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

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Anastasia

#75
Dark Justicar is a paladin variant PrC. It gives up typical paladin spellcasting and some abilities, but gets other Shar themed abilities to compensate. This was made for Senaril way back in Balmuria 2. I revised it; I admit I've always been strangely proud of this PrC. I think it is because the flavor and mechanics mesh so well. I look at it and think that yeah, these are the abilities that a paladin of Shar would gain.

I don't expect this class to come up in Balmuria 3 at all, so this is here for the sake of completeness.


Dark Justicar

Hit Die

d10

Requirements

Feats

Evil Brand

Skills

Knowledge(religion) 3 ranks

Special

Must have slain a servant of a good aligned god opposed to Shar (Selune, Mystra, Alicia, ect) and committed profane rites on the corpse.

Class Skills

The Dark Justicar's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).

Skill Points at Each Level

2 + intelligence modifier.












Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +1 +2 +0 +2 Detect good, strike of oblivion+1d4
2 +2 +3 +0 +3 Eyes of Shar, dark blessing
3 +3 +3 +1 +3 Aura of entropy
4 +4 +4 +1 +4 Turn living
5 +5 +4 +1 +4 Shar's sign, strike of oblivion+2d4
6 +6 +5 +2 +5 Shadow servant
7 +7 +5 +2 +5 Shar's embrace
8 +8 +6 +2 +6 Shadow walk
9 +9 +6 +3 +6 Strike of oblivion+3d4
10 +10 +7 +3 +7 Shadow servant(greater shadow), greater shadow.

Detect Good (Sp)

At will, a Dark Justicar can use detect good as a spell-like ability.

Strike of Oblivion (Su)

A Dark Justicar's weapons are surrounded with pulsing aura of oblivion, rending apart any it wounds. At 1st level the Dark Justicar deals an extra 1d4 points of damage with her melee attacks. This rises to 2d4 at level 5 and 3d4 at level 9. The damage inflicted by Strike of Oblivion is non-typed damage.

Eyes of Shar (Ex)

At second level, a Dark Justicar's eyes turn black. This is a sign of Shar's favor and grants them superior vision. They gain the ability to see perfectly in any darkness, even that created by magic such as deeper darkness.

Dark Blessing (Su)

A Dark Justicar gains her charisma modifier (if positive) as a bonus to all saving throws.

Aura of Entropy (Su)

At third level, the presence of the Dark Justicar draws all those close it further to eternal nothingness. This manifests as a -1 penalty to saving throws and armor class to all creatures within 10 feet of the dark justicar. The Dark Justicar is immune to this ability, as are clerics and paladins of Shar.

Turn Living (Su)

The Dark Justicar may channel negative energy at fourth level, much how a good cleric channels positive energy. This functions as turn undead except that it deals negative energy damage, hurting living creatures and healing undead ones. A Dark Justicar may turn level 3 + charisma modifier times per day. This ability may be used to fuel divine feats and devotions as normal.

Shar's Sign (Su)

By 5th level, the foul acts that the Dark Justicar has committed stain it's body and soul, lending more power to Evil Brand. Once per day as a standard action, the dark justicar may have her evil brand erupt in malignant light. This functions as a crushing despair spell, with a radius of 30ft. The save DC is 10+charisma modifier+1/2 hit dice.

Shadow Servant (Su)

At 6th level, the Dark Justicar may summon a shadow to aid it. Once per day as a full round action, the dark justicar may summon a shadow to do it's bidding. The shadow automatically understands the Dark Justicar and will obey it to the death. The shadow summoned stays for a number of minutes equal to the Dark Justicar's hit dice. At 10th level, the dark justicar may instead summon 1d4+1 shadows or 1 greater shadow.

Shar's Embrace (Su)

Such is the darkness around a Dark Justicar that it is said that Shar herself holds them. At 7th level, the dark justicar is treated as having concealment at all times, giving any attacks on her a 20% miss chance. Normal darkvision is ineffective against this ability, though see in darkness and true seeing overcome it.

Shadow Walk (Sp)

At 8th level, the Dark Justicar may travel in the realm of shadows. This allows her to use shadow walk as a spell like ability, 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

#76
This was made for Amaryl back in Balmuria 1/2. My main thought is that this could be mildly tweaked and made into a non epic PrC. It's not a bad epic PrC, and I like it as a PrC in general, but it feels a bit of a stretch. Nonetheless, I'm going to keep it as it is.

It could use couple of unique epic feats as well, but eh.


Dragonbreath Archer

Hit Die

d8

Requirements

Feats

Dragonfire Strike, Weapon Focus(Any bow)

Epic Feats

Energy Resistance (Fire)

Special

Must have the dragon type or have the dragonblooded subtype.

Special

The energy damage you deal with Dragonfire Strike must be fire damage.

Class Skills

Craft(Int), Hide(Dex), Knowledge(Dungeoneering)(Int), Knowledge(Nature)(Int), Listen(Wis), Move Silently(Dex), Ride(Dex), Search(Wis), Sense Motive(Wis), Spot(Wis), Survival(Wis)

Skill Points per Level

6 + intelligence modifier.












Level Base Attack Bonus Special
1 +1 Dragonfire Strike+2d6
2 +2 Dragon's Heat
3 +3 Bonus Feat
4 +4 Dragonfire Strike+3d6
5 +5 Searing Dragonfire Strike
6 +6 Bonus Feat
7 +7 Dragonfire Strike+4d6
8 +8 Explosive Flames
9 +9 Bonus Feat
10 +10 Dragonfire Strike+5d6, Lingering Flames

Dragonfire Strike (Su)

At 1st level and every three levels thereafter, your dragonfire strike bonus damage rises by 1d6.

Dragon's Heat (Su)

At 2nd level, any creature stricken by a dragonfire strike risks his possessions turning hot as an inferno. When a creature is successfully damaged by the dragonbreath archer's dragonfire strike, any metal possessions are afflicted as if by a intensified heat metal spell. Multiple metal items on the same person do not stack. As little as a metal ring or earring is sufficient to cause damage. There is no saving throw to this effect.

Bonus Feat

At 3rd level and every three levels thereafter, the dragonbreath archer gains an epic bonus feat. This feat is selected from the list below.

Searing Dragonfire Strike (Su)

By 5th level, the flames of the dragonbreath archer's flames are so hot as to rival the sun. They are treated as searing flames, as the metamagic. This means that the fire damage from dragonfire strike ignores fire resistance and deals half damage to creatures normally immune to fire.

Explosive Flames (Su)

The dragonbreath archer may shoot a special exploding arrow at 8th level. This arrow can only be used when you make a successful dragonfire strike. This exploding arrow deals damage as normal to the target, then explodes out in a 30ft radius. This explosion deals fire damage equal to the damage of the attack to all creatures within the radius, including the target of the dragonfire strike. A reflex save (DC 10 + charisma modifier + 1/2 character level) halves this damage. Note that the benefit of Searing Dragonfire Strike applies to Explosive Flames.

Lingering Flames (Su)

At 10th level, the flames of the dragonbreath archer burn on after the initial strike. After a successful dragonfire strike on a target, they catch ablaze. Unless this fire is put out before your next turn, they take extra damage equal to your dragonfire strike bonus damage. After that turn ends the flames fade away. A target can only take damage from Lingering Flames once a round, no matter how many times the dragonbreath archer struck them the previous round.

Dragonbreath Archer bonus feat list

Armor Skin, Bane of Enemies, Blinding Speed, Combat Archery, Distant Shot, Energy Resistance(Fire only), Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Fast Healing, Improved Favored Enemy, Improved Manyshot, Legendary Tracker, Perfect Health, Uncanny Accuracy.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

This was overdue, as more than one person has taken this class. Not a lot to say here - most of the improvements are textbook or simple extensions of previous abilities. This isn't a bad class by any means, but there's not a whole lot of inspiration to be drawn from it. I feel it accomplished exactly what it meant to already. You could build more feats to continue this PrC, certainly.

Epic Arcane Duelist

Hit Die

d8

Skill Point at Each Additional Level

4 + ability modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+5Enchant chosen weapon+5
12+6-
13+6Bonus feat
14+7Enchant chosen weapon+6
15+7-
16+8Bonus feat
17+8Enchant chosen weapon+7
18+9-
19+9Bonus feat
20+10Enchant chosen weapon+8

Enchant Chosen Weapon (Su)

At 11th level and every three levels thereafter, the bonus granted to the epic Arcane Duelist's chosen weapon rises by 1. On reaching level 11, the total bonus granted to a weapon is no longer constrained to a total of +10.

Bonus Feats

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

Epic Arcane Duelist Bonus Feat List

Blinding Speed, Devastating Critical, Dire Charge, Epic Dodge, Epic Prowess, Epic Reputation, Greater Blur, Greater Mirror Image, Improved Enchant Chosen Weapon, Mislead, Overwhelming Critical.
<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

Eb made this PrC for Afina. Any feedback or comments can be directed to him. His fluff below.

Within every fey resides the accumulated experience and heritage of innumerable previous lives prior to the current existence. For most this is nothing more than distant and dim memories, put aside in favour of savouring the moment. But some fey are able to draw upon that prior experience in a tangible fashion, becoming a step closer to sylvan perfection.


Inheritor of the Cycle

Hit Die

d6

Requirements

Race

Any fey

Skills

Concentration 12 ranks, Knowledge(Nature) 12 ranks.

Saves

Base Will Save+7

Class Skills

The Inheritor of the Cycle's class skills are: Concentration (Con), Handle Animal (Cha), Hide (Dex), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)

Skill Points at Each Level

4 + intelligence modifier


   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+0+2+2Memories of spring+1 sorcerer or druid
2+1+0+3+3Sprite's tricks+1 sorcerer or druid
3+1+1+3+3Memories of summer+1 sorcerer or druid
4+2+1+4+4Nymph's wrath+1 sorcerer or druid
5+2+1+4+4Leanan sidhe's inspiration+1 sorcerer or druid
6+3+2+5+5Memories of autumn+1 sorcerer or druid
7+3+2+5+5Dryad's bond+1 sorcerer or druid
8+4+2+6+6Memories of winter+1 sorcerer or druid
9+4+3+6+6Frostwind's caress+1 sorcerer or druid
10+5+3+7+7Spirit of all seasons+1 sorcerer or druid

Memories of Spring (Ex)

As you once celebrated the burgeoning vitality and creation of the Spring, your spirit becomes better able to resist the sometimes out of control creation that magic can bring. This results in a +1 increase to your spell resistance.

Sprite's Tricks (Sp)

Often overlooked as mere pranksters, you can recall many a time when a talent for stealth and illusion was all that stood between your past incarnations and disaster. You gain either Pyrotechnics, Invisibility, or Major Image as a spell like ability usable 3 times per day.

Memories of Summer (Ex)

The baking heat of the Summer sun feels like joyful caresses to a fey of that season, as you once were. From this you are able to resist the first 5 points of damage from any source of fire damage. If you already possess fire resistance, it is increased by 5 points.

Nymph's Wrath (Su)

While primarily known for their beauty, your previous experiences show that a wronged nymph can easily provoked into a fury that few can resist. With but a glance, you can channel your wrath into a look that leaves all but the stoutest shaking in their boots. The target must succeed on a fortitude save (the DC is equal to ten plus half your hit dice and your charisma bonus) or be stunned for 1d4 rounds. If you already possess the Stunning Glance ability, increase the DC by 2 points.

Leanan Sidhe's Inspiration (Su)

You once existed as a leanan sidhe, a mysterious muse that brought inspiration and despair in equal measure to foolish mortals. So to can you now offer aid to your others in reaching greater heights, yet always at a price. As an immediate action, you can designate any creature that can see and hear you to gain a bonus equal to half your Inheritor level to one ability coupled with a penalty of the same amount to another. Possible pairs are attack and armour class (either way) or one saving throw (the penalty being applied to the remaining two). This ability can be resisted with a will save (the DC is equal to ten plus your Inheritor level and your charisma bonus) and lasts until the start of your next turn.

Memories of Autumn (Ex)

As vitality recedes with Autumn's ascent, all life must shelter itself and prepare the cold ahead. But as you once took quiet joy in this subdued season, your skin grows stronger to endure its travails. This grants a +1 increase to your natural armour score.

Dryad's Bond (Su)

Once your very existence depended utterly upon a single tree, that you cherished as it grew in the Spring and Summer, and guarded as it fell into its torpor of Autumn and Winter. That tree is long since gone, but with your recognition of those memories, you also become aware of the gratitude felt by trees wishing to repay that bond. Once per day you may touch a huge tree, animating it to act as a treant for one hour. This treant does not possess the Animate Trees ability, but gains a morale bonus to attack, damage, armour class, and saving throws equal to your Inheritor level.

Memories of Winter (Ex)

The harsh winter punishes all but the hardiest of life, but the biting winds and endless blizzards were once a source of strength and security for you, so it will be again. From this you are able to resist the first 5 points of damage from any source of cold damage. If you already possess cold resistance, it is increased by 5 points.

Frostwind's Caress (Su)

As a pitiless spirit of the coldest mountain snowstorms, you once embodied nature at its most indiscriminate and cruel. You are no longer that being, having been tempered by so many other incarnations. But when required you can still call upon the frost against those you judge unworthy, disrupting and freezing their bodies. As a touch attack you can inflict 1d6 untyped and 1d6 cold damage, both damage dies being modified by your charisma bonus (for example a nymph with 22 charisma would do 1d6+6 +1d6+6). If you already possess the Frostbite Touch ability, the damage stacks.

Spirit of all Seasons

Possessing an understanding and affinity for all of the four seasons beyond that which most fey can appreciate, you are ever more in tune with the rhythms and flows of the natural world, setting you apart from your more focused siblings. With this greater attunement, your natural resistance improves, increasing your damage reduction/cold iron by 5 points, or granting damage reduction if it is not already possessed.
<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

#79
Take a wild guess who this is for. Epic vampires strive against the limitations of their form while seeking yet more power. Dark arcana and mastery of undeath grants them great abilities, as well as forever gaining more ability to destroy and steal life from other creatures.

Considering the level adjustment and amount of power that should be involved in managing to partially circumvent a vampire's weaknesses, I feel this should be an epic PrC. Both solutions are quite imperfect, one requiring the cold blooded murder of an innocent and the other an imperfect way to sustain yourself without real blood.

Incidentally, I find it odd that both vampires of any standing in Balmuria have subverted the typical vampire weaknesses. I'm not sure why that is.


Vampire Archmage

Hit Die

d12

Requirements

Feats

Fell Drain

Epic Feats

Automatic Metamagic (Fell Drain)

Spells

Able to cast 9th level arcane spells.

Special

Must be a vampire and of eminent age or older.

Class Skills

The vampire archmage's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all, taken individually) (Int), Profession (Wis), Spellcraft (Int)

Skill Points at Each Additional Level

2 + Int modifier.












Level Base Attack Bonus Special Spells
1 +0 Blood arcana (blood sword) +1 arcane
2 +1 Fell drain+1/+0 +1 arcane
3 +1 Blood arcana (blood spell) +1 arcane
4 +2 Bonus feat, fell drain +1/+1 +1 arcane
5 +2 Blood spell (blood poisoning) +1 arcane
6 +3 Fell drain +2/+1 +1 arcane
7 +3 Blood arcana (blood lie) +1 arcane
8 +4 Bonus feat, fell drain +2/+2 +1 arcane
9 +4 Blood arcana (blood synthesis) +1 arcane
10 +5 Fell drain +3/+2 +1 arcane

Blood Arcana (Su)

The vampire archmage learns several powerful techniques based on her vampiric heritage and mastery of arcane magic. Blood Arcana draws in the reserves of power a vampire possesses. This drawing is not without a price, as it increases the amount of constitution a vampire must drain to stay sated. The exact amount varies from arcana to arcana and lasts until you have fully sated yourself once. For example, a vampire who has to drain 24 points of constitution a day uses the Blood Sword arcana. She would need to drain 27 points of constitution a day until she has fully sated herself once; at that point her need would return to 24 points per day. The use of multiple Blood Arcana stacks, there is no upper limit to the amount of constitution debt that can be accumulated.

Blood Sword

As a standard action, a vampire archmage may conjure up a sword made of her own blood. This functions as a mage's sword spell except as noted here. Blood Sword has an enhancement bonus equal to your vampire archmage level and is not subject to spell resistance. Using this arcana requires you to drain an additional 3 points of constitution per use.

Blood Spell

As a free action, a vampire archmage of 3rd level may designate a spell a Blood Spell. This spell must deal hit point damage and draw blood, such as by cutting or slicing. On doing so the blood flies to you, absorbed into your body. You heal damage equal to the amount of damage your Blood Spell deals, with any excess gained as temporary hit points, to a maximum of two times your maximum hit points. Creatures that are not alive or do not bleed cannot be the target of a Blood Spell. Blood drained in this way does not count to satisfy the hunger. Using this arcana requires you to drain an additional 5 points of constitution per use.

Blood Poisoning

As a standard action, a vampire archmage of 5th level can touch a single living being, poisoning their blood with the seed of unlife. To do so requires a melee touch attack, a miss does not incur any penalty or increased need for constitution drain by the vampire archmage. On a successful touch attack the target's blood is poisoned. There is no saving throw against this phase of the poisoning. One round after and every round thereafter, the target must make a fortitude save (DC 10 + 1/2 hit dice + cha modifier) or take one point of constitution drain. This continues until the target passes six fortitude saves in a row, receives a neutralize poison spell or dies. A creature slain by this ability rises one round later as a vampire spawn under the control of the vampire archmage. Immunity from poison provides immunity from Blood Poisoning. Using this arcana requires you to drain an additional 9 points of constitution per use.

Blood Lie

By calling on dark powers and stealing energies of life, the vampire archmage can gain the benefits of both life and death. When draining a living victim to death and draining at least 10 points of constitution from the victim, the vampire archmage may choose to forfeit the constitution drained from the victim from satisfying her hunger. If she does so, she uses this life-energy to active the Blood Lie for 1 hour. During this time, the vampire archmage fools Creation itself, being both alive and dead.

While under the effects of the Blood Lie, the vampire archmage is considered both living and dead. She uses whichever state would be to her advantage at any given time and for any given effect. She heals from both positive and negative energy and is thus immune to being turned. Spells that target undead fail against her, as do effects such as undead bane weapons, a ranger's favored enemy being undead or any other effect. She still retains all of her undead trait immunities and advantages; enervation would still fail to drain her, for example. Further, normal vampire weaknesses are suppressed while under the Blood Lie. Mirrors show her reflection, garlic does not nauseate them, sunlight has no effect and so on. Weaknesses that would still cause physical harm, such as a stake through the heart, deals normal damage but has no other effect. For example, if a vampire under the Blood Lie staked through the heart would take the normal damage for the attack with no other penalty. (Treat a stake as a dagger for the sake of damage.) Blood Lie does not allow the vampire to use vampire abilities that would be suppressed by sunlight, however.

Using this arcana does not require you to drain any more blood, as the cost is paid at the beginning.

Blood Synthesis

At 9th level, the vampire archmage can transform arcane magic into the precious blood she needs to survive. As a full round action she may convert prepared spells or spell charges into blood that satisfies the hunger. For every 5 spell levels sacrificed in this way, the vampire archmage creates enough pure blood to count for one point of constitution drain. Only spells or spell charges that come from her own natural ability can be converted. Spells granted by magical items, such as wands, scrolls, rods and wondrous items cannot be be converted, nor can bonus spells from items such as rings of wizardry. Spell-like abilities cannot be transformed in this way, either. Bonus spells granted indirectly from items, such as by a cloak of charisma or circlet of intelligence, are eligible to be converted. Bonus spells from temporary effects, such as fox's cunning or eagle's splendor, are not able to be transformed in this way.

Using this arcana requires you to drain an additional 1 point of constitution per use, plus an additional 1 point for each consecutive day you use this ability. You only incur this extra cost once per day, multiple uses of blood synthesis in the same day do not increase the constitution you must drain to hold off the hunger.

Fell Drain (Ex)

The vampire archmage is a master of stealing the life force of her foes, leaving them withered husks damned to an eternity of wandering as an undead shade. At 2nd level and every 4 levels thereafter, the benefit from her automatic metamagic (fell drain) is increased by 1 level. This stacks with all instances of automatic metamagic the vampire archmage possesses; for example, a vampire archmage with automatic metamagic (fell drain)x2 and fell drain +1/+0 would automatically apply fell drain to her 0-7th level spells. In addition, at 4th level and every 4 levels thereafter, fell drain inflicts an additional negative level.  For example, a vampire casting a fell drain fireball with fell drain +1/+1 would deal two negative levels to each person who takes damage from the fireball.

Bonus feats

A vampire archmage gains an epic bonus feat at level 4 and every 4 levels thereafter.

Vampire Archmage Bonus Feat List

Automatic Metamagic, Enhance Spell, Epic Spell Focus, Epic Spell Capacity, Epic Spell Penetration, Familiar Spell, Ignore Material Components, Improved Metamagic, Intensify Spell, Master Staff, Master Wand, Multiaction, Perfect Lie, Resist Hunger, Rotting Blood, Spell Knowledge, Spell Opportunity, Spell Stowaway, Vile Arcana.
<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

#80
Sometimes you wonder what a true psycho would develop as a PrC. This is one attempt to answer the question. It makes terrible and immediately memorable effects, though it isn't the most combat potent class. It's grotesque, nasty and generally unpleasant.

Mutilator

Hit Die

d12

Requirements

Skills

Profession (Torturer) 8 ranks.

Saves

Base Fortitude Save+4.

Feats

Willing Deformity plus any one Deformity feat.

Class Skills

The Mutilator's class skills are: Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis) and Swim (Str).

Skill Points at Each Level

2 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Self mutilation
2+2+3+0+0Scarring strike (1d4)
3+3+3+1+1Mutilation(eyes)
4+4+4+1+1Bonus deformity
5+5+4+1+1Scarring strike (1d6)
6+6+5+2+2Mutilation(tongue)
7+7+5+2+2-
8+8+6+2+2Scarring strike (2d4)
9+9+6+3+3Bonus deformity, mutilation(limb)
10+10+7+3+3Vile mutilation

Self Mutilation (Ex)

A Mutilator compulsively scars and defaces his own body, satisfying horrific urges. This gives you a nightmarish appearance, striking fear into the hearts of your opponents. You gain a bonus to intimidate checks equal to your mutilator class level. You take an identical penalty to diplomacy checks, as your off-putting looks put even the most silvered tongue at a disadvantage.

Scarring Strike (Ex)

Your honed instincts in how to leave long, disfiguring scars on your opponents allows the Mutilator to directly devastate an opponent. As a immediate action, a Mutilator may declare an attack a Scarring Strike. This attack focuses on disfiguring an opponent rather than killing him; Scarring Strikes have a -2 penalty to hit and damage. However, you deal 1d4 points of charisma damage on a successful Scarring Strike. The damage of Scarring Strike rises to 1d6 at 5th level and 2d4 at 8th level.

Mutilation (Ex)

A Mutilator knows how to leave life long wounds on his opponents, popping eyes, severing limbs and slicing organs. As a full round action, the Mutilator may make a single attack with a -2 penalty to hit. If this attack hits, he deals normal damage as well as a secondary effect from the list below. He gains more effects to choose from as he gains Mutilator levels. A creature must have the body parts targeted to be affected by Mutilation - for example, a creature without eyes can't be blinded by mutilating its eyes.

Eyes

At 3rd level, a Mutilator can go for the eyes. A successful Mutilation leaves the target blind, both eyes gouged out. Creatures with more than two eyes may require more than one Mutilation to blind. Methods of seeing without eyes, such as blindsight, tremorsense or mindsight, are not affected by this ability.

Tongue

At 6th level, a Mutilator can sever the tongue of an opposing creature. This renders them mute, unable to talk or cast spells with verbal components.

Limb

At 9th level, a Mutilator can hack off an entire limb with a single blow. If an arm is severed, two handed weapons cannot be used and the victim suffers a -2 penalty to attack rolls due to his balance being off. If a leg is severed, the victim's land movement speed is quartered (minimum 5ft). Additional and exotic limbs can be targeted as well - such as tentacles, wings, tails and so forth. The exact effects of these should be adjudicated by the DM.

Bonus Deformity (Ex)

At 4th and 9th level, the myriad body modifications the Mutilator has inflicted on himself bear fruit. He may select any deformity feat as a bonus feat.

Vile Mutilation (Ex)

At 10th level, the hatred and depravity of the Mutilator spreads into the wounds he inflicts, making them difficult to reverse. The ability damage from Scarring Strike becomes vile ability damage. In addition, the injuries caused by Mutilation are treated as vile as well and can only be reversed on hallowed ground. Note that the normal damage from Scarring Strike and Mutilation are not vile damage, only the secondary effects of charisma damage and mutilation.
<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 Mutilator. This class doesn't lend itself to a great epic progression. I don't feel that Scarring Strike should continue, being ability damage. That leaves...not much. There's only so many ways to mutilate the body. The feats try to address this, at least. I didn't make too many, there doesn't need to be twenty gazillion vile ways to violate, mutilate and scar someone up. I might make more when I'm in a better frame of mind for it later.

Something like Fighter(Zhentarim variant) 8/Mutilator 10/something else to boost intimidate and the right build could make an intimidation monster with how self mutilation works. Horrific injuries+psycho+intimidation is what I was going for with this class.


Epic Mutilator

Hit Die

d12

Skill Points at Each Additional Level

2 + intelligence modifier.



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

Self Mutilation (Ex)

The bonus to Intimidate and penalty to Diplomacy continues to rise with your Mutilator class level.

Bonus Feats

A Mutilator gains an epic bonus feat at level 13 and every 13 levels thereafter.

Mutilator Bonus Feat List

Armor Skin, Blinding Speed, Butcher's Glee, Epic Fortitude, Epic Toughness, Fast Healing, Improved Rapid Mutilation, Improved Scarring Strike, Multiaction, Penetrate Damage Reduction, Rapid Mutilation, Superior Initiative.
<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

No, she's not coming back. I'm being through; I consider making an epic progression standard for new classes. In any case this is almost entirely rehashed from other feats with a quick reskin. I don't plan to ever use this, but it is a matter of feeling like I should do it.

If you're curious, everything but the two shadow feats are rehashes. I borrowed from epic blackguard and epic rogue feats, respectively. You should be able to figure out which ones go with which.


Epic Dark Justicar

Hit Die

d10

Skill Points at Each Additional Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11-
12+12-
13+13Bonus feat, strike of oblivion+4d4
14+14-
15+15-
16+16Bonus feat
17+17Strike of oblivion+5d4
18+18-
19+19Bonus feat
20+20-

Strike of Oblivion (Su)

At 13th level and every 4 levels thereafter, the epic Dark Justicar's strike of oblivion rises by 1d4.

Bonus Feats

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

Epic Dark Justicar Bonus Feat List

Armor Skin, Devastating Critical, Dire Charge, Epic Prowess, Epic Reputation, Epic Toughness, Greater Shadow Servant, Improved Aura of Entropy, Improved Shadow Servant, Improved Strike of Oblivion, Overwhelming Critical, Perfect Health, Widen Aura of Entropy, Vile Oblivion.
<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 is a PrC focusing on providing a small, hyper-focused spell list revolving around spells relevant to Talos and with an emphasis on spells with the electricity descriptor. It is essentially a different take on a Divine Crusader styled PrC, but refocused and tailored to one faith.

Storm Mantle's freedom of movement effect is meant to synergize well with the higher level wind/storm spells that often impede movement.


Thunderborn

Hit Die

d8

Requirements

Alignment

Any chaotic.

Base Save Bonus

Fortitude+4

Skills

Survival 8 ranks.

Feats

Conductivity, Toughness

Special

Must worship Talos.

Class Skills

The Thundeborn's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex) and Spellcraft (Int).

Skill Points at Each Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+2+0+2Spells
2+1+3+0+3Lightning adept
3+2+3+1+3Storm's grace (5)
4+3+4+1+4Emissary of change
5+3+4+1+4Born of the three thunders
6+4+5+2+5Thunderous endurance
7+5+5+2+5Storm's grace (10)
8+6+6+2+6Summon storm elemental
9+6+6+3+6Chaotic storm
10+7+7+3+7Storm mantle

Lightning Adept (Ex)

You are skilled in dealing with spells and effects invoking electricity, understanding them with a sublime ease. You gain a bonus equal to your class levels to spellcraft checks to identify spells with the electricity descriptor.

Storm's Grace (Su)

The wrath of storms only lightly caresses you, shielding you from the worst of its wrath. You gain resistance to electricity 5. This rises to resistance 10 at level 7.

Emissary of Change (Ex)

Thunderborn are wholly caught up in the lightning storms of Talos, living every moment in change to strip away the weak an encourage new growth. As such, your inherently chaotic nature grants you a bonus equal to one half of your thunderborn class level to bluff, diplomacy, gather information and sense motive checks against worshipers of Talos and creatures with the chaotic subtype.

Born of the Three Thunders (Ex)

At 5th level, your study of storms that bring lightning have given you new insight. You gain Born of the Three Thunders as a bonus feat. If you already have this feat, you may select another feat that you qualify for.

Thunderous Endurance (Su)

Your long exposure to the explosions of thunder and the crashing noise it brings has toughened your ears. As such, you are now immune to deafness.

Summon Storm Elemental (Sp)

So devout are you to lightning that Talos grants you the secrets of summoning one of the incarnations of storms. As a standard action, you may summon a large storm elemental. This elemental automatically understands you and serves you to the best of its ability, and to the death. The elemental stays for one hour, until banished or slain. You may use this ability once per day.

Chaotic Storm (Su)

In storms come change, nature renewing itself in the downpour of rain, the shearing winds and the forest fires started by lightning strikes. In this chaos and change you draw strength, able to empower your spells with raw chaos. Three times per day as a free action, you may supercharge one of your spells with chaos. A spell empowered in this way deals half of its normal damage as anarchic damage. This damage ignores resistance to energy and other defenses, but does not harm creatures of chaotic alignment. In contrast, lawful creatures are particularly vulnerable to this energy. Against them, the damage dice of the empowered spell rises by one step, to a maximum of d12s. For example shocking grasp spell so empowered would deal 5d8 damage instead of 5d6 damage to a lawful creature. Half of this damage would be electricity damage and the other half would be anarchic damage.

Storm Mantle (Su)

At the apex of your power, a glorious mantle of lightning adorns your shoulders forevermore, ready and willing to protect you. This appears as a cloak and takes up your cloak slot, preventing any other magical cloaks from working for you. This mantle grants you a fly speed of 60ft (good), a +4 deflection bonus to armor class and a constant freedom of movement effect. As a standard action you may cause your cloak to recede into your body. If you do, you lose all benefit of the Storm Mantle, though it still takes up your shoulder slot. This mantle is pure electrical energy and is thus unable to be sundered or removed, short of killing the Thunderborn.

Spells

A thunderborn casts divine spells, which are drawn from the thunderborn spell list. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a thunderborn gains access to a new level of spells, he automatically knows all the spells for that level listed on the thunderborn's spell list. Essentially, his spell list is the same as his spells known list.

To cast a spell, a thunderborn must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a thunderborn's spell is 10 + the spell's level + the thunderborn's Charisma modifier. Like other spellcasters, a thunderborn can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given below. In addition, he receives bonus spells for a high Charisma score. His caster level is equal to his thunderborn level times two.

Unlike a cleric or a wizard, a thunderborn need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.



   
   
   
   
   
   
   
   
   
   
   
Level01st2nd3rd4th5th6th7th8th9th
142--------
2530-------
35310------
463210-----
5633210----
66333210---
763333210--
8633333210-
96333333210
106333333321

0: Detect Magic, Electric Jolt, Read Magic.
1: Lesser Orb of Electricity, Shocking Grasp, Thunderhead.
2: Electric Loop, Electric Vengeance, Lightning Blade, Resist Energy.
3: Call Lightning, Lightning Bolt, Protection From Energy, Scintillating Sphere.
4: Arc of Lightning, Energy Spheres, Orb of Electricity.
5: Ball Lightning, Call Lightning Storm, Greater Electric Vengeance, Lightning Leap, Lord of the Sky.
6: Chain Lightning, Moonbow, Storm of Elemental Fury.
7: Control Weather, Storm Tower, Stun Ray.
8: Lightning Ring, Stormrage.
9: Crushing Fist of Talos, Storm of Vengeance, Towering Thunderhead.
<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

#84
For Sylvie, since she's skill focused and already gets int to AC. I prefer not to stack the same attribute to AC multiple times as I feel it's cheese.

Alternate Class Feature: Brains Over Everything

Not content with merely out-thinking athletics, you apply your formidable intellect to myriad pursuits.

Class: Factotum

Level: 16th.

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

Benefit: You gain your Intelligence modifier as a bonus to skill checks based on Wisdom, Charisma and Constitution.
<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

Variant Cor wanted.

Eladrin Ascendant 2

Hit Die

d8

Requirements

Type

Outsider(native)

Alignment

Chaotic Good.

Skills

Knowledge(Planes) 12 ranks, Knowledge(Religion) 12 ranks.

Epic Feats

Holy Strike

Special

Must be a half celestial.

Class Skills

The eladrin ascendant's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Survival (Wis).

Skill Points at Each Additional Level

8 + Int modifier.



   
   
   
   
   
   
LevelBase Attack BonusSpecial
1+1Eladrin Magic, Ascension
2+2Eladrin Magic, Tongues
3+3Eladrin Magic, Alternate Form
4+4Eladrin Magic, Eladrin Immunities
5+5Eladrin Magic, Ascension

Eladrin Magic (Sp)

As the eladrin ascendant advances, she gains the ability to call on several spell like abilities. At 1st level she gains the ability to cast holy smite and chaos hammer at will. At 2nd level she gains detect evil and detect law as always active spell-like abilities. At 3rd level she gains the ability to cast greater restoration at will. At 4th level she gains the ability to cast true seeing at will. At 5th level she gains the ability to cast mass heal once per day.

Ascension (Ex)

At 1st level, the eladrin ascendant joins the eternal celebration of life, becoming one of the eladrin. Her type changes to outsider and she loses the native subtype. Despite losing the native subtype, she still qualifies for this class and does not lose any of its benefits. She gains the good and chaotic subtypes. She is no longer mortal in any way and is not subject to natural aging. She no longer suffers penalty for age nor do bonuses accrue.
On reaching 5th level the eladrin ascendant gains spell resistance equal to 13 + hit dice and damage reduction 20/epic, evil and cold iron.

Tongues (Su)

At 2nd level, the eladrin ascendant is under the benefit of a permanent tongues spell, with a caster level equal to her hit dice.

Alternate Form (Su)

Halfway through her apotheosis, the eladrin ascendant grasps the innate duality of the eladrin. She gains an alternate form, like the incorporeal ball of the courre, the pillar of fire of the firre and so forth. The exact form varies from each eladrin ascendant. The player may choose a fitting form, once this choice is made it cannot be undone. Most have a form akin to that of other established eladrin, though some develop unique alternate forms instead. The DM must approve the chosen form.

In any case, changing forms is a standard action that does not provoke attacks of opportunity.

Eladrin Immunities (Ex)

At 4th level, the eladrin ascendant becomes immune to electricity and petrification.
<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

Interesting idea for a class that breaks some norms, so I played a bit loose with the epic design rules as well. In particular, giving them any epic feat as a bonus feat is an experiment. As they get 4 unlimited bonus feats from 1-20, I feel it's reasonable to try this. Almost any class that gets more than one or two bonus feats followes a limited theme. Savant's the only exception I can think of, so why not? They're jacks of all trades anyway.

Leaving the two custom feats here since they aren't listed in the feat list. Woah, redundant.


Epic Savant

Hit Die

d8

Skill Points at Each Additional Level

6 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
21+15Sneak attack+4d6, spells
22+16-
23+17-
24+18Bonus feat, skill assistance (35 feet)
25+18-
26+19-
27+20Sneak attack+5d6
28+21Bonus feat, skill assistance (40 feet)
29+21-
30+22-

Sneak Attack (Ex)

The epic Savant's sneak attack rises by 1d6 at level 21 and every 6 levels thereafter.

Skill Assistance (Ex)

The epic Savant's skill assistance range increases by 5ft at level 24 and every 4 levels thereafter. In addition, he may select another skill to apply his skill assistance ability to.

Bonus Feats

An epic Savant gains an epic bonus feat at level 24 and every 4 levels thereafter.

Epic Savant Bonus Feat List

The epic Savant may select any epic feat he qualifies for as an epic bonus feat.

Spells

At 21st level and every level thereafter, the epic Savant's spellcasting improves. Her caster level increases by one per two levels, as normal. Further, once the epic Savant obtains the Epic Spell Capacity feat, she gains spells of 5th level and higher. She continues to gain two spells per level to both her arcane and divine spell lists.

Arcane



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level1st2nd3rd4th5th6th7th8th9th
2133330----
2233331----
2333332----
2433333----
25333330---
26333331---
27333332---
28333333---
293333330--
303333331--
313333332--
323333333--
3333333330-
3433333331-
3533333332-
3633333333-
37333333330
38333333331
39333333332

Arcane Savant Spells

5th level

Contact Other Plane, Dismissal, Fabricate, False Vision, Mage's Private Sanctum, Major Creation, Prying Eyes, Sending, Telepathic Bond, Teleport.

6th level

Analyze Dweomer, Contingency, Freezing Sphere, Guards and Wards, Legend Lore, Mage's Lucubration, Shadow Walk, True Seeing, Veil.

7th level

Banishment, Greater Arcane Sight, Greater Scrying, Greater Teleport, Mage's Magnificent Mansion, Phase Door, Plane Shift, Sequester, Teleport Object, Vision.

8th level

Dimensional Lock, Greater Prying Eyes, Incendiary Cloud, Maze, Mind Blank, Moment of Prescience, Screen, Temporal Statis.

9th level

Astral Projection, Etherealness, Foresight, Gate, Refuge, Teleportation Circle.

Divine



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level1st2nd3rd4th5th6th7th8th
212221----
223221----
233332----
2433330---
2533331---
2633332---
2733333---
28333330--
29333331--
30333332--
31333333--
323333330-
333333331-
343333332-
353333333-
3633333330
3733333331
3833333332
3933333333

Divine Savant Spells

5th level

Commune, Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law, Plane Shift, Righteous Might, Scrying, True Seeing.

6th level

Animate Objects, Antilife Shell, Banishment, Find the Path, Forbiddance, Heroes' Feast, Wind Walk, Word of Recall.

7th level

Blasphemy, Dictum, Ethereal Jaunt, Greater Scrying, Holy Word, Refuge, Word of Chaos.

8th level

Cloak of Chaos, Dimensional Lock, Holy Aura, Shield of Law, Unholy Aura.

Far Reaching Assistance [Epic]
Prerequisite: Skill Assistance (20ft), int 19
Benefit: The range of your skill assistance ability is doubled.
Special: You may select this feat more than once. Its benefits stack. Remember that two doubling equal a tripling and so forth.

Versatile Assistance [Epic]
Prerequisite: Skill Assistance (20ft), int 25
Benefit: Select any two skills. You may now use these skills with your skill assistance ability. You may select skills that are otherwise ineligible for skill assistance with this feat.
<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

Lightblood Stone

This stone is a bloody red, said to be mined somewhere in Elysium. Little of it is known, though stories speak of many origins. When chipped it bleeds blindingly bright white 'blood'. This stone is not suitable to making weapons, but it can be crafted into armor. Armor made this way has several hollow pins that pierce the wearer and allow the white blood to flow into the bloodstream of the wearer. These pins deal 1d12 points of damage to the wearer on putting on the armor, damage reduction cannot reduce this damage. Once the armor is worn for 1 minute, the wearer gains the following benefits as long as it is worn.

- Fast healing 2
- Toxin removal. Saving throws against poison and disease are made with a +4 bonus. In addition, even if a saving throw is failed, these impurities are purged from the body in one round, preventing any further effect.
- Immunity to effects that cause bleeding wounds, such as the attack of a bearded devil. In these cases, the wounds simply stop bleeding.
- The first 10 points of vile damage from any source of damage is converted to normal damage.
- Damage reduction 10/evil.

A suit of armor made from Lightblood Stone costs an additional 500,000 gold.
<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 Gisfal. There's nothing world-shattering here. I have another PrC in the works anyway, so.

Epic Battleguard of Tempus

Hit Die

d10

Skill Points at Each Additional Level

2 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+11Arms lore+1 divine
12+12-+1 divine
13+13Bonus feat+1 divine
14+14Enchant weapon+4+1 divine
15+15-+1 divine
16+16Bonus feat+1 divine
17+17-+1 divine
18+18Enchant weapon+5+1 divine
19+19Bonus feat+1 divine
20+20-+1 divine

Arms Lore (Ex)

The epic Battleguard of Tempus continues to add his total Battleguard of Tempus level to Arms Lore checks.

Enchant Weapon (Su)

At 14th level and every four levels thereafter, bonus granted by the Enchant Weapon ability rises by 1. The epic Battleguard of Tempus may select epic weapon qualities if he has sufficient enchantment to qualify for them.

Bonus Feats

An epic Battleguard of Tempus gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Battleguard of Tempus Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Enchant Weapon, Epic Spell Penetration, Epic Spell Capacity, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Opportunity, Spontaneous Domain Access, Supreme Lore.
<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

#89
For Balyss. Her melee is a lost cause short of heavy buffing, and it's just not going to keep up with dedicated damage dealers. This gives her a purpose in melee besides healing. Also see the related feats in houserules.

Alternate Class Feature: Favored of Selune

Those who hear Selune's call gain the ability to wield an entirely new weapon by her grace.

Class: Favored Soul

Level: 3rd

Replaces: If you select this alternate class feature, you do not gain deity's weapon focus or deity's weapon specialization.

Benefit: You gain the ability to use Moon Blade as a spell-like ability. You may use this ability a number of times per day equal to your favored soul level divided by three(minimum one, round down). When you manifest your Moon Blade, you may choose to make it fully corporeal. If you do, your Moon Blade is not subject to spell resistance. However, it now makes normal melee attacks instead of melee touch attacks.

At 12th level, you may cast your Moon Blade spell-like ability as a swift action instead of a standard action. In addition, your Moon Blade's bonus damage is no longer limited to +10 to living creatures or +20 to undead. It has no cap and may rise as high as your caster level permits.

The benefits of this ability apply to any normal castings of Moon Blade you cast as a normal spell.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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