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

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Anastasia

The changes to Perfect Wight are largely to update it to 3.5 coupled with a few upward tweaks. The pre-reqs got overhauled. Why is a class that does not progress sneak attack require 10d6 sneak attack to qualify? That's simply daft, especially since the class is supposed to be the ultimate sneak thief. I changed the prerequisites to things that fit that better circa the end of 3.5.

This class does synergize well with sneak attack, but you need to bring it in from another source or progress it separately.

I may tweak this a little later in regards to how Ghostform handles touch attacks, but we'll see.


Perfect Wight

Hit Die

d6

Requirements

Skills

Hide 24 ranks, Move Silently 24 ranks, Sleight of Hand 24 ranks.

Feats

Darkstalker

Epic Feats

Epic Skill Focus (Hide) or Epic Skill Focus (Move Silently)

Class Skills

The Perfect Wight's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level

8 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
1+0Mastery of stealth, superior invisibility 1/day
2+1Ghostform 1/day
3+2Improved legerdemain
4+3Shadow form 1/day
5+3Bonus feat
6+4Superior invisibility 2/day
7+5Ghostform 2/day
8+6Superior legerdemain
9+6Shadow form 2/day
10+7Bonus feat

Mastery of Stealth (Ex)

A Perfect Wight is a grand master of being unseen and unheard. He practices both to a fine point, part of one coherent whole. As a result, the benefit from Epic Skill Focus (Hide) or Epic Skill Focus (Move Silently) applies to both skills. This does not stack if the Perfect Wight already possesses Epic Skill Focus for both skills.

Superior Invisibility (Su)

Starting at 1st level, the Perfect Wight gains the benefit of superior invisibility once per day, plus one additional time per day every five levels thereafter. This functions as the spell of the same name, with a caster level equal to the Perfect Wight's hit dice.

Ghostform (Su)

Starting at 2nd level, the Perfect Wight is as light and swift as a ghost. He may use Ghostform as a spell like ability once per day, plus one additional time per day every five levels thereafter. This functions as the spell of the same name, with a caster level equal to the Perfect Wight's hit dice.

Improved Legerdemain (Su)

A Perfect Wight can perform the following class skills at a range of 30ft: Disable Device, Sleight Of Hand, and Search. If desired, the perfect wight can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the Perfect Wight can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The Perfect Wight executes the sneak attack as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the Perfect Wight and his or her weapon do not physically cross the intervening distance. A Perfect Wight can use improved legerdemain at will and doing so is a full round action.

Shadow Form (Su)

At 4th level, the Perfect Wight learns to take shadow form. This form is incorporeal and functions like Ghostform with the following modifications. The Perfect Wight's shadow form lasts for 1 minute per hit die of the Perfect Wight. While in shadow form, the perfect wight gains a fly speed of 100ft (good) and is immune to critical hits. In addition, the Perfect Wight may draw on the shadow stuff that composes himself during this to augment any attack roll, check or saving throw. Doing so deals seven points of damage per bonus point and the Perfect Wight cannot grant himself a higher bonus than his Perfect Wight class level. Using this ability is a free action.

Superior Legerdemain (Su)

At 8th level, the Perfect Wight may use Improved Legerdemain at far greater distances. His range with Improved Legerdemain improves to 100ft. Despite this distance, he is able to make sneak attacks while using it past 30ft.

Bonus Feats

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

Perfect Wight Bonus Feat List

Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, 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

#91
This is for Stille, as I couldn't find a good cleric PrC for him besides Divine Oracle and Silverstar. Both of those are already claimed by Balyss and I'd prefer more variety, so here we are. I like a phases of the moon themed PrC, but the Selune one requires tracking moon phases. Fuck that. To be 100% clear since this has been asked already, the moon phase abilities are not tied to the current phase of the moon. They are always active and not dependent on phase of the moon at all. This is purely flavor.

This class is focused, but in a weird sort of way. It's all over the place, but the focus is constant change of the moon cycle and drawing on several aspects of that. I like how the class features are interconnected with one another, each one influencing the one ahead of it and behind it. The opener is the only exception to this, as I had an empty level to fill up. The capstone draws on everything behind it to present the moon's cycles as a coherent, eternal cycle. It can't impact the ability ahead of it since it is the last ability, so let's compensate by having it draw on all the others in flavor.

This was originally going to be a 9/10 or 8/10 PrC, but I didn't want to fall into the Spellsword trap. This class requires at least four non-cleric levels and is designed for 10th level entry. There may be a few variant classes or PrC dips out there that lessen this caster loss, but fundamentally you're going to be down at least a few CLs. No sense to making that worse. Gestalt does help with this class, I admit, but Stille's so unfocused in his leveling that it's a moot point here.

Edit: A monk can take the raging monk variant to get evasion+rage in two levels, change to CG, take the cleric levels then dip paladin of freedom to knock it down to a three level diversion. Theoretically, a prestige paladin of freedom PrC could reduce this to two casting levels lost, but this is getting pretty speculative. I'm just curious as to how far you could cut down the multiclassing and still get in.


Phasic Priest

Hit Die

d8

Requirements

Skills

Ten different skills with at least one rank.

Spells

Able to cast 3rd level divine spells

Special

Evasion

Special

Smite Evil 1/day

Special

Rage 1/day

Special

Must have Selune as a patron.

Class Skills

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

Skill Points at Each Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+0+2+2Lunar magic+1 divine
2+1+0+3+3New moon+1 divine
3+2+1+3+3New moon to waxing moon+1 divine
4+3+1+4+4Waxing moon+1 divine
5+3+1+4+4Waxing moon to full moon+1 divine
6+4+2+5+5Full moon+1 divine
7+5+2+5+5Full moon to waning moon+1 divine
8+6+2+6+6Waning moon+1 divine
9+6+3+6+6Waning moon to new moon+1 divine
10+7+3+7+7Eternal moon+1 divine

Lunar Magic (Ex)

The first lesson Phasic Priests learn is to call on the moon to strengthen them. Whenever she is under the light of the moon, she gains a +1 bonus to caster level.

New Moon Phase (Ex)

During the new moon, Selune is unseen by all and obscured by the starry night. Phasic Priests learn to mimic this behavior, giving her the ability to dodge even the most deadly assault; this gives her improved evasion. This functions as the rogue ability of the same name.

New Moon to Waxing Moon (Su)

As the new moon cycles to the waxing moon, the Phasic Priest's evasive skills grow along with her rage. Whenever she is in a rage, she gains a +4 sacred bonus to reflex saves.

Waxing Moon (Su)

At the waxing moon, the pull of the moon and tides inflame the rage Phasic Priests nurture. Whenever a Phasic Priest rage, her strikes are encased in fiery white moonlight. This causes her weapons to glow with light equivalent to a torch and they deal an extra 1d6 points of damage per successful strike. This fire is the same fire conjured with a Moonfire spell, though her application of it is only enough to deal damage and shed light.

Waxing Moon to Full Moon (Su)

As Selune reaches her fully glory, the Phasic Priest's righteous powers obtain a glorious zenith. Whenever she successfully smites evil while raging, she gain a +4 morale bonus to attack rolls, saving throws, checks and armor class for the duration of her rage.

Full Moon (Su)

At the height of glory, the full moon shines down to expose evil. Whenever the Phasic Priest attempts to smite evil, she ignores illusion based effects that impede her attack, such as mirror image or blur. For the sake of this ability, illusion based effects are spells or spell like abilities from the illusion subschools of figment or glamer.

Full Moon to Waning Moon (Su)

With the glorious light of the moon fading into memory once more, the Phasic Priest find it in herself to kindle the memories of that light to empower you further. Whenever she successfully smites evil, she gain blindsense 20ft for 1 minute. This stacks with the blindsense granted from Waning Moon for a total of blindsense 40ft.

Waning Moon (Su)

While the moon may be fading, Phasic Priests continue to feel the inexorable pull Selune affects on the world. This grants her a greater sensitivity to everything around, giving her blindsense 20ft.

Waning Moon to New Moon (Ex)

As the new moon comes, Phasic Priests become withdrawn and introspective, seeing what is hidden in the night and avoiding it. When a creature she can detect with her blindsense successfully damages her, she may make a reflex save (DC = damage dealt) to negate the attack entirely. She may use this ability once per day.

Eternal Moon (Su)

The final lesson that a Phasic Priest learns is that the moon is eternal and her cycle always continues. She takes this lesson to new depths within her, granting her incredible powers of recovery. When the Phasic Priest is reduced to zero hit points or less, she immediately gains the benefit of a heal spell (caster level equals her hit dice). This can prevent death or incapacitation with no hindrance to the Phasic Priest. This ability functions once per day. Effects that kill or incapacitate the Phasic Priest without reducing her hit points to zero or below do not trigger this ability, and excessive damage that results in her being at zero hit points or less after healing still incapacitate or kill her.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Yeah, this is a good example of a PrC that makes a lousy epic progression. There's really no helping it and there's not a whole lot of room to work with. I may whip up a few more feats for this later.

Epic Phasic Priest

Hit Die

d8

Skill Point at Each Additional Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+8Lunar magic+1 divine
12+9-+1 divine
13+9-+1 divine
14+10Bonus feat+1 divine
15+11-+1 divine
16+12-+1 divine
17+12-+1 divine
18+13Bonus feat+1 divine
19+14-+1 divine
20+15-+1 divine

Lunar Magic (Ex)

At 11th level and every ten levels thereafter, the epic Phasic Priest's bonus to caster level from Lunar Magic rises by 1.

Bonus Feats

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

Epic Phasic Priest Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Greater Eternal Moon, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Improved Lunar Magic, Intensify Spell, Planar Turning, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, 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

Yian didn't use it or have a chance to, but I did this anyway. Never hurts having another PrC progression done. The rich number of feats can be blamed on Yuth's dragon PrC, as I did these at the same time, so I had ideas going back and forth between them.

Epic Initiate of the Draconic Mysteries

Hit Die

d8

Skill Points at Each Level

4 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8-
12+9Increased unarmed damage
13+9Bonus feat
14+10-
15+11-
16+12Bonus feat, increased unarmed damage
17+12-
18+13-
19+14Bonus feat
20+15Dragonshape 2/day, increased unarmed damage

Increased Unarmed Damage (Ex)

At 12th level and every four levels thereafter, the epic Initiate of the Draconic Mysteries unarmed strike damage improves by one step.

Dragonshape (Sp)

At 20th level and every ten levels thereafter, the epic Initiate of the Draconic Mysteries can use her dragonshape ability an additional time per day.

Bonus Feats

An epic Initiate of the Draconic Mysteries gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Initiate of the Draconic Mysteries Bonus Feat List

Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical, Draconic Fortitude, Embrace of Wings, Energy Resistance, Epic Prowess, Epic Toughness, Eternal Dragonshape, Extra Dragonshape, Fast Healing, Great Wyrm's Shape, Improved Combat Reflexes, Improved Darkvision, Improved Spell Resistance, Legendary Climber, Legendary Wrestler, Overwhelming Critical, Superior Senses.
<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

Been meaning to do this for awhile.

Epic Hellbreaker

Hit Die

d6

Skill Points at Each Additional Level

6 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8-
12+9Sneak attack+4d6
13+9-
14+10Bonus feat
15+11Sneak attack+5d6
16+12-
17+12-
18+13Bonus feat, sneak attack+6d6
19+14-
20+15Plane hop 2/day

Sneak Attack (Ex)

At 12th level and every three levels thereafter, the epic Hellbreaker's sneak attack damage improves by 1d6.

Plane Hop (Sp)

At 20th level and every ten levels thereafter, the epic Hellbreaker gains another daily use of her plane hop ability.

Bonus Feats

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

Epic Hellbreaker Bonus Feat List

Adept Stowaway, Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Speed, Improved Sneak Attack, Legendary Climber, Lingering Damage, Mass Stowaway, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Telepathic Sting, Trap Sense, Widen Telepathic Static.
<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'm no fan of mounted combat, but Cavalier at least does it well. I considered it for Crystal, but the lawful requirement scuttled that. No custom feats for this one, as no PC or NPC has levels in it.

Epic Cavalier

Hit Die

d10

Skill Points at Each Additional Level

2 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Courtly knowledge, special mount
12+12Deadly charge 6/day, ride bonus+10
13+13Mounted bonus (lance)+4
14+14Bonus feat, deadly charge 7/day, mounted bonus (sword)+4
15+15Ride bonus+12
16+16Deadly charge 8/day
17+17Mounted bonus (lance)+5
18+18Bonus feat, deadly charge 9/day, mounted bonus (sword)+5, ride bonus+14
19+19-
20+20Deadly charge 10/day

Courtly Knowledge (Ex)

Add the epic Cavalier's class level to all Knowledge (Nobility and Royalty) checks, as normal.

Special Mount (Sp)

Add the epic Cavalier's class level to his paladin level to determine the power of his mount, as normal.

Deadly Charge (Ex)

At 12th level and every two levels thereafter, the epic Cavalier gains another daily use of deadly charge.

Ride Bonus (Ex)

At 12th level and every three levels thereafter, the epic Cavalier's bonus to ride checks increases by +2.

Mounted Bonus (Ex)

At 13th level and every four levels thereafter, the epic Cavalier's bonus to lance attack while mounted increases by 1. Likewise, at 14th level and every four levels thereafter, the epic Cavalier's bonus to sword attacks while mounted increases by 1.

Bonus Feats

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

Epic Cavalier Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Prowess, Epic Toughness, Improved Combat Reflexes, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction, Spellcasting Harrier, 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

This class plays with the concept of a warrior who uses intelligence and knowledge to win the day. This is usually the domain of spellcasters due to the way warriors and wizards are set up. Having the skill points and the intelligence modifier to invest in knowledge skills is a luxury for most warriors. This class attempts to make a non spellcaster who can contribute with knowledge and get a strong benefit from having a good intelligence modifier.

The prerequisites are fairly manageable (barring getting at level 6 in some classes), and this is on purpose. With this class, you're already giving up your skill points and a feat to qualify, all to make yourself need yet another stat. I view a typical warrior who takes this class as being behind already due to this. Further, you're giving up the typical enhancements PrCs give your raw fighting ability in exchange for more estoric abilities. Certainly gaining int to AC at level 3 and to saves at level 9 is shiny, but your actual offensive ability rises anemically. Wise attack is limited to three creature types and knowledge devotion doesn't even require this class to use.

I personally think this class is balanced, though Cor disagreed. A two or three level dip is pretty solid, though it's not something an equivalent amount of dipping (say monk 1+kung fu genius+cleric 1+knowledge domain to knowledge devotion) can't achieve. If anything I feel the class sags from level 4 to level 8, without much of interest going on. The 9th and 10th level abilities are both very good, but I'm okay with that. Prestige classes should finish strong.

Chatting it over with Merc and a few others, suggested level 6 entry is ranger 2/swashbuckler 3. Ranger takes care of the skill issues and swashbuckler gets int to damage.


Knight of the Wise Convent

Hit Die

d6

Requirements

Base Attack Bonus

+5

Feats

Skill Focus (any knowledge skill)

Skills

One knowledge skill 8 ranks, any other three knowledge skills 4 ranks.

Special

Must have participated in one recitation of the Knights of the Wise Convent, and successfully shared at least one story.

Class Skills

The Knight of the Wise Convent's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Decipher Script (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Search (Int) and Sense Motive (Wis).

Skill Points at Each Level

6 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+2Lore
2+2+3+0+3Knowledge devotion, wise attack+1d6
3+3+3+1+3Wise defense
4+4+4+1+4-
5+5+4+1+4Knight's knowledge, wise attack+2d6
6+6+5+2+5-
7+7+5+2+5Improved lore
8+8+6+2+6Wise attack+3d6
9+9+6+3+6Power of knowledge
10+10+7+3+7Greater knight's knowledge

Lore (Ex)

This ability functions as bardic knowledge. If you possess bardic knowledge or a similar ability, levels of Knight of the Wise Convent stack with that class for the sake of that ability.

Wise Attack (Ex)

At 2nd level, your accumulated knowledge of monsters grants you greater skill at slaying certain types of monsters. Choose a creature type. You deal an extra 1d6 points of damage when you attack this type of creature. At 5th and 8th level, this bonus damage rises by 1d6. In addition, at 5th and 8th level you may select a second and third creature type. The bonus damage from wise attack now applies to those creature types as well.

Knowledge Devotion

At 2nd level, the Knight of the Wise Convent gains Knowledge Devotion as a bonus feat. If you already possess this feat, select another feat that you qualify for.

Wise Defense (Ex)

At 3rd level, your mastery of knowledge allows you to use your formidable intellect to defend yourself in combat effectively. You gain your intelligence modifier as a bonus to armor class. If you are flat footed or otherwise denied your dexterity bonus to armor class, you also lose this bonus. 

Knight's Knowledge (Ex)

At 5th level, endless nights of recitations and gained knowledge have enlightened you greatly. You may add your Knight of the Wise Convent class level as a bonus to all knowledge checks made when using Knowledge Devotion. In addition, you may make Knowledge Devotion checks on creature types that you lack a rank in the related knowledge for.

Improved Lore (Ex)

At 7th level, you gain a +4 bonus to lore checks. If you possess bardic knowledge or another similar ability that lore is stacking with, you may apply it to that instead.

Power of Knowledge (Ex)

At 9th level, the Knight of the Wise Convent adds his intelligence modifier as a bonus to saving throws.

Greater Knight's Knowledge (Ex)

At 10th level, you may add your Knight of the Wise Convent class level as a bonus to all knowledge checks. In addition you may make knowledge checks untrained, even if the DC of the check is higher than 10. This does not stack with the bonus to knowledge checks for Knowledge Devotion from Knight's Knowledge.
<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

#97
Simmer's PrC. I may tweak one or two abilities later, these won't be mechanical changes as much as minor adjustments.

Lord of the Bright Fires

Hit Die

d6

Requirements

Skills

Knowledge(Nature) 8 ranks.

Feats

Toughness, any one of fiery spell, searing spell or energy substitution(fire).

Special

Must be immune to fire.

Special

Must be a living creature. For the purposes of this, a living creature is considered one that has a constitution score.

Special

Must be able to cast at least two arcane spells with the fire descriptor.

Class Skills

The Lord of the Bright Fire's class skills(and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Heal(Wis), Knowledge(arcana) (Int), Knowledge(nature) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points per Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+2+0+0Essence of fire, living fire+1 arcane
2+1+3+0+0Pyrosynthesis+1 arcane
3+1+3+1+1Energy vulnerability+1 arcane
4+2+4+1+1Elemental fury+1 arcane
5+2+4+1+1Greater essence of fire-
6+3+5+2+2-+1 arcane
7+3+5+2+2Elemental wrath+1 arcane
8+4+6+2+2Burn the heretic!+1 arcane
9+4+6+3+3Shield of fire+1 arcane
10+5+7+3+3Fiery life+1 arcane

Essence of Fire (Su)

By channeling your own elemental nature, you strengthen your fire magic. You cast spells with the fire descriptor at +1 caster level.

Living Fire (Ex)

You represent fire and life entwined, always vital and always sustaining even as it burns away old life to make way for new life. You lose access to any spell that causes energy drain or inflicts negative energy damage, these spells are removed from your spell lists.

Pyrosynthesis (Su)

The purifying and vital power of positive energy laced fire suffuses your being. Whenever you cast a spell with the fire descriptor, you heal hit points equal to it's spell level. For example, casting fireball heals you three hit points. You cannot go above your maximum hit points with this ability.

Energy Vulnerability (Sp)

You can use Energy Vulnerability (PHB2 p113) as the spell once per day. You can only make your target vulnerable to fire.

Elemental Fury (Su)

Through the living fury of fire, you can cause your foes to burn even after your spell concludes, imbued with a tiny fragment of life. Any time you deal damage to a target with a spell with the fire descriptor, they catch ablaze. This deals 1d6 damage per round(no save) until the flames are extinguished. Unlike a normal fire, these flames do not cease until put out directly. This may be done by mundane means such as water or rolling on the ground, as well as by dispel magic. Treat this ability as a spell effect equal to the caster level of the Lord of the Bright Fires for the sake of dispel magic.

Greater Essence of Fire (Su)

Your mastery of the flames increases. Your bonus to your caster level when casting spells with the fire descriptor rises by 1, to a total of +2. In addition, the DC of any spells you cast with the fire descriptor rises by 1.

Elemental Wrath (Su)

Through the overwhelming energy of positive fire, you are able to overwhelm your foes. A number of times a day equal to your main casting stat's(Intelligence for wizards, charisma for sorcerers, for example) modifier, you may designate a spell with the fire descriptor that deals damage and allows a saving throw for partial/no effect as overwhelming. An overwhelming spell leaves the victim dazed for one round if the saving throw is failed, due to being overwhelmed with the raw elemental vitality of fire.

Burn the Heretic! (Su)

At 8th level your touch can cause some of the creature's lifeforce to explode into fire. Once per day you may make a melee touch attack against a creature. If successful you deal 10d10 points of fire damage, as lifeforce is transformed into white flames that explode out of the victim's body in all directions. If you fail to hit, this ability is not expended. Non-living creatures such as undead and constructs are immune to this ability.

Shield of Fire (Su)

At 9th level the Lord of the Bright Fires is constantly surrounded by vibrant white flames. This raw life force shields her own vitality, rendering her immune to energy drain and negative energy damage.

Fiery Life (Ex)

At 10th level your constant conduit to fire has further bolstered you. Your constitution rises by 2 points.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

5/10 spellcasting class? Yikes, it better shit gold with the class features! While the class features don't truly make up for 5 lost levels of casting, I feel they're rewarding and useful abilities.

Voice of the Triune

Hit Die

d8

Requirements

Race

Elf or half elf.

Feats

Vow of Silence, Words of Creation.

Skills

Knowledge(Religion) 8 ranks.

Spells

Able to cast 1st level divine spells.

Class Skills

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

Skill Points at Each Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+2+0+2Blessed silence, words of creation+1 divine
2+1+3+0+3Words of the Triune (words of benediction)-
3+2+3+1+3Improved aural defense+1+1 divine
4+3+4+1+4Words of the Triune (words of freedom)-
5+3+4+1+4Improved aural defense+2+1 divine
6+4+5+2+5Words of the Triune (words of love)-
7+5+5+2+5Improved aural defense+3+1 divine
8+6+6+2+6Words of the Triune (words of retreat)-
9+6+6+3+6Improved aural defense+4+1 divine
10+7+7+3+7Silent grace, words of the Triune (words of glory)-

Blessed Silence (Su)

Your studies of the Voice of the Triune grant her the ability to cast magic without a word. She does not need to recite verbal components to cast a spell, as if the Silent Spell metamagic had been applied to them. However, this adds somatic and divine focus components to all your spells, even if they did not require them before. This ability only works for divine spells and not any other spellcasting you possess.

Words of Creation (Ex)

You may use the Words of Creation without breaking your Vow of Silence. Speaking them does not violate your Vow of Silence, as long as they are only used to cause special effects. Attempting to use the Words of Creation to communicate or otherwise bypass your Vow of Silence counts as an intentional violation of your vow. This ability does not allow you to use other abilities that would violate your vow in conjunction with the Words of Creation. For example, you could not use bardic music via song, even if you used the Words of Creation to boost its effect.

Words of the Triune (Su)

The Voice of the Triune maintains her silence, all while studying sacred texts describing the vocal power of holy words. With the proper training, this allows the Voice of the Triune to unleash powerful effects. As these are special, sanctified words based in the Words of Creation, using these abilities does not count as a violation of your Vow of Silence. Unlike using the Words of Creation, these words do not cause nonlethal damage to you. The Voice of the Triune may use Words of the Triune a number of times per day equal to 1/2 her Voice of the Triune class level plus her charisma modifier. As supernatural abilities, the Words are not subject to spell resistance, even though they mimic certain spells. However, they allow any saving throws that the normal spells would grant, if applicable. The save DCs of the Words of the Triune is 13 + 1/2 hit dice + charisma modifier.

Unless noted otherwise, using the Words of the Triune is a standard action that does not provoke attacks of opportunity. To use the Words of the Triune, you must be able to speak and be heard. A silence effect prevents the words from being used, as does anything that would prevent the verbal components of a spell from being spoken.

Words of Benediction

At 2nd level, the Voice of the Triune is able to speak the words best describing the resolute, combined good that Angharradh represents. This functions as a consecrate spell (caster level equals the Voice of the Triune's hit dice). If these words are used in a location that is hallowed to Angharradh or one of her three component deities, all followers within the hallow effect gain a +3 sacred bonus to armor class. This benefit lasts as long as the consecrate effect does.

Words of Freedom

At 4th level, the Voice of the Triune is able to speak one of the true names of Aerdrie Faenya, granting all who hear it freedom. This ability functions as freedom of movement (caster level equals the Voice of the Triune's hit dice), and affects the Voice of the Triune plus one ally per three Voice of the Triune class levels. All allies to be affected must be within 30ft.

Words of Love

At 6th level, the Voice of the Triune is able to speak one of the true names of Hanali Celanil, bringing love and peace. This ability functions as a combined charm monster and calm emotions effect (caster level of both effects equals the Voice of the Triune's hit dice) and affects 1 creature, plus another creature per three class levels of Voice of the Triune. All creatures to be affected must be within 30ft of the Voice of the Triune. This is a mind-affecting ability.

Words of Retreat

At 8th level, the Voice of the Triune is able to speak one of the true names of Sehanine Moonbow, bringing safe retreat from danger. This ability functions as a combined dimension door and cure critical wounds spell (caster level of both effects equals the Voice of the Triune's hit dice), and affects the Voice of the Triune plus one ally per three Voice of the Triune class levels. All allies to be affected must be within 30ft. All allies and the Voice of the Triune are transported to the same point, which is of the Voice of the Triune's choosing.

Words of Glory

At 10th level, the Voice of the Triune is able to speak the three true names as one, bringing about the full power of Angharradh. This ability has three effects, which occur at the same time. These effects are holy word, which affects all enemies within a 30ft radius of the Voice of the Triune, holy aura, which affects all allies within a 30ft radius of the Voice of the Triune, and greater visage of the deity, which affects the Voice of the Triune. All three abilities have a caster level equal to the Voice of the Triune's hit dice.

Improved Aural Defenses (Ex)

At 3rd level, the perfection bonus that Vow of Silence grants against sonic and language dependent spells and effects rises by 1. At 5th, 7th and 9th level this bonus again increases by 1. These bonuses stack.

Silent Grace (Su)

At 10th level, you are fully warded by your Vow of Silence, protected by the noise and manipulation of sounds. You gain immunity to sonic and language-dependent effects, including sonic 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

Pretty unremarkable for an epic progression. Nothing from Lord of the Bright Fires smoothly continues, so I gave it 1/3 feat progression and stopped worrying there. There's a grand total of one custom feat for it, as stock feats can extend other class abilities (Great Ability for + con, for instance) otherwise.

Epic Lord of the Bright Fires

Hit Die

d6

Skill Points at Each Level

2 + intelligence modifier.



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

Bonus Feats

An epic Lord of the Bright Fires gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Lord of the Bright Fires Bonus Feat List

Automatic Metamagic, Enhance Spell, Epic Spell Focus, Epic Spell Capacity, Epic Spell Penetration, Familiar Spell, Great Ability(Constitution), Ignore Material Components, Improved Metamagic, Improved Pyrosynthesis, Intensify Spell, Master Staff, Master Wand, Multiaction, Spell Knowledge, Spell Opportunity, Spell Stowaway.
<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 will probably get more feats later, once I've playtested Voice of the Triune.

Epic Voice of the Triune

Hit Die

d8

Skill Points at Each Additional Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+8-+1 divine
12+9-+1 divine
13+9Bonus feat+1 divine
14+10-+1 divine
15+11-+1 divine
16+12Bonus feat+1 divine
17+12-+1 divine
18+13-+1 divine
19+14Bonus feat+1 divine
20+15-+1 divine

Bonus Feats

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

Epic Voice of the Triune Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Intensify Spell, Planar Turning, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Widen Words, Words of Salvation.
<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

Leaving the Code alone for now. It needs clarification but I'm simply not up to wrangling with one. It's not in immediate play, so.

Anyway, Cor made this so comments can be directed to him.


Scarlet-Patterned Armored Knight

Hit Die

d12

Requirements

Base Attack Bonus

+7

Feats

Goad, Proficiency with heavy armor and with a shield.

Skills

Intimidate 10 ranks, Tumble 5 ranks.

Special

Must have studied this armored combat style under Jaela of Aurora.

Class Skills

The dragon disciple's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str) and Tumble (Dex)

Skill Points at Each Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial
1+1+2+0+2Code of Chivalry, Armor Mastery (light), Improved Goading
2+2+3+0+3Armored Defense
3+3+3+1+3Armored Evasion
4+4+4+1+4Shield Ally
5+5+4+1+4Armor Mastery (medium)
6+6+5+2+5Superior Goading
7+7+5+2+5Improved Armor Mastery
8+8+6+2+6Improved Shield Ally
9+9+6+3+6Armor Master (heavy)
10+10+7+3+7Impetuous Endurance

Code of Chivalry (Ex)

The Knight follows a simple yet strict Code upon the battlefield. Every single one of the Knight's skills are geared towards protecting others, often at her own expense. The Knight fights not to destroy the enemy but to shield her allies and innocent bystanders. Should she willingly choose to forgo this path by seeking glory for herself in battle instead or for any other such base reason, she will lose the use of all of her abilities from this class for 24 hours. If this choice ended up causing the death of an ally or an innocent, then the duration is increased to a week and the Knight suffers a -4 penalty to all ability scores that cannot be cured by any means. Mechanically, this means making a conscious choice not to use a class ability that would defend an ally or innocent when in a position to do so.

Armor Mastery (Ex)

The Knight is able to wear her armor like a second skin. She begins such training with light armor at 1st level, slowly learning the ways of Armored Defense and Armored Evasion. Starting at 5th level, she may ignore the standard speed reduction for wearing medium armor. Starting at 9th level, she ignores the speed reduction imposed by heavy armor as well.

Improved Goad (Ex)

Due to her increased use of this ability, The Knight learns how to use Goad as a swift rather than a move action.

Armored Defense (Ex)

The Knight radiates an imposing aura of menace about herself. As a result, starting at 2nd level The Knight may add her Charisma modifier to AC while wearing armor that she has gained Armor Mastery of. Conditions that cause The Knight to lose her Dexterity bonus to Armor Class also cause The Knight to lose this bonus.

Armored Evasion (Ex)

Due to the constant way The Knight's Code sends her in danger in the place of another, she has learned to minimize the damage to herself from such rash behavior. Starting at 3rd level, The Knight gains the benefits of Evasion while wearing armor that she has gained Armor Mastery of.

Shield Ally (Ex)

The Knight truly begins to shine at this stage. No longer content to merely draw the enemy towards her and serve as a bulwark before her allies, she has learned how to actively pull her allies out of danger at the last moment! Starting at 4th level, as an immediate action The Knight can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before her next turn, she can take half this damage on herself. The target takes the other half as normal. The Knight can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Superior Goad (Ex)

When The Knight uses Goad, it now lasts her Charisma modifier (minimum 1) amount of rounds. The target does not receive a fresh saving throw each round.

Improved Armor Mastery (Ex)

The Knight's training with armors comes along, allowing her to use her familiarization to such a degree that even the shabbiest of armors appears to be made of fine mithral and impedes her far less than anyone else who might put it on. Her maximum dexterity bonus with armor she has mastered is increased by 2. Her skill check penalty with armor she has mastered is reduced by 3 to a minimum of 0. The armor's traits are not changed, and the benefits may stack even with those from masterwork or mithral armor.

Improved Shield Ally (Ex)

At 8th level, The Knight's ability to absorb damage increases. Once per round she can absorb all the damage from a single attack directed against an adjacent ally. In addition, she continue to absorb half the damage from other physical attacks on an adjacent ally, if she so chooses. The Knight must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage. Choosing between Shield Ally and Improved Shield Ally never constitutes as foregoing the path of The Knight.

Impetuous Endurance (Ex)

Starting at 10th level, The Knight's fighting spirit enables her to push her body beyond the normal limits of endurance. She no longer automatically fails a saving throw on a roll of 1. She might still fail the save if her result fails to equal or beat the DC.

Goad [General]
Prerequisites: Base attack bonus+1, cha 13
Benefit: As a move action, you may goad an opponent that has line of sight to you, can hear you and has an Intelligence of 3 or higher. When the goaded opponent starts its next turn, if it has line of sight to you, it must make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. (If it kills you, knocks you unconscious, loses sight of you, or otherwise is unable to make melee attacks against you, it may make any remaining melee attacks against other foes, as normal.) A goaded creature may still cast spells, make ranged attacks, move or perform other actions normally. The use of this feat restricts only melee attacks. The goad is a mind-affecting effect and an extraordinary ability.
Special: A fighter may select Goad as one of his fighter bonus feats.
<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 Rosa. Not a lot to say here.

Epic Skullclan Hunter

Hit Die

d6

Skill Points at Each Additional Level

6 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8-
12+9Sneak attack+4d6
13+9-
14+10Bonus feat
15+11Sneak attack+5d6
16+12-
17+12-
18+13Bonus feat, sneak attack+6d6
19+14-
20+15-

Sneak Attack (Ex)

At 12th level and every 3 levels thereafter, the epic Skullclan Hunter's sneak attack rises by 1d6.

Bonus Feats

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

Epic Skullclan Hunter Bonus Feat List

Blinding Speed, Dawnstrike, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Magic Circle Against Evil, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Sword of Twilight, 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

I skipped custom feats for Fiend-Blooded on account of Ellese. Her situation is unique and the typical transformative feats are wasted on her. So I'm saving myself the effort for those. As for other feats, I'll figure that out in a few levels. All I want is the basic chassis done for now.

Epic Fiend-Blooded

Hit Die

d4

Skill Points at Each Additional Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+5-+1 arcane
12+6Fiendish sorcery, smiting spell 3/day+1 arcane
13+6-+1 arcane
14+7Fiendish sorcery+1 arcane
15+7Bonus feat+1 arcane
16+8Fiendish sorcery, smiting spell 4/day+1 arcane
17+8-+1 arcane
18+9Fiendish sorcery+1 arcane
19+9-+1 arcane
20+10Bonus feat, fiendish sorcery, smiting spell 5/day+1 arcane

Fiendish Sorcery (Ex)

At 12th level and every 2 levels thereafter, the epic Fiend-Blooded gains another bonus spell. These spells follow all the rules for fiendish sorcery.

Smiting Spell (Su)

At 12th level and every 4 levels thereafter, the epic Fiend-Blooded gains another daily use of smiting spell.

Bonus Feats

An epic Fiend-Blooded gains an epic bonus feat at level 15 and every 5 levels thereafter.

Epic Fiend-Blooded Bonus Feat List

Automatic Metamagic, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Familiar Spell, Great Ability(Any), Ignore Material Components, Improved Combat Casting, Improved Metamagic, Intensify Spell, Master Staff, Master Wand, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.
<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

#104
Mortal Hunter is from the BoVD. It's a 3.0 PrC and shows in several ways, so I chose to update it to 3.5's design preferences as well as my own. Changelog is as follows:

- Removed +5 BAB requirement. Outsiders get full BAB with racial hit dice, so this isn't much of a qualifier for them.
- Tweaked skill requirements slightly.
- Updated skills for 3.5.
- Mortal Hunter had an awkward wis/cha split for its abilities. It's now purely charisma based.
- Mortal Hunting made 1 and every 2 levels thereafter. Old 3.0 rules about precision damage and favored enemies removed. This is a net gain.
- Mortal Skin replaced with Change Shape. This is a net loss.
- Boost Spell-Like Ability replaced with Dark Gift. This is a net gain.
- Smite Mortals made multiple times a day. This is a standard change from 3.0 to 3.5. Obviously this is a net gain.
- Claws of the Overfiend gained one level early. Not a huge deal.
- Mortalbane Shout's DC was revised and made into 1d4 rounds stun.  This is a net gain.
- Slay Mortal replaced by Condemn Mortal. Mechanically this is a net loss, though it is certainly frightening.
- Call dretch horde replaced with call nightmare. It fits better as a counter to the traditional special mount of the paladin and also isn't a demon summoning spell. As it's a pan-fiend class and fiends get hung up about that sort of thing, it's best to avoid that.

This makes the entire PrC a potent choice for most fiends.


Mortal Hunter

Hit Die

d10

Requirements

Race

Any outsider

Alignment

Any evil

Skills

Hide 8 ranks, Move Silently 8 ranks, Survival 8 ranks

Feats

Alertness, Mortalbane, Track

Special

Must speak common and at least one other mortal language (elven, dwarven or so forth)

Class Skills

The mortal hunter's class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)

Skill Points at Each Level

4 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Detect mortals, mortal hunting+1, spells
2+2+3+0+0Change shape, dark gift
3+3+3+1+1Mortal hunting+2
4+4+4+1+1Smite mortals 1/day
5+5+4+1+1Mortal hunting+3, spurn mortal magic
6+6+5+2+2Claws of the overfiend
7+7+5+2+2Mortal hunting+4
8+8+6+2+2Mortalbane shout, smite mortals 2/day
9+9+6+3+3Mortal hunting+5
10+10+7+3+3Condemn mortal

For the sake of this class, a mortal is defined as any creature that is not an outsider, construct, undead or fey.

Detect Mortals (Su)

A 1st level mortal hunter can use detect mortals at will. This ability duplicates the effect of detect undead, except that mortals are detected. Caster level equals the mortal hunter's hit dice.

Mortal Hunting (Ex)

A mortal hunter gains a bonus against mortals due to its extensive study of them and training in the proper combat techniques. The mortal hunter gains a +1 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against mortals. At 3rd, 5th, 7th and 9th level, the mortal hunter's bonus associated with mortals goes up by +1. This bonus stacks with a ranger's favored enemy bonus.

Change Shape (Su)

A 2nd level mortal hunter gains the ability to change into the shape of any small, medium or large humanoid. This works as the change shape special quality.

Dark Gift (Su)

By the unholy power within the mortal hunter, its spell-like abilities are harder to resist. The save DCs of all of its spells and spell-like abilities gain a +2 profane bonus when used against mortals.

Smite Mortals (Su)

Once per day at 4th level and twice per day at 8th level, a mortal hunter may attempt to smite mortals. This works as the paladin ability of the same name, except that it only affects mortals. The mortal hunter adds his charisma bonus to the attack roll and his mortal hunter level to the damage roll. If the mortal hunter possess smite good from another class, such as blackguard, those class levels stack with mortal hunter to determine the total bonus damage.

Spurn Mortal Magic (Su)

A 5th level mortal hunter applies its Charisma modifier (if positive) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals.

Claws of the Overfiend (Ex)

At 6th level, a mortal hunter's natural weapons become more effective. They are treated as one size category larger to determine damage. This stacks with the improved natural attack feat.

Mortalbane Shout (Su)

An 8th level mortal hunter can, once per day, give a shout that stuns for 1d4 rounds all mortals within 50 feet who fail a Fortitude save (DC 10 + charisma modifier + 1/2 hit dice).

Condemn Mortal (Su)

At 10th level, a mortal hunter's victims risk being dragged down to the Lower Planes if slain by the mortal hunter. Any mortal slain (reduced to -10 or less hit points or otherwise killed, but not petrified, affected by trap the soul or similar circumstances) by the mortal hunter must immediately make a Will save (DC 10 + charisma modifier + 1/2 hit dice) or have its soul plunge into the Lower Plane the mortal hunter originates from. Such a mortal soul becomes the property of the mortal hunter or his superior.

A mortal lost to this fate cannot be raised or resurrected by any means, even a wish or miracle. They can only be freed by a proper quest into the Lower Planes to free the soul from whomever owns it. If successfully freed, the mortal soul immediately travels to its normal afterlife and can thereafter be resurrected as normal.

A mortal hunter can choose to deactivate or activate this power as a free action.

Spells

A mortal hunter gains the ability to cast a small number of arcane spells. To cast a spell, the mortal hunter must have a Charisma score of at least 10 + the spell's level, so a mortal hunter with a Charisma of 10 or lower cannot cast these spells. Mortal hunter bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + Cha modifier. When Table 5–10 shows 0 spells of a given level, such as 0 1st-level spells at 1st level, the mortal hunter gets only bonus spells. A mortal hunter without a bonus spell for that level cannot yet cast a spell of that level. The mortal hunter's spell list appears below; it has access to any spell on the list and need not prepare those spells ahead of time, just as a sorcerer. A mortal hunter casts spells just as a sorcerer does.



   
   
   
   
   
   
   
   
   
   
   
Level1st2nd3rd4th
10---
21---
310--
411--
5110-
6111-
72110
82111
92211
102221

1st Level: cause fear, charm person, detect good, heartache, protection from good, sleep, unnerving gaze.
2nd Level: detect thoughts, evil eye, hold person, magic circle against good, see invisibility, web, wither limb.
3rd Level: flesh ripper, mirror sending, nondetection, scrying, suggestion, vile lance, wrack.
4th Level: arcane eye, call nightmare, locate creature, morality undone, phantasmal killer, resonating resistance.
<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?