Homebrew

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

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Anastasia

Alternate Class Feature: Still Nature

Your calmness is reflected outward, bringing nature's seasons to balance and peace around you.

Class: Monk.

Level: 3rd.

Replaces: If you select this alternate class feature, you do not gain still mind.

Benefit: You gain the benefit of an Endure Elements spell active on you at all times. The caster level equals your hit dice. This is a supernatural ability.
<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: Reworked this ability to be less clunky.

Alternate Class Feature: Wall Jump.

You can use walls as solid ground, bouncing back and forth between them to ascend.

Class: Monk.

Level: 4th.

Replaces: If you select this alternate class feature, you do not gain slow fall.

Benefit: You may jump between a pair of walls, using them to ascend. The walls in question must be no further apart than 10ft. You ascend at a speed equal to half your land movement speed per round. You may go into a window or gap in the wall at any point in your ascent, or on the roof of the lower wall (Or either, if both roofs are of a similar height). If you wish to ascend more than half your land movement speed, it takes more than one round. If during this time you take damage, you must make a Balance check (DC equal to the damage taken) or fall immediately.

At 8th level, the distance between the walls you use to wall jump increases to a maximum of 20ft. This rises to 30ft at level 14 and 40ft at level 20. This pattern continues into epic, with a further 10ft increase at level 26 and every 6 levels thereafter.
<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

Alternate Class Feature: Meteor Kick.

By plummeting down at your target, you achieve massive damage at the price of personal injury.

Class: Monk.

Level: 4th.

Replaces: If you select this alternate class feature, you do not gain slow fall.

Benefit: You may enter a free fall and target an opponent on the ground, using this velocity to do large amounts of extra damage. However, you inflict injury on yourself at the same time. You may willingly fall (or dive if you are capable of flight) at an opponent below you on the ground. At the end of your fall you may make an attack. If successful you deal extra damage equal to 1d6 per 10ft you fell. You still take falling damage as normal. If you miss, you still take falling damage and your opponent is not injured. The amount of extra damage you may do is capped by what your slow fall distance would be. Falling more than this does not add any extra damage to your attack, but you still take the falling damage as normal. For example, a 8th level monk falls 100ft and hits with her attack at the end. She deals an extra 4d6 points of damage but takes 10d6 points of falling damage.

As the momentum of falling is key to the damage done, methods that prevent falling damage prevent you from gaining benefit from this ability. Feather Fall prevents you from using this ability, nor can you tumble to reduce your falling damage. You inflict damage at the moment of impact, so readied actions or immediate actions cannot alleviate the falling damage you take without negating the extra damage from Meteor Kick. At 20th level, you no longer have a cap to the distance you may fall and gain bonus damage form, except for the 200ft/20d6 terminal velocity ceiling.

Special: If you are on a plane with the heavy gravity trait (or other trait that increases falling damage), increase the damage from this ability to match that. For example, if creatures take 1d10 points of falling damage on a plane, you deal an extra 1d10 points of damage per 10ft fallen with Meteor Kick.
<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

Earthbone Steel

This extremely dense iron is mined in tiny deposits with the Elemental Plane of Earth. Each deposit is usually no bigger than a human's thumb, requiring a great deal of time and effort to gather enough for equipment. It is said that it takes eons to find enough to craft a single weapon or suit of armor. Magic fails at replicating its dense power, so equipment made of earthbone steel is extraordinarily rare.

Earthbone steel is four times heavier than steel, quadrupling the weight of any items made from it. It also possesses quadruple the hardness and hit points of normal steel to match, rendering it durable. This combination results in ineffective slashing and piercing weapons, offering no additional benefits to them. Bludgeoning weapons are greatly enhanced by these traits, gaining several bonuses. The base damage dice of any bludgeoning weapon made of earthbone steel is doubled. For example, a heavy mace made of Earthbone Steel would deal a base of 2d8 damage. This weight results in crushing critical hits, increasing the critical hit multiplier of a bludgeoning weapon by 1.

Armor made from earthbone steel gains even greater benefits. The base armor bonus of any armor made of earthbone steel is doubled. For example, full plate armor made of earthbone steel has an armor bonus of +16. Due to the heavy weight of earthbone steel, any armor made of it counts as heavy armor. Yet despite this heaviness, it does not worsen the armor check penalty, arcane spell failure or maximum Dexterity bonus of the armor.

Earthbone steel has no price. It is jealously hoarded by the lords and princes of Earth. In the few cases of earthbone steel being sold, the prices are invariably in magical items, souls or the favors of powerful entities.

Earthbone steel is misnomer, as the words to describe in Terran do not translate well.
<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: Typo and style fixes. Added a few more epic bonus feats.

Epic Master Ambassador

Hit Die

d6

Skill Points at Each Additional Level

6 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8-
12+9-
13+9Bonus feat, favored embassy
14+10-
15+11-
16+12Bonus feat, favored embassy
17+12-
18+13-
19+14Bonus feat, favored embassy
20+15-

Favored Embassy (Ex)

At 13th level and every 3 levels thereafter, the epic master ambassador gains another favored embassy, or increases the bonuses of an existing embassy by two.

Bonus Feats

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

Epic Master Ambassador Bonus Feat List

Adaptable Diplomat, Additional Magic Item Space, Energy Resistance, Epic Reputation, Epic Skill Focus, Extended Life Span, Great Ability (Charisma or Wisdom only), Improved Embassy, Improved Insightful Acclimation, Planar Diplomat, Polyglot, Superior Initiative.

Adaptable Diplomat [Epic]
Prerequisite: Three or more favored embassies
Benefit: The time needed to change a favored embassy is reduced to one week. In addition, during this time, you do not lose the benefit of the favored embassy you are abandoning. Instead, you lose this benefit when you gain the benefits to your new favored embassy.

Improved Embassy [Epic]
Prerequisite: Three or more favored embassies
Benefit: Add +2 to the bonus on Diplomacy, Gather Information, Knowledge(nobility and royalty) and Sense Motive for all your Favored Embassies.
Special: You can select this feat more than once. Its effects stack.

Improved Insightful Acclimation [Epic]
Prerequisite: Insightful Acclimation, wis 23
Benefit: You only need one minute of engaged conversation or close observation to use your Insightful Acclimation ability.

Planar Diplomat [Epic]
Prerequisite: Three or more favored embassies, outsider or elemental type.
Benefit: You have trained yourself in the delicate art of negotiating with opposed primal forces. You gain a +4 bonus to Bluff, Diplomacy and Sense Motive checks against creatures part of courts that oppose your own. For the sake of this, the following alignments and elemental forces oppose each other: good and evil, law and chaos, fire and water, earth and air. For example, a diplomat from Arborea would gain this bonus when dealing with members of courts from Mount Celestia or Hades.
<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

Noble's a watered down version of bard, so the fact that many epic noble feats are bard feats makes a lot of sense.

Changelog: Minor fixes. Added a few more bonus feats.


Epic Noble

Hit Die

d8

Skill Points at Each Additional Level

4 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
21+15Favor+6, inspire confidence 6/day
22+16-
23+17Inspire greatness (5 allies)
24+18Bonus feat, coordinate+6
25+18Inspire confidence 7/day
26+19Favor+7, inspire greatness (6 allies)
27+20-
28+21Bonus feat, coordinate+7
29+21Inspire confidence 8/day, inspire greatness (7 allies)
30+22-

Favor (Ex)

At 21st level and every 5 levels thereafter, the epic noble's favor score increases by one.

Inspire Confidence (Ex)

At 21st level and every 4 levels thereafter, the epic noble gains another daily use of inspire confidence.

Inspire Greatness (Ex)

At 23rd level and every 3 levels thereafter, the epic noble can affect an additional ally with inspire greatness.

Coordinate (Ex)

At 24th level and every 4 levels thereafter, the epic noble's coordinate bonus rises by one.

Bonus Feats

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

Epic Noble Bonus Feat List

Additional Magic Item Space, Armor Skin, Epic Aid, Epic Coordinate, Epic Favor, Epic Prowess, Epic Reputation, Epic Skill Focus, Fast Healing, Great Ability (Charisma only), Group Aid, Improved Favor, Inspire Nobility, Lasting Aid, Noble's Ego, Polyglot.

Epic Coordinate [Epic]
Prerequisites: Coordinate+3
Benefit: The bonus you grant with your coordinate ability rises by 2.
Special: You may select this feat more than once. Its benefits stack.

Epic Favor [Epic]
Prerequisites: Favor+4
Benefit: You gain a +2 bonus to checks to call in a favor with your favor ability. In addition, you may call in an additional favor per week.
Special: You may select this feat more than once. Its benefits stack.

Group Aid [Epic]
Prerequisite: Inspire Confidence 3/day, cha 21
Benefit: The amount of people you can affect with Inspire Confidence and Inspire Greatness is doubled. This is applied after all other modifiers to the number of people you can affect.

Improved Favor [Epic]
Prerequisite: Favor+4, cha 21
Benefit: You may re-attempt a failed favor check, consuming another weekly use of your favor ability.
Normal: You may only attempt a particular favor once, and may not try again on failure.

Inspire Nobility [Epic]
Prerequisite: Inspire Greatness (3 allies), cha 25
Benefit: You can inspire the essence of nobility within allies, granting them great ability. This functions similarly to Inspire Confidence, except that you can affect one person per 3 Noble levels (round down). Each ally to be inspired gains a +4 competence bonus to the same ability score, which you must choose before you begin inspiring. You may Inspire Nobility once for every 5 levels of Noble you have (round down).
Special: If you have the Noble's Ego feat, you may affect yourself with Inspire Nobility.

Lasting Aid [Epic]
Prerequisite: Inspire Confidence 3/day, cha 21
Benefit: The benefits of your Inspire Confidence and Inspire Greatness abilities last ten times as long.

Noble's Ego [Epic]
Prerequisite: Inspire Confidence 3/day, cha 25
Benefit: You may affect yourself with your Inspire Confidence and Inspire Greatness abilities.
<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

#66
Changelog: Typo and style fixes. Trimmed an extraneous line from strike of oblivion. Changed aura of entropy to just exclude worshipers of Shar rather than trying to divvy it up further. Rewrote turn living to work better with turn undead/living houserule changes. Rewrote Shar's sign.

Dark Justicar

Hit Die

d10

Requirements

Feats

Evil Brand

Skills

Knowledge (Religion) 3 ranks

Special

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

Class Skills

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

Skill Points at Each Level

2 + Intelligence modifier.

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

Detect Good (Sp)

At will, a dark justicar can use detect good as a spell-like ability.

Strike of Oblivion (Su)

A dark justicar's weapons are surrounded with a pulsing aura of oblivion, rending apart any it wounds. At 1st level the dark justicar deals an extra 1d4 points of damage with her melee attacks. This rises to 2d4 at level 5 and 3d4 at level 9.

Eyes of Shar (Ex)

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

Dark Blessing (Su)

A dark justicar gains her Charisma modifier (if positive) as a bonus to all saving throws.

Aura of Entropy (Su)

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

Channel Energy (Su)

This functions as an evil cleric turning the living. A dark justicar's effective turning level is equal to her dark justicar level.

Shar's Sign (Su)

By 5th level, the foul acts that the dark justicar has committed stain it's body and soul, lending more power to her evil brand. Once per day as a standard action, the dark justicar may have her evil brand erupt in malignant light. This functions as a crushing despair spell that affects all creatures (except worshipers of Shar) within 30ft. The save DC is 10 + 1/2 your hit dice + your Charisma modifier.

Shadow Servant (Su)

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

Shar's Embrace (Su)

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

Shadow Walk (Sp)

At 8th level, the dark justicar may travel in the realm of shadows. This allows her to use shadow walk as a spell like ability twice per day.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#67
Dragonbreath Archer

Hit Die

d8

Requirements

Feats

Dragonfire Strike, Weapon Focus (Any bow)

Epic Feats

Energy Resistance (Fire) (Creatures immune to fire satisfy this if the have any other epic feat)

Special

Must have the dragon type or have the dragonblooded subtype.

Special

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

Class Skills

The dragonbreath archer's class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Wis), Sense Motive (Wis), Spot (Wis) and Survival (Wis).

Skill Points per Level

6 + Intelligence modifier.

Level Base Attack Bonus Special
1 +1 Dragonfire strike+2d6
2 +2 Dragon's heat
3 +3 Bonus feat
4 +4 Dragonfire strike+3d6
5 +5 Searing dragonfire strike
6 +6 Bonus feat
7 +7 Dragonfire strike+4d6
8 +8 Explosive flames
9 +9 Bonus feat
10 +10 Dragonfire strike+5d6, lingering flames

Dragonfire Strike (Su)

At 1st level and every 3 levels thereafter, your dragonfire strike bonus damage rises by 1d6. This only applies to ranged attacks. Any further abilities in this class that rely on your dragonfire strike (dragon's heat, searing dragonfire strike, explosive flames and lingering flames) also only apply to ranged attacks.

Dragon's Heat (Su)

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

Searing Dragonfire Strike (Su)

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

Explosive Flames (Su)

The dragonbreath archer may shoot a special exploding arrow at 8th level. This attack is a standard action and must be a successful dragonfire strike, otherwise the arrow deals normal damage with no other benefit. This exploding arrow deals damage as normal to the target, then explodes out in a 30ft radius. This explosion deals fire damage equal to the damage of the attack to all creatures within the radius, including the target of the dragonfire strike. A Reflex save (DC 10 + your Charisma modifier + 1/2 your hit dice) halves this damage. Note that the benefit of searing dragonfire strike applies to explosive flames. Lingering flames (see below) does not, however.

Lingering Flames (Su)

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

Dragonbreath Archer Bonus Feat List

Armor Melter, Armor Skin, Bane of Enemies, Blinding Speed, Combat Archery, Distant Shot, Energy Resistance (Fire only), Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Fast Healing, Improved Favored Enemy, Improved Manyshot, Legendary Tracker, Perfect Health, Swarm of Arrows, Uncanny Accuracy, Widen Explosive Flames.

Armor Melter [Epic]
Prerequisite: Dragon's Heat, Searing Dragonfire Strike
Benefit: As a standard action, you may fire a single arrow. If it is a dragonfire strike and activates your dragon's heat ability, the heat metal spell it creates deals damage to anything it heats. The objects take full damage from the fire and ignore the equipment's hardness. Equipment reduced to 0 hit points through this are reduced to molten metal and worthless.
Normal: Heat metal does not deal damage to objects it affects.

Widen Explosive Flames [Epic]
Prerequisite: Explosive Flames
Benefit: The radius of the explosion from your explosive flames ability increases by 30ft.
Special: You may select this feat more than once. Its benefits 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

#68
Changelog: Added some more epic feat options.

Epic Arcane Duelist

Hit Die

d8

Skill Point at Each Additional Level

4 + Intelligence modifier.

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

Enchant Chosen Weapon (Su)

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

Bonus Feats

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

Epic Arcane Duelist Bonus Feat List

Automatic Metamagic, Blinding Speed, Devastating Critical, Dire Charge, Energy Resistance, Epic Dodge, Epic Prowess, Epic Reputation, Epic Spell Capacity, Fast Healing, Greater Blur, Greater Mirror Image, Improved Enchant Chosen Weapon, Mislead, Overwhelming Critical, Penetrate Damage Reduction

Greater Blur [Epic]
Prerequisite: Blur class feature, cha 23
Benefit: When you use your blur class feature from Arcane Duelist, the miss chance it grants is now 50%. Further, creatures who bypass this miss chance with special senses, such as tremorsense or blindsight, suffer a 20% miss chance against you. True Seeing still overcomes this effect.

Greater Mirror Image [Epic]
Prerequisite: Mirror Image class ability, cha 21
Benefit: Your Mirror Image ability is now treated as greater mirror image. In particular, it is now an immediate action to use and each round on your turn, another image is created up to the maximum of eight images.

Improved Enchant Chosen Weapon [Epic]
Prerequisite: Enchant Chosen Weapon+3, cha 23
Benefit: The enhancement bonus for your chosen weapon rises by one.
Special: This feat may be selected more than once. Its benefits stack.

Mislead [Epic]
Prerequisite: Greater Blur, cha 25
Benefit: Your arts of trickery grow greater, revealing to you another secret. You may use Mislead as a spell-like ability a number of times per day equal to your Arcane Duelist class 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

#69
Changelog: Style fixes.

Mutilator

Hit Die

d12

Requirements

Skills

Profession (Torturer) 8 ranks

Saves

Base Fortitude Save+4

Feats

Willing Deformity plus any one Deformity feat

Class Skills

The mutilator's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis) and Swim (Str).

Skill Points at Each Level

2 + Intelligence modifier

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

Self Mutilation (Ex)

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

Scarring Strike (Ex)

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

Mutilation (Ex)

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

Eyes

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

Tongue

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

Limb

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

Bonus Deformity (Ex)

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

Vile Mutilation (Ex)

At 10th level, the hatred and depravity of the mutilator spreads into the wounds he inflicts, making them difficult to reverse. The ability damage from scarring strike becomes vile ability damage. In addition, the injuries caused by mutilation are treated as vile as well and can only be reversed on hallowed ground. Note that the normal damage from scarring strike and mutilation are not vile damage, only the secondary effects of charisma damage and mutilation.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#70
Changelog: Added more feat options.

Epic Mutilator

Hit Die

d12

Skill Points at Each Additional Level

2 + Intelligence modifier.

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

Self Mutilation (Ex)

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

Bonus Feats

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

Mutilator Bonus Feat List

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

Butcher's Glee [Epic, Vile]
Prerequisite: Mutilation class feature.
Benefit: Whenever you successfully use your scarring strike or mutilation class feature, you gain a +2 profane bonus to armor class, attack rolls, damage rolls and saving throws. This bonus lasts until the end of the encounter. Multiple bonuses from successful scarring strikes or mutilations stack, to a maximum of +8.

Improved Rapid Mutilation [Epic]
Prerequisite: Rapid Mutilation
Benefit: When making a full attack action, you may declare any one attack to be a mutilating attack. This functions as normal for a mutilating attack.

Improved Scarring Strike [Epic]
Prerequisite: Scarring Strike (2d4)
Benefit: Your scarring strikes no longer suffer a -2 penalty to hit and now deals 2d6 points of charisma damage.

Rapid Mutilation [Epic]
Prerequisite: Mutilation class ability, Blinding Speed.
Benefit: Using your mutilation ability is is now only a standard action.
<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

#71
Epic Dark Justicar

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier.

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

Strike of Oblivion (Su)

At 13th level and every 4 levels thereafter, the epic dark justicar's bonus damage from strike of oblivion increases by 1d4.

Bonus Feats

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

Epic Dark Justicar Bonus Feat List

Armor Skin, Devastating Critical, Dire Charge, Epic Prowess, Epic Reputation, Epic Toughness, Greater Shadow Servant, Improved Aura of Entropy, Improved Shadow Servant, Improved Strike of Oblivion, Overwhelming Critical, Perfect Health, Vile Oblivion, Widen Aura of Entropy.

Greater Shadow Servant [Epic]
Prerequisite: Improved Shadow Servant.
Benefit: The shadows you summon gain the benefit of the evolved template. These shadows always gain unholy blight as a spell-like ability, do not roll to determine what spell-like ability they gain.

Improved Aura of Entropy [Epic]
Prerequisite: Aura of Entropy, cha 25
Benefit: Your aura of entropy causes a -2 penalty on all saving throws and armor class.

Improved Shadow Servant [Epic]
Prerequisite: Shadow Servant (Greater Shadow), cha 25
Benefit: You now summon 1d4+1 greater shadows with your shadow servant ability.
Normal: You can only summon 1 greater shadow with your shadow servant ability.

Improved Strike of Oblivion [Epic]
Prerequisite: Strike of Oblivion (2d4)
Benefit: Add +1d4 to your strike of oblivion damage.
Special: You may select this feat more than once. Its benefits stack.

Widen Aura of Entropy [Epic]
Prerequisite: Aura of Entropy, 25 cha
Benefit:Your aura of entropy's radius affects all creatures (save for servants of Shar) within 100ft.

Vile Oblivion [Epic, Vile]
Prerequisite: Strike of Oblivion (2d4), Vile Martial Strike or Vile Natural Attack
Benefit: Your extra damage dice from strike of oblivion are treated as vile damage. This stacks with other sources of bonus vile damage, such as vile martial 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

#72
Alternate Class Feature: Brains Over Everything

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

Class: Factotum

Level: 16th.

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

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

#73
Changelog: Added a note about savant spells.

Epic Savant

Hit Die

d8

Skill Points at Each Additional Level

6 + Intelligence modifier.

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

Sneak Attack (Ex)

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

Skill Assistance (Ex)

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

Bonus Feats

An epic savant gains an epic bonus feat at level 24 and every 4 levels thereafter. He may select any epic feat he qualifies for as a bonus feat.

Spells

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

Note: The savant's spell list is based on PHB spells only. The list is small on account of that. If you allow a savant to expand his spell list with additional sources, these spell lists should expand as well.

Arcane

Level1st2nd3rd4th5th6th7th8th9th
2133330----
2233331----
2333332----
2433333----
25333330---
26333331---
27333332---
28333333---
293333330--
303333331--
313333332--
323333333--
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38333333331
39333333332

Arcane Savant Spells

5th level

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

6th level

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

7th level

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

8th level

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

9th level

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

Divine

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

Divine Savant Spells

5th level

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

6th level

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

7th level

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

8th level

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

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

Versatile Assistance [Epic]
Prerequisite: Skill Assistance (20ft), int 25
Benefit: Select any two skills. You may now use these skills with your skill assistance ability. You may select skills that are otherwise ineligible for skill assistance with this feat.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Changelog: Increased the fast healing to 5 and changed the price entry.

Lightblood Stone

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

- Fast healing 5. This fast healing does not remove the pins.
- Toxin removal. Saving throws against poison and disease are made with a +4 bonus. In addition, even if a saving throw is failed, these impurities are purged from the body in one round, preventing any further effect.
- Immunity to effects that cause bleeding wounds, such as the attack of a bearded devil. In these cases, the wounds simply stop bleeding.
- The first 10 points of vile damage from any source of damage is converted to normal damage.
- Damage reduction 10/evil.

Lightblood stone has no price. The stone is rarely seen in raw form.
<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?