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

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Anastasia

#30
This is for Crystal. This is designed with gestalt in mind. If you wish to use this for normal D&D, I'd recommend having the class progress both ranger and paladin spellcasting, plus favored enemy, smite evil and perhaps a few other features. This is also abusable with prestige ranger shenanigans (prestige paladin too if you allow Battle Blessing to work for prestige paladin. I don't, but if you do...) and could make a freaky double-divine theurge that way. There's no official rule in the class that prohibits this, so consider this to serve instead.

Defender of the Natural World

Hit Die

d10

Requirements

Skills

Diplomacy 8 ranks, Handle Animal 8 ranks, Ride 8 ranks, Survival 8 ranks.

Feats

Battle Blessing, Devoted Tracker, Sacred Vow.

Spells

Able to cast 1st level divine spells from paladin and ranger.

Class Skills

The Defender of the Natural World's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)

Skill Points at Each Level

4 + Int modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpell
1+1+2+2+0Celestial mount, companion mount+1 divine
2+2+3+3+0Spellcasting synergy (1st level)+1 divine
3+3+3+3+1Favored enemy (evil)+2+1 divine
4+4+4+4+1Spellcasting synergy (2nd level)+1 divine
5+5+4+4+1Natural blessings+1 divine
6+6+5+5+2Spellcasting synergy (3rd level)+1 divine
7+7+5+5+2Armored stride+1 divine
8+8+6+6+2Spellcasting synergy (4th level)+1 divine
9+9+6+6+3Smite favored enemy+1 divine
10+10+7+7+3Combined magic+1 divine

Companion Mount (Ex)

Levels of Defender of the Natural World stack with either your paladin levels for the sake of your special mount or your ranger level for the sake of your animal companion. Choose which on taking the first level of this class. Once you have chosen, this choice cannot be undone.

Celestial Mount

At 1st level the forces of the natural world and the heavens both smile on you. As a result, you gain Celestial Mount as a bonus feat.

Spellcasting Synergy (Ex)

As you devote yourself equally to the natural world and holy orders, your magic blends together just as equally. At 2nd level you gain the ability to memorize paladin spells in your ranger spell slots, and ranger spells in your paladin spell slots. This applies only to 1st level spells. At 4th level this applies to 2nd level spells, 3rd level spells at level 6 and 4th level spells at level 8.

Favored Enemy (Ex)

At 3rd level, the Defender of the Natural World gains evil as a new type of favored enemy. This functions as the ranger ability of the same name and applies to any creature of evil alignment. This bonus is +2 and may be raised as normal.

Natural Blessings (Ex)

At 5th level, your spells have blended together enough to be able to apply the blessings of your paladin spells to your ranger spells. Your Battle Blessing feat now applies to both your ranger and your paladin spells.

Armored Stride (Ex)

At 7th level, the Defender of the Natural World moves like a ghost, even wearing the heavy armor of a paladin. He reduces the armor check penalty of any armor he wears by 2. Armor heavy enough to reduce his speed no longer reduces his speed. Further, if the Defender of the Natural World has evasion from his ranger class levels, he may now benefit from it in medium or heavy armor.

Smite Favored Enemy (Ex)

At 9th level, the Defender of the Natural World is able to use her enmity against her favored enemies to smite them. When using her smite evil ability, any creature that is one of his favored enemies is a valid target for smite evil, regardless of alignment.

Combined Magic (Ex)

At 10th level your ranger and paladin magic have become one. You now only have one set of spells for both classes. Combine the total spell slots for both, including bonus spells for high wisdom or charisma. These slots may hold any spell from the paladin or ranger lists and have a caster level of your ranger caster level plus your paladin caster level. In addition, any feat or ability that affects ranger or paladin spellcasting affects your combined pool of spells, including taking levels in prestige classes that advance a single type of divine casting. For example, taking a level of a prestige class that advanced paladin casting advances both paladin and ranger casting for you.

Examples

A Defender of the Natural World with 19th level paladin casting, 18th level ranger casting, 24 charisma and 22 wisdom would have the following number of spell slots: 10/9/8/5. If she took a level of a PrC that grants +1 divine casting, she would cast as a 20th level paladin and 19th level ranger and add the appropriate spell slots to come to a total of 10/10/9/7.
<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

Defender of the Natural World makes a crummy epic progression. I gave it bonus feats every 3 levels and called it a day. I may try and cook up some unique feats for it later, but right now I can't think of any.

Epic Defender of the Natural World

Hit Die

d10

Skill Points at Each Level

4 + Int modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+11Companion mount+1 divine
12+12-+1 divine
13+13Bonus feat+1 divine
14+14-+1 divine
15+15-+1 divine
16+16Bonus feat+1 divine
17+17-+1 divine
18+18-+1 divine
19+19Bonus feat+1 divine
20+20-+1 divine

Companion Mount (Ex)

The epic Defender of the Natural World continues to stack her class level with his ranger or paladin class level for the sake of his animal companion or mount.

Bonus Feats

An epic Defender of the Natural World gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Defender of the Natural World Bonus Feat List

Armor Skin, Bane of Enemies, Blinding Speed, Epic Endurance, Epic Prowess, Epic Reputation, Epic Toughness, Great Smiting, Holy Strike, Improved Favored Enemy, Legendary Rider, Perfect Health, Spectral Strike.
<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

#32
Cor inspired this one with those favored soul feats. It's an interesting little class that relies on critical hits and focuses on them. It feasts or starves on luck, hence the name of Fortune Blade.

Fortune Blade

Hit Die

d8

Requirements

Base Attack Bonus

+5

Feats

Weapon Focus (Any weapon with an 18-20 threat range)

Spells

Able to cast 1st level arcane spells

Special

Must have proficiency with all martial weapons.

Special

Must have slain an enemy with a critical hit. This enemy must have had a CR equal or higher than your character level.

Class Skills

The fortune blade's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Skill Points at Each Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+1+2+0+0Improved critical-
2+2+3+0+0Spellblade (1st)+1 arcane
3+3+3+1+1Power spell+2+1 arcane
4+4+4+1+1Spellblade (2nd)+1 arcane
5+5+4+1+1Power critical-
6+6+5+2+2Spellblade (3rd)+1 arcane
7+7+5+2+2Double spellblade-
8+8+6+2+2Spellblade (4th)+1 arcane
9+9+6+3+3Power spell+4+1 arcane
10+10+7+3+3Critical mastery, spellblade (5th)-

Improved Critical (Ex)

At 1st level, the Fortune Blade gains Improved Critical as a bonus feat. If she already possesses this feat, she may choose another feat she qualifies for instead.

Spellblade (Sp)

Whenever you confirm a critical hit, magical energy courses through your veins and into your blade. This causes extra effects whenever you confirm a critical hit. When this happens, you may choose any arcane spell you have memorized (if you cast as a wizard) or know (if you cast as a sorcerer). This spell instantly activates, taking effect on the target. This spell resolves as normal, including saving throws and spell resistance. Spells that require an attack roll(s) to hit do not need to do so, nor are these spells counted as being critical hits. This spell does not count as being used - you do not use any components, spell charges are not consumed and a memorized spell is not lost.

The spell in question must be able to target the victim normally, such as charm person, magic missile or sleep. Alternately, it may be an area, burst or radius effect, with the victim at the center of it. You gain no special protections against the spell in this case. You cannot use a spell that would not be able to center itself on a living creature as a valid target, such as wall of force or a summon monster spell. You may not use a spell for spellblade that has a material component that costs more than 1 gold piece.

At 2nd level you can have a 0 or 1st level spell occur when you confirm a critical hit. This level rises by 1 every 2 levels. At 4th level you may use a 2nd level spell, at 6th level you may use a 3rd level spell and so on.

A spell cast through a critical hit and spellblade is a free action. A spell that takes more than 1 round to cast cannot be cast through spellblade.

Creatures immune to critical hits are not subject to them against you. However, if you land a critical threat on one, you may resolve it as normal. Confirming the threat allows spellblade to trigger as normal, though no other aspects of a critical hit occur.

You may not use metamagic on a spell cast by spellblade. Metamagic that is applied automatically, such as the automatic metamagic epic feat or certain class features, functions as normal.

Power Spell (Ex)

When you confirm a critical hit and cast a spell through spellblade, you gain a +2 bonus to the caster level. At 9th level this bonus rises to +4.

Power Critical (Ex)

At 5th level the Fortune Blade gains Power Critical as a bonus feat. If she already possesses this feat, she may choose another feat she qualifies for instead.

Double Spellblade (Sp)

At 7th level, whenever you confirm a critical hit and cast a spell through spellblade, you may also cast a second spell that is 3 levels lower than the highest level spell you cast with spellblade. For example, a character with spellblade (3rd) could cast a 0 level spell as her second spell. All the other rules regarding spellblade apply.

Critical Mastery (Ex)

At the height of your skill, telling critical hits are second nature to you. Your threat range for critical hits increases by 1. This is added after all other modifiers to your critical threat range.
<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

Take a wild guess on who this is for.

Alternate Class Feature: Wind's Shield.

The air you worship rises in defense of you, granting you safety and well being.

Class: Favored Soul.

Level: 3rd.

Replaces: If you select Wind's Shield, you do not get Deity's Weapon Focus or Deity's Weapon Specialization.

Benefit: An aegis of wind protects you, granting you a +1 bonus to armor class and a 20% miss chance against physical ranged attacks. At 12th level, this bonus increases to +2 and 50%, respectively.
<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

#34
Singer of the Celestial Choir came from several sources over Balmuria's lifespan. Antenora's dabbing in celestial song in Balmuria 1 started it, which became a few stray scraps of wondering for Neveril in Balmuria 2 (Though grabbing Words of Creation was late game at best due to her HP issues) and re-crystallized recently. In particular, there was a discussion where I noticed I wasn't a big fan of bards. Paradoxically I do like the particular idea of the Celestial Choir. This got me thinking about it off and on, then Cor mentioned bardsong as a possible trait of eladrin the Eladrin Ascendant PrC that's in development. Also, I'd been trying to do something with the Words of Creation in epic for ages, but it never came out to my satisfaction.

Anyway, the upshot of the entire thing is that all of those crystallized into a coherent whole. This whole is an epic bard PrC that focuses on using the Words of Creation to great effect. In essence, this is meant to be angelic music. The songs of the Heavens are represented here, available to a devoted and purified bard of legendary skill. It is designed for a bard who wants cleric styled powers as well as a dash of sanctified magic. It's best compared to the Troubador of Stars from the Book of Exalted Deeds. It offers much better spell progression - more on that below - and better songs, in exchange for weaker sanctified magic access and no divine transformation or starmantle. I think the power of the songs more than makes up for that difference and is a suitable epic PrC.

When considering the balance of this PrC, you need to compare it to Words of Creation boosted bardic music. The Words of Creation offer an unparallelled boost to bardic music at the cost of physical harm. This PrC attempts to continue those themes directly. While the Book of Exalted Deeds notes that mortals can only learn three or four of the Words of Creation, I would hold that an epic character would be far less beholden to that number. While this isn't an epic continuation of Words of Creation, it is decidedly working under the assumption that one's mastery of the Words can increase. Due to this, I tried to make Celestial Music worthwhile. Does it succeed? I think it does in broad strokes, though I'm not familiar enough with high level bards to say for certain.

This PrC pre-supposes a 21+ progression for bard spellcasting for the sake of balance. This is the same idea as duskblade's casting continuing into epic, go see the epic part of the houserules for details on that. This means that if a bard gets close to epic I'll need to make that progression. It's a low priority, as none of you are bards and the only bard in party is suddenly taking Arcane Duelist/Sentinel levels.


Singer of the Celestial Choir

Hit Die

d6

Requirements

Skills

Perform (song) 24 ranks.

Feats

Words of Creation

Special

Bardic music ability.

Special

Must possess the good subtype. Alternately, you may substitute an additional 2 exalted feats.

Special

You must have traveled to any one of the Heavens and been tutored for 7 months by a celestial of at least 21 hit dice and with 24 ranks in perform (song).

Class Skills

The singer of the celestial choir's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at Each Level

6 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
1+0Bardic music, celestial music(song of life)-
2+1Sanctified magic+1 bard
3+2Celestial music(song of purification)+1 bard
4+3Bonus feat+1 bard
5+3Celestial music(song of holiness), improved words of creation-
6+4Sanctified magic+1 bard
7+5Celestial music(song of rebirth)+1 bard
8+6Bonus feat+1 bard
9+6Celestial music(song of the champion)+1 bard
10+7Sanctified magic, true words of creation+1 bard

Spells

Except at 1st and 5th level, the Singer of the Celestial Choir advances a level in his bard spellcasting, as if he gained a level in bard.

Bardic Music (Ex)

Singer of the Celestial Choir stack with bard levels to determine the number of times per day he may use bardic music.

Celestial Music (Su)

As he advances his studies of divine music, the Singer of the Celestial Choir learns several powerful songs. These songs weave the Words of Creation into them, creating primal and powerful effects. However, as a result of using the Words of Creation, these songs cause non-lethal damage to the Singer. Despite this, most Singers bear this with vast fortitude, understanding the value of self-sacrifice. Celestial music cannot be enhanced with the Words of Creation, as they already use them to produce these effects.

Song of Life

A Singer of the Celestial Choir with 24 or more ranks in perform (song) can sing the songs that purify and restore new souls that pass into the Heavens. Doing so causes spontaneous healing in the wounded by the powerful symbolism of this song. All allies (including himself) that can hear the Singer sing gain fast healing equal to his Singer of the Celestial Choir level + 10. This fast healing does not stack with other sources of fast healing. This effect lasts for as long as you sing and for five rounds thereafter. When you start the Song of Life, you take 24d4 points of non-lethal damage. Using the Song of Life counts as one of your uses of bardic music for the day.

Song of Purification

A Singer of the Celestial Choir of 3rd level or higher and with 26 or more ranks in perform (song) can sing of the celestial promise to take away pain, misery and despair. All allies (including himself) that can hear the Singer sing are cured of the following conditions: confused, dazed, dazzled, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened and stunned. In addition, effects that specifically cause pain, such as symbol of pain, are negated. Further, effects that cause despair, such as crushing despair, are countered. Song of Purification is considered a limited wish with a caster level equal to the Singer's hit dice for the sake of what effects it may relieve. This does not allow Song of Purification to relieve conditions that fall outside of the scope of those already listed. This song lasts for 1 round. When you start the Song of Purification, you take 26d4 points of non-lethal damage. Using the Song of Purification counts as one of your uses of bardic music for the day.

Song of Holiness

A Singer of the Celestial Choir of 5th level or higher and with 28 or more ranks in perform (song) can sing verses of true holy words, of such profound sacred power that protections bless his allies. A number of allies equal to the Singer's class level that can hear the Singer sing gains spell resistance equal to the Singer's hit dice + 11, damage reduction 15/epic and evil and a +7 sacred bonus to armor class. This effect lasts as long as you sing, for up to 1 minute. When you start the Song of Holiness, you take 28d4 points of non-lethal damage. Using the Song of Holiness counts as one of your uses of bardic music for the day.

Song of Rebirth

A Singer of the Celestial Choir of 7th level or higher and with 30 or more ranks in perform (song) can sing the seven holy verses that blesses each life. By singing this song when a resurrection spell or similar ability is used, you grant a 15% bonus to the resurrection chance roll. This does not bypass the normal maximum percentages allowed, nor does it allow a second chance if a resurrection chance roll has already failed. This effect is used in tandem with another person or yourself using the relevant ability, it is sung during the entire time it takes to use the ability. Multiple Singers using this ability does not stack. When you start the Song of Rebirth, you take 30d4 points of non-lethal damage. Using the Song of Rebirth counts as one of your uses of bardic music for the day.

Song of the Champion

A Singer of the Celestial Choir of 9th level or higher and with 32 or more ranks in perform (song) can sing the powerful verses that herald the birth of each solar. A single ally that can hear the singer is affected, gaining several benefits. They gain a +2 sacred bonus to all ability scores, an angel's protective aura, immunity to acid, cold and petrification, spell resistance equal to 14 + the Singer's hit dice and the benefits of a tongues, true seeing, see invisibility, discern lies, detect evil and detect snares and pits spell. If the ally does not have a fly speed, they sprout white wings and gain a fly speed of 150ft (good). In addition any weapon they wield is considered a bane weapon against its target. This effect lasts as long as you sing and for five rounds thereafter. This song can only affect a creature of good alignment. When you start the Song of the Champion, you take 32d4 points of non-lethal damage. Using the Song of the Champion counts as one of your uses of bardic music for the day.

Sanctified Magic (Ex)

At 2nd level and every four levels thereafter, the Singer of the Celestial Choir may add a sanctified spell to her selection of bard spells known. This is in addition to the spells known that a bard gains as normal. This is an exception to the rule that bards cannot learn sanctified magic.

Improved Words of Creation (Ex)

At 5th level, the blessings and trials the Singer has been through toughen his spirit. As a result he reduces the damage he takes from using the Words of Creation to boost spells and bardic music (including Celestial Music) by 25%.

True Words of Creation (Ex)

At 10th level, the Singer is perfectly in tune with Creation through the use of the Words that compose such acts. As a result he reduces the damage he takes from using the Words of Creation to boost spells and bardic music (including Celestial Music) by 50%.

Bonus Feats

A Singer of the Celestial Choir gains an epic bonus feat at level 14 and every 4 levels thereafter.

Singer of the Celestial Choir Bonus Feat List

Deafening Song, Epic Inspiration, Epic Reputation, Epic Skill Focus, Epic Spell Capacity, Group Inspiration, Hindering Song, Improved Combat Casting, Improved Metamagic, Improved Song of Life, Inspire Excellence, Lasting Inspiration, Music of the Gods, Polyglot, Ranged Inspiration, Rapid Inspiration, Reactive Countersong, Spell Knowledge, Spell Stowaway, Spell Opportunity.

Improved Song of Life [Epic, Exalted]
Prerequisite: Celestial Music (Song of Life), cha 23
Benefit: When you sing the song of life, your Singer of the Celestial Choir level is considered four levels higher to determine the fast healing rate it bestows.
Special: This feat can be selected more than once. Its effects stack.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#35
Monk unarmed damage tables for huge and larger creatures. These use the patterns from monk and improved natural attack to extrapolate damage values. Things get crazy at the highest sizes and monk progression. I don't think the formula precisely balances for this level of size and advancement, but I'm not sweating over it, either.



   
   
   
   
   
   
   
LevelDamage (Huge Monk)Damage (Gargantuan Monk)Damage (Colossal Monk)
1st-3rd1d101d122d12
4th-7th2d82d103d10
8th-11th3d83d104d10
12th-15th4d84d105d10
16th-19th6d86d107d10
20th8d88d109d10
<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

Cor was interested in this, so here it is. It's basically outsider HD with 5 levels of gaining related powers. The gems here are miracle as an SLA at level 5 and alternate form. Ascension isn't bad, either.

Eladrin Ascendant

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.







Level Base Attack Bonus Special
1 +1 Eladrin magic
2 +2 Tongues
3 +3 Alternate form
4 +4 Eladrin immunities
5 +5 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 holy word and word of chaos at will. At 4th level she gains the ability to cast holy aura and cloak of chaos at will. At 5th level she gains the ability to cast miracle once per day.

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.

Ascension (Ex)

On reaching 5th 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 gains spell resistance equal to 13 + hit dice and damage reduction 20/epic, evil and cold iron. 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.
<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

#37
Obligatory.

I actually put a lot of thought in this. I debated about continuing draconic discoveries, but ultimately decided it's fine. It gets ahead of itself deeper into epic, but I don't consider that enough of a reason to trim it down. At that point automatic metamagic is the name of the game, so another freebie is no big deal. As for the new feats, epic knowledge of the wyrm is solid enough as a skill booster. I went back and forth on it awhile, but I ultimately figured it was balanced enough. Improved discoveries could be minorly abused with that + high end epic metamagic, but whatever. If you're paying an epic feat to do that it's more than enough of a cost. In fact I'm worried its too niche and not useful enough, but eh. Finally, shatter spell resistance isn't bad, just unneeded in most battles. If you run longer combats or want shenanigans it could be interesting.


Epic Wyrm Wizard

Hit Die

d4

Skill Points at Each Additional Level

4 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+5-+1 arcane
12+6Draconic discovery (8th), spell knowledge+1 arcane
13+6-+1 arcane
14+7Spell knowledge+1 arcane
15+7Bonus feat, draconic discovery (10th)+1 arcane
16+8Spell knowledge+1 arcane
17+8-+1 arcane
18+9Draconic discovery (12th), spell knowledge+1 arcane
19+9-+1 arcane
20+10Bonus feat, spell knowledge+1 arcane

Draconic Discovery (Ex)

At 12th level and every 3 levels thereafter, the epic wyrm wizard may select another spell to be affected by her draconic discovery ability. In addition, the maximum level of the spell that may be affected by draconic discovery rises by 2.

Spell Knowledge (Ex)

At 12th level and every 2 levels thereafter, the epic wyrm wizard may select another spell to learn from another class's spell list.

Bonus Feats

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

Epic Wyrm Wizard Bonus Feat List

Automatic Metamagic, Enhance Spell, Epic Knowledge of the Wyrm, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Extended Lifespan, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Discoveries, Improved Metamagic, Intensify Spell, Master Staff, Master Wand, Multiaction, Shatter Spell Resistance, Spell Knowledge, Spell Opportunity, Spontaneous Spell, Tenacious Magic.

Epic Knowledge of the Wyrm [Epic]
Prerequisite: Knowledge of the Wyrm, int 23
Benefit: Choose two knowledge skills besides knowledge: arcana. These two knowledge skills now gain the benefit of your knowledge of the wyrm ability.

Improved Discoveries [Epic]
Prerequisite: Draconic Discovery (4th), Improved Metamagic
Benefit: You may select any metamagic as the metamagic that draconic discoveries applies to your chosen spells.
Normal: You many only select a metamagic with a level adjustment of 4 or less.

Shatter Spell Resistance [Epic]
Prerequisite: Break Spell Resistance
Benefit: Whenever you remove an opponent's spell resistance through your break spell resistance ability, you remove it for a number of minutes equal to the level of the prepared spell sacrificed.
<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

#38
Epic Duskblade

Hit Die

d8

Skill Points at Each Level

2 + ability modifier.












Level Base Attack Bonus Special
21 +21 Spell power+6, spells.
22 +22 -
23 +23 -
24 +24 Bonus feat
25 +25 Quick cast 5/day
26 +26 Spell power+7
27 +27 -
28 +28 Bonus feat
29 +29 -
30 +30 Quick cast 6/day

Spellcasting

At 21st level and every level thereafter, the epic duskblade's spellcasting improves. His caster level increases as normal. Further, once the epic duskblade obtains the Epic Spell Capacity feat, he gains spells of 6th level and higher. See the table below for his progression. (The table theoretically continues past this, if I ever have need of a table going farther I'll worry about it then. The pattern's obvious anyway.)












Level 6th 7th 8th
21 2 - -
22 3 - -
23 5 - -
24 6 - -
25 6 2 -
26 6 3 -
27 6 5 -
28 6 6 -
29 6 6 2
30 6 6 3

Spell list

6th: Chasing Perfection, Greater Dispel Magic, Mass Animalistic Power, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Swift Etherealness, Waves of Exhaustion.
7th: Crushing Hand, Greater Shout, Horrid Wilting, Meteor Swarm, Prismatic Spray,
8th: Chain Dispel, Energy Drain, Magic Disjunction, Mass Hold Monster, Wrath of the Heavens.

Spell Power (Ex)

The epic duskblade's spell power ability rises by +1 at level 21 and every 5 levels thereafter. (26, 31, 36, ect.)

Quick Cast (Ex)

The epic duskblade's quick cast ability can be used 5 times per day at level 25 and another time per day at level 30 and every 5 levels thereafter. (35, 40, 45, ect.)

Bonus Feats

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

Epic Duskblade Bonus Feat List

Armor Skin, Automatic Quick Cast, Blinding Speed, Dire Charge, Epic Prowess, Epic Reputation, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Greater Spell Power, Improved Automatic Quick Cast, Improved Combat Casting, Multiaction, Spell Opportunity, 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

#39
Epic Favored Soul

Hit Die

d8

Skill Points at Each Additional Level:

2 + intelligence modifier.












Level Base Attack Bonus Special
21 +15 Spells
22 +16 Energy resistance
23 +17 Bonus feat, superior flight+30ft
24 +18 -
25 +18 Damage reduction, energy resistance
26 +19 Bonus feat
27 +20 -
28 +21 Energy resistance, superior flight+60ft
29 +21 Bonus feat
30 +22 -

Spellcasting

At 21st level and every level thereafter, the epic favored soul's spellcasting improves. Her caster level increases by one per level, as normal. Further, once the epic favored soul obtains the Epic Spell Capacity feat, she gains spells of 10th level and higher. She uses the sorcerer progression. (Ko note - this will be converted to a table and done later. No hurry. Go check the old Balmuria 1 house rules topic if you're curious.)

Energy Resistance (Ex)

The epic favored soul gains greater energy resistance at 22nd level, and every 3 levels thereafter.(25, 28, 31, ect.) She may gain resistance 10 to an element she does not resist, or improve an existing resistance by 10.

Superior Flight (Ex)

The epic favored soul gains 30ft to her fly speed at 23rd level, and every 5 levels thereafter.(28, 33, 38, ect.)  This stacks with other permanent boosts to her flying speed.

Damage Reduction (Su)

The epic favored soul's damage reduction rises by 5 points at level 25, and every six levels thereafter.(31, 37, 43, ect.) In essence, her damage reduction improves to 15/material at level 25, 20/material at level 31, and so on.

Bonus Feats

An epic favored soul gains an epic bonus feat at level 23 and every 3 levels thereafter.

Epic Favored Soul Bonus Feat List

Aligned Damage Reduction, Armor of Faith, 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 Heighten Spell, Intensify Spell, Sacred Spell, Spell Stowaway, Spell Opportunity, 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

#40
Epic Hellreaver

Hit Die

d10

Skill Points at Each Additional Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Divine succor (40 points)
12+12-
13+13Furious strike+10/+5d6
14+14Divine succor (50 points)
15+15Bonus feat
16+16Furious strike+12/+6d6
17+17Divine succor (60 points)
18+18-
19+19Furious strike+14/+7d6
20+20Bonus feat, divine succor (70 points)

Divine Succor (Su)

At 11th level and every 3 levels thereafter, the epic hellreaver's divine succor ability increases by 10 points.

Furious Strike (Su)

At 13th level and every 3 levels thereafter, the epic hellreaver's furious strike ability grants an addition +2 to hit and +1d6 points of bonus damage.

Bonus Feats

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

Epic Hellreaver Bonus Feat List

Armor Skin, Blinding Speed, Crushing Furious Strike, Devastating Critical, Epic Prowess, Epic Reputation, Epic Toughness, Fiendstriker, Overwhelming Critical, Perfect Health, Spectral Strike, Spread Holy Fury, Unstoppable Crusade.
<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

#41
Epic Order of the Bow Initiate

Hit Die

d8

Skills Points At Each Additional Level

2 + intelligence modifier.












Level Base Attack Bonus Special
11 +11 Ranged precision+6d8
12 +12 -
13 +13 Bonus feat, ranged precision+7d8
14 +14 -
15 +15 Ranged precision+8d8
16 +16 Bonus feat
17 +17 Ranged Precision+9d8
18 +18 -
19 +19 Bonus feat, ranged precision+10d8
20 +20 -

Ranged Precision (Ex)

At level 11 and every 2 levels thereafter, the epic order of the bow initiate's ranged precision rises by an additional 1d8.

Bonus Feats

A Master of the Order of the Bow gains an epic bonus feat at level 25 and every 5 levels thereafter.

Master of the Order of the Bow Bonus Feat List

Armor Skin, Blinding Speed, Combat Insight, Distant Shot, Epic Dodge, Epic Prowess, Epic Toughness, Epic Weapon Focus, Improved Manyshot, Improved Opportunistic Shot, Improved Ranged Precision, Improved Sneak Attack, Opportunistic Shot, Storm of Arrows, True Strike, and 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

#42
Epic Pious Templar

Hit Die

d10.

Skill Points at Each Additional Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Damage reduction 3/-
12+12-
13+13Bonus feat
14+14Smite 4/day
15+15Damage reduction 4/-
16+16Bonus feat
17+17-
18+18Smite 5/day
19+19Bonus feat, damage reduction 5/-
20+20-


Smite (Su)

The epic Pious Templar gains another smite attack at level 14 and every four levels thereafter. The epic Pious Templar adds his class level to damage with any smite attack, as normal.

Damage Reduction (Ex)

The epic Pious Templar's damage reduction increases by one point at level 11 and every four levels after.

Bonus Feats

The epic Pious Templar gains an epic bonus feat at level 13 and every three levels thereafter.

Epic Pious Templar bonus feat list

Armor Skin, Damage Reduction, Devastating Critical, Epic Prowess, Epic Reputation, Epic Toughness, Great Smiting, Holy Strike, Improved Combat Casting, Overwhelming Critical, Perfect Health, Spectral Strike. TODO: Revise and add continuation feats for epic pious templar.
<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

#43
Epic scout. This and epic favored soul will get a look at, since it's quite possible they're going to see play.

Epic Scout

Hit Die

d8

Skill Points at Each Level

8+intelligence modifier.












Level Base Attack Bonus Special
21 +15 Skirmish+6d6/+5 AC
22 +16 -
23 +17 Bonus feat, skirmish+6d6/+6 AC
24 +18 -
25 +18 Skirmish+7d6/+6 AC
26 +19 Bonus feat
27 +20 Fast Movement+40ft, skirmish+7d6/+7 AC
28 +21 -
29 +21 Battle Fortitude+4, bonus feat, skirmish+8d6/+7 AC
30 +22 -

Skirmish (Ex)

The epic scout's skirmish ability increases to +6d6 at level 21, +6 AC at level 23, and alternates between the two every 2 levels thereafter. (+7d6 at level 25, +7 AC at level 27, ect.)

Fast Movement (Ex)

The epic scout's fast movement increases by 10ft at level 27 and by +10 ft every 8 levels thereafter. (35, 43, 51, ect.)

Battle Fortitude (Ex)

The epic scout's battle fortitude ability increases by +1 at level 29 and by +1 every 9 levels thereafter. (38, 47, 56, ect.)

Bonus Feats

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

Epic Scout Bonus Feat List

Armor Skin, Blinding Speed, Combat Archery, Dire Charge, Distant Shot, Emergency Skirmish, Epic Blindsight, Epic Dodge, Epic Endurance, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Skirmish, Epic Speed, Epic Trapfinding, Improved Combat Reflexes, Legendary Acrobat, Legendary Climber, Legendary Leaper, Legendary Tracker, Spellcasting Harrier, Superior Initiative, Swarm of Arrows, Trap Sense, 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

#44
I wish Balyss had gotten a chance to use this. I was fond of the class.

Epic Silverstar

Hit Die

d8

Skill Points per Level

2+intelligence modifier.












Level Base Attack Bonus Special Spells
11 +8 Prophet's sight 3/day +1 divine
12 +9 Moon hand+4, shocking burst +1 divine
13 +9 - +1 divine
14 +10 Bonus feat, greater moon's shield, prophet's sight 4/day +1 divine
15 +11 Moon hand+6, lightning blast, moonfire 2/day +1 divine
16 +12 - +1 divine
17 +12 Prophet's sight 5/day +1 divine
18 +13 Bonus feat, moon hand+7, lightning blast +1 divine
19 +14 - +1 divine
20 +15 Moonfire 3/day, prophet's sight 6/day +1 divine

Prophet's Sight (Sp)

At 11th level and every three levels thereafter, the epic silverstar may use Prophet's Sight an additional time per day.

Moon Hand (Su)

At 12th level the Moon Hand ability improves to +4 shocking burst. At 15th level it improves to +6 lightning blast. At level 18 and every three levels thereafter, the enhancement bonus of Moon Hand increases by 1.

Greater Moon Shield (Su)

At 14th level the Silverstar's Moon Shield bonuses increases by +2, and increases another +2 every 7 levels. (21, 28, 35, ect.)

Moonfire (Sp)

At 15th level and every 5 levels thereafter, the epic silverstar may use moonfire an extra time per day.

Bonus Feats

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

Epic Silverstar Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Planar Turning, Positive Energy Aura, Rapture of the Prophet, Sacred Moonfire, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Unbound Prophet's Sight.
<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?