Homebrew

Started by Anastasia, April 28, 2014, 03:56:16 AM

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Anastasia

This one was made on request. Don't read too deeply into it.

Alternate Class Feature: Nature's Protection

Oh hell no. You're a man, dammit! Men don't have unicorns following them around! You dive into the front line all the time, you need something impressive to protect you!

Class: Healer.

Level: 8th.

Replaces: If you select this alternate class feature, you do not gain a unicorn companion.

Benefit: Your devotion to mending the wounds of the world has earned you favor. You gain an animal companion; you are treated as a druid equal to your healer level.
<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

While the main function of a healer is to heal, one of the secondary roles is protecting her allies. This explores that role and expands it, albeit at the cost of some of her signature healing skill.

Alternate Class Feature: Healer's Protection

Instead of continued healing, your touch provides a moment's sacred protection.

Class: Healer.

Level: 7th.

Replaces: If you select this alternate class feature, you do not gain lingering healing.

Benefit: When casting a spell of the healing subschool, the healer's power momentarily shields the target. For one round the target gains a sacred bonus to armor class and saving throws equal to the healer's class level divided by 5. This protection expires just before the healer's next turn.

To gain this benefit, the spell cast must restore at least 1 hit point to the target.
<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

You rarely see ACFs for capstones. There's a good reason for that, but in this case I have easy grist to work with. This was my original idea for the capstone. I feel it's close to competitive mechanically, but brilliant apotheosis is far more fitting and interesting a capstone.

Alternate Class Feature: Undying Flesh.

Instead of ascending your mortal roots, you focus the tides of healing into your body as a constant, never ending flow. You become nearly indestructible, regenerating wounds in a blink of the eye. Assuming the blow even manages to wound you, that is.

Class: Healer.

Level: 20th.

Replaces: If you select this alternate class feature, you do not gain brilliant apotheosis.

Benefit: You gain damage reduction 10/evil. In addition you gain regeneration equal to one-half of your healer level. Attacks that defeat your damage reduction and spells with the evil descriptor deal lethal damage to you.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Epic planar champion. The class is a straightforward enough at this point, offering new goodies along the lines of previous ones.

Changelog: Just some style fixes.


Epic Planar Champion

Hit Die

d10

Skill Points at Each Additional Level

4 + Intelligence modifier.












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

Favored Plane (Ex)

At 15th level and every 5 levels thereafter, the epic planar champion may select another favored plane. Bonuses for previous favored planes increase by 1.

Damage Reduction (Su)

At 12th level and every five levels thereafter, the damage reduction of the planar champion improves by five points. In addition, at 12th level the epic planar champion's damage reduction requires epic weapons instead of magic weapons to defeat.

Bonus Feats

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

Epic Planar Champion Bonus Feat List

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

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

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

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

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

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

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

Anastasia

Epic fatemakers are champions of their own destiny, striving to make a mark on Creation.

Changelog: Minor style and typo corrections. Added an epic spell list, as it predated that. Added epic spell capacity as a bonus feat.


Epic Fatemaker

Hit Die

d6

Skill Points at Each Level

6 + Intelligence modifier.












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

Aura of Confidence (Su)

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

Sneak Attack (Ex)

The epic fatemaker's sneak attack increases by 1d6 at level 12 and every 3 levels thereafter.

Confidence of the Fated (Su)

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

Take Charge Appeal (Ex)

At 15th level and every 5 levels thereafter, the epic fatemaker's charisma increases by 1 point.

Ego Manifestation (Sp)

At 20th level and every 10 levels thereafter, the epic fatemaster may use Ego Manifestation an additional time per day.

Spellcasting

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

Spells Per Day



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

Spells Known



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level5th6th7th8th9th
1121----
122----
133----
144----
15421---
1642---
1743---
1844---
194421--
20442--
21443--
22444--
2344421-
244442-
254443-
264444-
27444421
2844442
2944443

1 Provided the fatemaker has a high enough Charisma score to have a bonus spell of this level.

Epic fatemaker spell list

5th: break enchantment, dominate person, feeblemind, mind fog, spell resistance
6th: mass bear's endurance, mass bull's strength, mass cat's grace, mass eagle's splendor, mass fox's cunning, mass suggestion, mass owl's wisdom, transformation
7th: greater restoration, limited wish, sequester, spell turning
8th: iron body, mind blank, protection from spells, sympathy
9th: dominate monster, freedom, time stop, wish

Bonus Feats

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

Epic Fatemaker Bonus Feat List

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

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

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

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

Supreme Confidence [Epic]
Prerequisite: Aura of Confidence (+4), cha 25
Benefit: Your confidence is so great that it rallies those close to you to greater heights. Your aura of confidence ability now applies to weapon damage rolls and armor class.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Changelog: Typos and style issues exterminated. Added spellcasting harrier as a bonus feat choice.

Speedmaster

Hit Die

d6

Requirements

Feats

Run

Epic Feats

Epic Speed

Special

Must be able to cast haste as a spell or spell like ability. Alternately, the blinding speed feat may be taken to satisfy this prerequisite.

Class Skills

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

Skill Points at Each Level

2 + Intelligence modifier.












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

Fast Movement (Ex)

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

Speed Burst (Su)

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

Blazing Speed (Su)

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

Shattering Blow (Ex)

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

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

Greater Shattering Blow (Su)

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

Fast Healing (Ex)

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

Dislocating Speed (Su)

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

Greater Blazing Speed (Su)

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

Explosive Acceleration (Su)

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

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

Bonus Feats

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

Speedmaster Bonus Feat List

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

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

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

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

Superior Shattering Blow [Epic]
Prerequisite: Greater Shattering Blow, con 23
Benefit: You take no damage from a missed shattering blow.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

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

Changelog: Explained how epic swift surge works, as well as stopping a progression that would require more movement to get more bonuses.


Epic Swiftblade

Hit Die

d6

Skill Points at Each Additional Level

4 + Intelligence modifier.












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

Swift Surge (Ex)

At 13th level and every 6 levels thereafter, the epic swiftblade's bonus to attack rolls, dodge bonus to armor class and dodge bonus to Reflex saves increases by 1. Likewise, at 16th level and every 6 levels thereafter, the epic swiftblade's bonus to movement and bonus to damage rises by 10ft and 1d6, respectively. The epic swiftblade does not need to move more than 20ft to gain these increased bonuses.

Bonus Feats

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

Epic Swiftblade Bonus Feat List

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

Improved Swift Surge [Epic]
Prerequisite: Swift Surge+2/20ft/+2d6
Benefit: Your swift surge improves by one step. If your dodge bonus and bonus damage are equal, your bonus to attack rolls and dodge bonuses increases by one. If your dodge bonus is higher than your bonus damage, your bonus damage and speed increases by +1d6 and 10ft, respectively.
Special: You can gain this feat multiple times. Its effects stack.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

I prefer not to give out pounce whenever possible. It fits the pattern of how dire charge was changed from a pounce-style effect to a charge doubler.

Alternate Class Feature: Dance of the Furious Unicorn

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

Class: Battle Dancer.

Level: 11th.

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

Benefit: An 11th-level battle dancer with 14 ranks in Tumble can spring upon an opponent with the ferocity of charging unicorn. When charging, she can attempt a DC 20 Tumble check. If she succeeds, her first attack at the end of the tumble deals double damage.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#23
This is a legacy PrC, one that was used by Seira in B1. It's a curious PrC, a bastardization of Enlightened Fist from Complete Arcane with some dragon elements added in. Some of the features are of little use in gestalt and others are antiquated mechanics. Still, it's worth posting as a historical curiosity. I might - emphasis on might - revise it into something else later. If I do, I'll combine it with reworking Seira's stat block.

Changelog: Typo cleanups.


Dragon-Pact Wizard

Hit Die

d6

Requirements

Feats

Any draconic feat

Languages

Draconic

Spells

Must be able to cast 5th level arcane spells.

Special

Must have made a pact with a true dragon.

Special

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

Class Skills

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

Skill Points at Each Level

2 + Intelligence modifier.












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

Draconic Enlightenment (Ex)

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

Draconic Claw (Su)

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

Claw of Energy (Su)

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

Arcane Claw (Su)

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

Arcane Shielding (Sp)

At fourth level, the dragon-pact wizard may cast fire shield once per day as a spell like ability. Fire based dragons use the warm shield, cold based dragons use the cool shield. Other dragon types may choose between the two.

Hold Ray (Ex)

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

Arcane Resistance (Ex)

At 8th level, a dragon-pact wizard gains spell resistance equal to 10 + the total of her draconic hit dice. Note that due to Draconic Enlightenment, class levels from this class stack with draconic hit dice.

Draconic Ascension (Ex)

At 10th level, the dragon-pact wizard no longer takes penalties for aging and cannot be magically aged. Any such penalties already taken stay in place. Bonuses still accrue, and the dragon-pact wizard still dies when her time is up.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

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

Changelog: Just some typo smitings.


Epic Dragon-Pact Wizard

Hit Die

d6

Skill Points at Each Level

2 + Intelligence modifier.












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

Bonus Feats

An epic dragon-pact wizard gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Dragon-Pact Wizard Bonus Feat List

Armor Skin, Automatic Metamagic, Energy Resistance, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Extended Lifespan, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Improved Spell Resistance, Intensify Spell, Master Staff, Master Wand, Multiaction, Spell Knowledge, Spell Opportunity, Spontaneous Spell, Tenacious Magic.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

This PrC is an upgrade of a PrC from Forgotten Realms. It's tweaked upward for epic.

Changelog: Style issues.


War Wizard

Hit Die

d4

Requirements

Skills

Spellcraft 13 ranks, Knowledge (Arcana) 13 rank

Feats

Empower Spell, Widen Spell

Epic Feats

Enhance Spell

Spells

Must be able to cast 9th level arcane magic.

Class Skills

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







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

Spontaneous Widen Spell (Su)

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

Epic Metamagic Feat

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

Enhanced Spell Area (Su)

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

Sudden Enhance

At 4th level the war wizard gains Sudden Enhance as a bonus feat.

War Spell (Su)

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

Sudden Enhance [Epic, Metamagic]
Prerequisites: Sudden Maximize.
Benefit: Once per day, you may apply the benefits of the Enhance Spell feat to any spell you cast, without increasing its casting time or slot level, or specially preparing it ahead of time. You may still use Enhance Spell normally if you have it.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#26
The Prosecutor is the profession of a deeply lawful warrior who wishes to overthrow chaos in every form. Those who value law and order above everything else gravitate to this class, so that they may better apprehend those who choose chaos. It is the class of the law-zealot who wishes to judge and condemn disorder.

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

Changelog: Style and typo repairs. Altered the skill prerequisites. Rewrote some of the abilities for clarity, the actual powers were not changed.


Prosecutor

Hit Die

d10

Requirements

Alignment

Any axiomatic

Skills

Profession (Judge) 12 ranks, Sense Motive 12 ranks

Feats

Mechanus Soldier, Spurn Disorder

Epic Feats

Order Incarnate

Class Skills

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

Skill Points at Each Level

2 + Intelligence modifier.












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

Reveal Chaos (Su)

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

Castigate Chaos (Su)

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

This ability may be dispelled by dispel law, wish or miracle.

Blade of Order's Wrath (Su)

Starting at second level, the prosecutor deals extra damage to chaotic creatures. Any successful melee or ranged attack to a chaotic creature deals an extra 5 points of damage. This extra damage rises by 5 every 4 levels thereafter. This damage applies to melee or ranged weapons as well as natural weapons, but not to spells or supernatural abilities.

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

Judge, Jury and Executioner (Su)

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

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

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

Judgment (Su)

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

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

Shield of Law (Su)

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

Bonus Feats

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

Prosecutor Bonus Feat List

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

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

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

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

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

Anastasia

For the occasional fey that gets involved in the wars of good and evil.

Changelog: The routine cleanups. Added a bit how detecting the illusion automatically allows disbelief, which is in line with how the illusion rules work.


Fey Paladin

While rare, a few paladins of freedom can be found amid the ranks of the Seelie Court. These warriors fight with with great valor tempered by guile.

Requirements

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

Hit Die

d6

Class Skills

Fey Paladins have the same class skills as a standard paladin of freedom, plus Diplomacy, Knowledge (Nature) and Survival.

Skill Points per Level

4 + Intelligence modifier.



   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+1+2+0+0Aura of good, detect illusions, smite evil 1/day-
4+4+4+1+1Illusion magicSame as paladin of freedom
5+5+4+1+1Fairy dragon mount, smite evil 2/daySame as paladin of freedom

Detect Illusions (Sp)

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

1st Round

Presence or absence of illusions.

2nd Round

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

3rd Round

The spell level and location of each illusion. If an illusion is outside your line of sight, then you discern its direction but not its exact location. An illusion you detect in this way is automatically disbelieved.

Illusion Magic (Ex)

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

1st

Color Spray, Silent Image.

2nd

Hypnotic Pattern, Mirror Image.

3rd

Major Image, Misdirection.

4th

Greater Mirror Image, Rainbow Pattern.

Fairy Dragon Mount (Su)

Instead of the normal mount, a fey paladin gains a fairy dragon as an erstwhile companion. It advances as normal for a special mount. A fairy dragon mount will be of a proper size for the rider, i.e., one size larger. Apply the normal modifications to the fairy dragon from the size change, though it does not gain or lose hit dice from this size change. See here for the fairy dragon.
<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

#28
Changelog: Style alterations. Added some tables. Added a few more epic feat options.

Epic Vigilante

Hit Die

d8

Skill Points at Each Additional Level

6 + Intelligence modifier.












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

Streetwise (Ex)

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

Smite the Guilty (Su)

At 14th level and every 4 levels thereafter, the epic vigilante can smite the guity an additional time per day.

Bonus Feats

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

Epic Vigilante Bonus Feat List

Armor Skin, Blinding Speed, Curse of the Guilty, Devastating Critical, Dire Charge, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Spell Capacity, Epic Trapfinding, Fast Healing, Great Smiting, Improved Quick Search and Hide, Inescapable Guilt, No Escape for the Wicked, Overwhelming Critical, Polyglot, Spell Knowledge, Superior Initiative.

Spellcasting

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

Spells Per Day



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

Spells Known



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level5th6th7th8th9th
1121----
122----
133----
144----
15421---
1642---
1743---
1844---
194421--
20442--
21443--
22444--
2344421-
244442-
254443-
264444-
27444421
2844442
2944443

1 Provided the vigilante has a high enough Charisma score to have a bonus spell of this level.

Epic vigilante spell list

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

Curse of the Guilty [Epic]
Prerequisite: Inescapable guilt, cha 23
Benefit: When you successfully smite the guilty, the target is also cursed, as if by a bestow curse spell. The caster level equals your hit dice. The exact conditions of the curse are chosen at the time of your smite. The target must survive your smite the guilty for this ability to work. Creatures slain by smite the guilty are not affected, even if later raised. Due to the vehemence of your conviction against the guilty, this curse can only be removed by a wish, miracle or a remove curse with a caster level equal to your hit dice. This is a supernatural ability, spell resistance applies.

Improved Quick Search and Hide [Epic]
Prerequisite: Quick Hide, Quick Search, dex 21
Benefit: You may search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side or use Bluff to create a diversion to hide as a swift action, instead of a move action.

Inescapable Guilt [Epic]
Prerequisite: Smite the guilty 3/day, cha 21
Benefit: Whenever you successfully smite the guilty, the target is also effected by a mark of justice spell.  The exact mark and conditions to manifest it are chosen at the time of your smite. The target must survive your smite the guilty for this ability to work. Creatures slain by smite the guilty are not affected, even if later raised. This is a supernatural ability, spell resistance applies.

No Escape for the Wicked [Epic]
Prerequisite: Curse of the Guilty, cha 25
Benefit: Your curses are almost impossible to remove. The caster level needed for remove curse to remove your curse rises by five. In addition, the caster of wish or miracle must make an opposed caster level check against your curse to remove the curse. Failure results in the curse not being removed.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#29
This prestige class 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. It has trouble working in normal play, since it's an 8 level investment to meet the spellcasting prerequisite.

Changelog: Minor typo cleanups.


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 + Intelligence 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 and Charisma. These slots may hold any spell of an appropriate level from the paladin and ranger lists. The caster level of these spells is your ranger caster level plus your paladin caster level, while the save DCs are 10 + spell level + your Wisdom modifier + your Charisma modifier.

In addition, any feat or ability that affects ranger or paladin spellcasting affects your combined pool of spells. Taking levels in a prestige class that advances ranger or paladin spellcasting advances both of them.

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. The save DCs of her spells would be 23 + spell level.
<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?