's death can allow a creature to be resurrected. The tripled wait for a chaotic outsider slain outside of its plane cannot be reduced.

Creatures with divine rank zero or greater are not subject to a delayed or prevented resurrection with this ability.

Judgment (Su)

At 7th level, chaotic outsiders slain by the Prosecutor stay dead. A chaotic outsider slain outside of its native plane is considered to have died on its native plane and does not resurrect. A fortitude save (DC 10 + 1/2 hit dice + cha modifier) negates this final fate.

Creatures with divine rank zero or greater are not subject to this ability.

Shield of Law (Su)

The blessings of law directly shield the Prosecutor at 10th level. He is treated as being under the effects of shield of law at all times. The DC for an attacker to resist being slowed is 10 + cha modifier + 1/2 hit dice.

Bonus Feats

A Prosecutor gains an epic bonus feat at level 5 and every 5 levels thereafter.

Prosecutor Bonus Feat List

Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical, Dire Charge, Epic Prowess, Epic Reputation, Epic Toughness, Fast Healing, Overwhelming Critical, Perfect Health. In addition, any epic or non-epic axiomatic feat may be selected.


Mechanus Soldier [Axiomatic]
Prerequisite: Int 13.
Benefit: You are trained in the precise methods Mechanus uses to take targets alive for lawful trial. You may inflict non-lethal damage with a lethal weapon or unarmed attack without the normal -4 penalty to attack rolls. In addition, you gain a +1 bonus to CMB for trip and disarm attempts.

Spurn Disorder [Axiomatic]
Prerequisite: Cha 13
Benefit: Your contempt for chaos shields you the attacks of the chaotic. You gain a +2 axiomatic bonus to armor class and saving throws against chaotic creatures.

Order Incarnate [Axiomatic, Epic]
Prerequisite: Spurn disorder, cha 21
Benefit: The powerful order you represent grants you a +6 circumstance bonus to bluff and intimidate checks versus chaotic creatures. Such creatures recognize you for what you are and act appropriately.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

This set of substitution levels went through several incarnations. I went from a two level set to four, then to considering an entire variant paladin class. Ultimately I chose to keep it simple rather than getting too exotic. I could have if I wanted to and I may still in the future - Cor had a good idea for replacing smite evil and I have a few other inspirations - but keeping it simple wins the day.

Fey Paladin

While rare, a few paladins of freedom can be found amid the ranks of the Seelie Court. These warriors fight with uncommon valor, mixing trickery and guile into the holy arts of a paladin.

Requirements

To take a Fey Paladin substitution level, a character must have the Fey type and about to take her 1st, 4th or 5th level of paladin.

Hit Die

d6

Class Skills

Fey Paladins have the same class skills as a standard paladin, plus Bluff, Knowledge(nature) and Survival.

Skill Points per Level

4 + intelligence modifier.

1st: Lose Detect Evil, gain Detect Illusions.
4th: Lose Turn Undead, gain Illusion Magic.
5th: Lose Special Mount, gain Fairy Dragon Mount.

Detect Illusions (Sp)

A Fey Paladin is able to discern reality from illusion with ease. This functions as detect evil with the following modifications.

1st Round

Presence or absence of illusions.

2nd Round

Number of illusions in the area and the spell level of the most potent illusion present.

3rd Round

The spell level and location of each illusion. If an illusion is outside your line of sight, then you discern its direction but not its exact location.

Illusion Magic (Ex)

The fey paladin adds the following spells to her spell list:

1st

Color Spray, Silent Image.

2nd

Hypnotic Pattern, Mirror Image.

3rd

Major Image, Misdirection.

4th

Greater Mirror Image, Rainbow Pattern.

Fairy Dragon Mount (Su)

Instead of the normal mount, a fey paladin gains a fairy dragon as an erstwhile companion. It advances as normal for a special mount. A fairy dragon mount will be of a proper size for the rider, i.e., one size larger. (Maximum gargantuan.) Apply the normal modifications to the fairy dragon from the size change, though it does not gain or lose hit dice from this size change. See here for the fairy dragon: http://www.soulriders.net/forum/index.php/topic,101746.msg1027669.html#msg1027669
<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

Merc was interested in the Archivists's dark knowledge but didn't want all the baggage that comes with Archivist. Fair enough, so he made up this PrC.

The idea of more factotum PrCs appeals to me as well. The name doesn't, but neither of us could come up with something better than prestige archivist. Oh well.


Prestige Archivist
Requirements
Spoiler: ShowHide

Skills: Knowledge (arcana) 10, Knowledge (dungeoneering) 10, Knowledge (planes) 10
Skill Tricks: Collector of Stories
Special: 3 or more inspiration points


Table
Spoiler: ShowHide
Hit Die: d6.
Skills: 6+INT per level, all skills are class skills.


Lvl
BAB
Fort
Reflex
Will
Inspiration
Special
1
+0
+0
+2
+2
1
Dark Knowledge (tactics), Cunning Knowledge
2
+1
+0
+3
+3
1
Still Mind
3
+2
+1
+3
+3
1
Dark Knowledge (puissance)
4
+3
+1
+4
+4
2
Distilled Facts
5
+3
+1
+4
+4
2
Dark Knowledge (foe)
6
+4
+2
+5
+5
2
Knowledge is Power
7
+5
+2
+5
+5
3
Dark Knowledge (dread secret)
8
+6
+2
+6
+6
3
Master of Knowledge
9
+6
+3
+6
+6
3
Dark Knowledge (foreknowledge)
10
+7
+3
+7
+7
4
Limitless Knowledge


Class Features
Spoiler: ShowHide
Weapons and Armor proficiencies: Archivists gain no proficiencies with weapons or armor.

Dark Knowledge: Three times per day, as a move action, an archivist can draw upon his expansive knowledge of monsters, granting himself and his allies benefits against the creatures they face.

An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often. By spending 1 inspiration point, an archivist can gain one additional use per day for every two levels of archivist they have (so 4/day at level 2, 5/day at level 4, and so on).

Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more.

Dark knowledge can only be used once against any given creature. It can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

  • Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
  • Puissance: Starting at 3rd level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
  • Foe: Starting at 5th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
  • Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 7th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).
  • Foreknowledge: Starting at 9th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Cunning Knowledge: Functions identical to the factotum class feature, and the levels stack for the purpose of determining bonus.

Inspiration: At every three levels, the archivist gains one additional inspiration point.

Still Mind: Functions identical to archivist and monk class feature.

Distilled Facts (Ex): At 4th level, by spending 3 inspiration points, an archivist may use dark knowledge as a free action instead of a move action.

Knowledge is Power (Ex): At 6th level, an archivist gains the ability to use cunning knowledge more than once per day with any particular skill. However, the cost of inspiration points increases by two with each successive use for the same skill.

For example, if an archivist uses cunning knowledge to hide, if he uses it a second time, he would need to use 3 inspiration point, if he uses it a third time, he would need to use 5 inspiration points, and so forth.

Master of Knowledge: At 8th level, an archivist gains Master of Knowledge as a bonus feat.

Limitless Knowledge (Ex): At 10th level, an archivist sometimes gets flashes of insight into what makes an opponent tick. At the start of an encounter, select any one opponent. By spending 4 inspiration points, make a dark knowledge check as a free action. You start off the encounter with a bonus from tactics, puissance, foe and foreknowledge against that opponent based on your Knowledge check. This effect applies only to yourself and your chosen opponent, it does not include any of your allies, nor does it apply towards any other enemy of the same type as your chosen opponent. While this ability does consume a use of dark knowledge, it does not count against the one use restriction per any given creature for that ability.

In fact, if you later use dark knowledge during the encounter, you gain a bonus to your Knowledge check equal to the bonus gained from this ability (so long as dark knowledge is being used against creatures of the same type as your chosen opponent). Any bonus gained from dark knowledge does not stack with that of limitless knowledge, but you may use whichever is higher of the two.


Modified Feats:
Spoiler: ShowHide
Master of Knowledge
You have spent most of your life in study, and it comes naturally to you now.
Benefits - You gain a +1 bonus to all Knowledge skill checks. Once per day you may choose to reroll any Knowledge check, though you must take the second result, even if it is worse.
<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

#29
Epic Vigilante. I did this since I'm working out Tannin's build path.

Epic Vigilante

Hit Die

d8

Skill Points at Each Level

6 + intelligence modifier.












Level Base Attack Bonus Special
11 +8 Spells
12 +9 -
13 +9 Bonus feat, streetwise+6
14 +10 Smite the Guilty 4/day
15 +11 -
16 +12 Bonus feat
17 +12 -
18 +13 Smite the Guilty 5/day
19 +14 Bonus feat, streetwise+8
20 +15 -

Streetwise (Ex)

At 13th level and every 6 levels thereafter(19, 25, 31, ect.), the bonus of the epic vigilante's streewise ability increases by 2 points.

Smite the Guilty (Su)

At 14th level and every 4 levels thereafter(18, 22, 26, ect), the epic vigilante can smite the guity an additional time per day.

Bonus Feats

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

Epic Vigilante Bonus Feat List

Armor Skin, Blinding Speed, Curse of the Guilty, Epic Dodge, Epic Reputation, Epic Skill Focus, Great Smiting, Improved Quick Search and Hide, Inescapable Guilt, No Escape for the Wicked, Spell Knowledge, Superior Initiative.

Spellcasting

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



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level5th6th7th8th9th
110----
121----
132----
143----
1530---
1631---
1732---
1833---
19330--
20331--
21332--
22333--
233330-
243331-
253332-
263333-
2733330
2833331
2933332

The epic Vigilante's spell list includes all bard spells from the abjuration, divination, illusion, transmutation and necromancy schools.
<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?