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

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Anastasia

#75
Changelog: Just typos.

Epic Battleguard of Tempus

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier

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

Arms Lore (Ex)

The epic battleguard of Tempus continues to add his total battleguard of Tempus level to arms lore checks.

Enchant Weapon (Su)

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

Bonus Feats

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

Epic Battleguard of Tempus Bonus Feat List

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

Epic Enchant Weapon [Epic]
Prerequisite: Enchant Weapon+2
Benefit: The enchantment bonus that Enchant Weapon grants rises by 2.
Special: You may select this feat more than once. Its benefits stack.

Supreme Lore [Epic]
Prerequiste: Analyze Arms Dweomer, wis 21
Benefit: As a standard action, you may fully discern the lore of a weapon or set of armor (including shields, helms and gauntlets). This functions as a combined Analyze Dweomer and Legend Lore spell, and you may also ask one question about the object and have it answered, as if by a Commune spell. You may use this ability a number of times per day equal to your Charisma modifier (minimum 1).
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#76
Alternate Class Feature: Favored of Selune

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

Class: Favored Soul

Deity: Selune

Level: 3rd

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

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

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

The benefits of this ability also apply when you cast moon blade as a normal spell.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#77
The changes to Perfect Wight are largely to update it to 3.5 coupled with a few upward tweaks. The pre-reqs got overhauled. Why is a class that does not progress sneak attack require 10d6 sneak attack to qualify? That's simply daft, especially since the class is supposed to be the ultimate sneak thief. I changed the prerequisites to things that fit that better circa the end of 3.5.

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


Perfect Wight

Hit Die

d6

Requirements

Skills

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

Feats

Darkstalker

Epic Feats

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

Class Skills

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

Skill Points at Each Level

8 + Intelligence modifier

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

Mastery of Stealth (Ex)

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

Superior Invisibility (Sp)

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

Ghostform (Sp)

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

Improved Legerdemain (Su)

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

Shadow Form (Su)

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

Superior Legerdemain (Su)

At 8th level, the perfect wight may use improved legerdemain at far greater distances. His range with improved legerdemain improves to 100ft. Despite this distance, he is able to make sneak attacks while using it past 30ft when using superior legerdemain.

Bonus Feats

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

Perfect Wight Bonus Feat List

Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#78
Changelog: Added a cap to increased unarmed damage, so things don't get wacky at super-high levels. Revised eternal dragonshape's temp HP situation. Great Wyrm's Shape revised entirely and made into Great Wyrm's Might.

Epic Initiate of the Draconic Mysteries

Hit Die

d8

Skill Points at Each Level

4 + Intelligence modifier

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

Increased Unarmed Damage (Ex)

At 12th level and every four levels thereafter, the epic initiate of the draconic mysteries unarmed strike damage improves by one step. These increases cease when the initiate has unarmed strike damage equal to a 20th level monk of their size.

Dragonshape (Sp)

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

Bonus Feats

An epic initiate of the draconic mysteries gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Initiate of the Draconic Mysteries Bonus Feat List

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

Draconic Fortitude [Epic]
Prerequisite: Dragonshape, con 25
Benefit: Your study of draconic power floods the natural resiliency of dragons into your body. You gain immunity to paralysis and sleep effects.

Embrace of Wings [Epic]
Prerequisite: Dragonshape, con 19
Benefit: You blur the line between your normal form and your draconic form, causing you to sprout dragon wings. This grants you a fly speed equal to two times your base land speed.

Eternal Dragonshape [Epic]
Prerequisite: Dragonshape 2/day, Extra Dragonshape
Benefit: You may use your dragonshape ability at will and its duration does not expire. The temporary hit points you gain by transforming only function a number of times per day equal to the number of dragonshape transformations you could make without this feat.

Extra Dragonshape [Epic]
Prerequisite: Dragonshape
Benefit: You may use your dragonshape an additional two times per day.

Great Wyrm's Might [Epic]
Prerequisite: Dragonshape, con 23
Benefit: When you use your dragonshape ability, increase the form's age category by one. Increase hit dice and all abilities as normal. For example, selecting this feat once would change your dragonshape from a mature red dragon to an old red dragon. If you
Special: You may select this feat more than once. Its benefits stack.

Superior Senses [Epic]
Prerequisite: Keen Senses, wis 21
Benefit: Your darkvision granted from Keen Senses increases in range to 120ft. In addition, you gain blindsense 60ft as your senses become incredibly sharp.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#79
Epic Hellbreaker

Hit Die

d6

Skill Points at Each Additional Level

6 + Intelligence modifier

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

Sneak Attack (Ex)

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

Plane Hop (Sp)

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

Bonus Feats

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

Epic Hellbreaker Bonus Feat List

Adept Stowaway, Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Speed, Improved Sneak Attack, Legendary Climber, Lingering Damage, Mass Stowaway, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Telepathic Sting, Trap Sense, Widen Telepathic Static.

Adept Stowaway [Epic]
Prerequisite: Stowaway
Benefit: You gain a +5 bonus to the level check to determine if you can successfully stow away on a conjuration (teleportation) spell or spell-like ability.
Special: You may select this feat more than once. Its effects stack.

Mass Stowaway [Epic]
Prerequisite: Stowaway
Benefit: When you use your stowaway ability, you may take other creatures with you. The number of creatures you may take is equal to your Hellbreaker level divided by three, and no creature can be more than one size larger than you. All creatures to be stowed away must be within 30ft of the caster of the conjuration (teleportation) effect and they must be willing.

Telepathic Sting [Epic]
Prerequisite: Telepathic Static, cha 21
Benefit: Creatures who attempt to use telepathy or divination spells or spell-like abilities are mentally damaged by your mental static. They take two points of intelligence damage. Additionally, the spellcraft DC to successfully cast a divination spell or spell-like ability within the static rises by 5. A creature can only be damaged by this feat once per round. A creature who takes damage from this ability is aware of what caused the damage.

Widen Telepathic Static [Epic]
Prerequisite: Telepathic Static, cha 19
Benefit: Your Telepathic Static extends out to a range of 100 ft.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#80
Changelog: Added a few more bonus feat options

Epic Cavalier

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier

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

Courtly Knowledge (Ex)

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

Special Mount (Sp)

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

Deadly Charge (Ex)

At 12th level and every 2 levels thereafter, the epic cavalier gains another daily use of deadly charge.

Ride Bonus (Ex)

At 12th level and every 3 levels thereafter, the epic cavalier's bonus to ride checks increases by 2.

Mounted Bonus (Ex)

At 13th level and every 4 levels thereafter, the epic cavalier's bonus to lance attack while mounted increases by 1. Likewise, at 14th level and every 4 levels thereafter, the epic cavalier's bonus to sword attacks while mounted increases by 1.

Bonus Feats

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

Epic Cavalier Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Prowess, Epic Reputation, Epic Toughness, Fast Healing, Improved Combat Reflexes, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction, Spellcasting Harrier, Superior Initiative.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#81
This class plays with the concept of a warrior who uses intelligence and knowledge to win the day. This is usually the domain of spellcasters due to the way warriors and wizards are set up. Sufficient skill points and high Intelligence modifier are a luxury for most warriors. This class attempts to make a non spellcaster who can contribute with knowledge and get a strong benefit from a good Intelligence modifier.

Suggested entry is factotum on one side of the gestalt and whatever on the other side. Three levels of swashbuckler are recommended to add your Intelligence modifier to damage, too. This can also work for wizard-based gishes who don't want to invest in a casting PrC. Some of the benefits from this class can be netted from smart multiclassing, but this presents them in a streamlined package.

This prestige class comes from a group of planar knights. They gather together and recite stories of battle. From these they learn from one another, for they believe that knowledge is power. Moreso than a blade, being armed with knowledge is the key to victory. They are currently involved with Aurora's crusade to liberate Lifasa.


Knight of the Wise Convent

Hit Die

d6

Requirements

Base Attack Bonus

+5

Feats

Skill Focus (any knowledge skill)

Skills

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

Special

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

Class Skills

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

Skill Points at Each Level

6 + Intelligence modifier.

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

Lore (Ex)

This ability functions as bardic knowledge. If you possess bardic knowledge or a similar ability, levels of knight of the wise convent stack with that class for the sake of that ability.

Wise Attack (Ex)

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

Knowledge Devotion

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

Wise Defense (Ex)

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

Knight's Knowledge (Ex)

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

Improved Lore (Ex)

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

Power of Knowledge (Ex)

At 9th level, the knight of the wise convent adds his Intelligence modifier as a bonus to saving throws.

Greater Knight's Knowledge (Ex)

At 10th level, you may add your knight of the wise convent class level as a bonus to all knowledge checks. In addition you may make knowledge checks untrained, even if the DC of the check is higher than 10. This does not stack with the bonus to knowledge checks for Knowledge Devotion from Knight's Knowledge.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#82
This prestige class focuses on a synthesis of fire and positive energy. It is designed for creatures of the Elemental Plane of Fire or the Quasi-Elemental Plane of Radiance, though anyone who is naturally immune to fire can study this path. A student of this path is a master of cleansing fires, ones that clear away rot.

Lord of the Bright Fires

Hit Die

d6

Requirements

Skills

Knowledge (Nature) 8 ranks

Feats

Toughness, plus any one of the following: Energy Substitution (Fire), Fiery Spell or Searing Spell

Special

Must be immune to fire.

Special

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

Special

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

Class Skills

The lord of the bright fire's class skills(and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Profession (Wis) and Spellcraft (Int).

Skill Points per Level

2 + Intelligence modifier.

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

Essence of Fire (Su)

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

Living Fire (Ex)

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

Pyrosynthesis (Su)

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

Energy Vulnerability (Sp)

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

Elemental Fury (Su)

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

Greater Essence of Fire (Su)

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

Elemental Wrath (Su)

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

Burn the Heretic! (Su)

At 8th level your touch can cause some of the creature's lifeforce to explode into fire. Once per day you may make a melee touch attack against a creature. If successful you deal 14d8 points of fire damage, as lifeforce is transformed into white flames that explode out of the victim's body in all directions. If you fail to hit, this ability is not expended. Non-living creatures such as undead and constructs are immune to this ability.

Shield of Fire (Su)

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

Fiery Life (Ex)

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

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

Anastasia

#83
Alternate Class Feature: Feline Blessing

Those loyal to Sharess gain the ability to take feline form.

Class: Cleric or Favored Soul

Deity: Sharess

Level: 1st

Replaces: If you select this alternate class feature, you do not gain channel energy.

Benefit: You gain shapeshifting ability like that of a druid. These abilities function as the shapeshift class feature (PHB2 39) and allows the following forms.

Cat Form: At 1st level, you gain the ability to take the form of a common cat. While in cat form, you gain two claw attacks that deal 1d2 points of damage each. Your size becomes Tiny and you have the reach of a creature of that size. You gain a +4 enhancement bonus to Dexterity. You do not gain any new modes of movement in cat form and your base land speed does not change.

At 3rd level you gain Dodge and Mobility as bonus feats when you are in cat form.

Hunter Form: At 11th level, you gain the ability to take the form of a large hunting cat, such as a panther, lion or tiger. While in hunter form, you gain two primary claw attacks that deal 1d8 points of damage each and a secondary bite attack that deals 2d6 points of damage. Your size increases by one category (to a maximum of Colossal) and you have the reach of a tall creature of your size. You gain a +8 enhancement bonus to Strength and a +2 enhancement bonus to Dexterity, plus your natural armor bonus improves by 10. Your base land speed changes to 50ft.

At 14th level you gain Track as a bonus feat when you are in hunter 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?

Anastasia

#84
Changelog: Increased class to 7/10 spellcasting. Increased skill points to 4/level.

Vow of Silence:
Spoiler: ShowHide


Vow of Silence [Exalted]
Prerequisite: Sacred Vow.
Benefit: You gain a +4 perfection bonus against sonic and language-dependent spells and effects.
Special: To fulfill your vow, you must forsake the spoken word for the meditative benefits of silence. You may not speak, grunt or otherwise make noise to communicate. Gestures and the written word is permitted, though some willingly choose to forsake those as well. If you intentionally break your vow, you immediately lose the benefit of this feat. You may not take another feat to replace it. You may regain the benefit of this feat by performing a suitable penance and receiving an atonement spell. If you break your vow as the result of a magical compulsion or other circumstance beyond your control, you lose the benefit of this feat for 24 hours.


Voice of the Triune

Hit Die

d8

Requirements

Race

Elf or half elf

Feats

Vow of Silence, Words of Creation

Skills

Knowledge(Religion) 8 ranks

Spells

Able to cast 1st level divine spells.

Class Skills

The voice of the triune's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis) and Spellcraft (Int).

Skill Points at Each Level

4 + Intelligence modifier.

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

Blessed Silence (Su)

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

Words of Creation (Ex)

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

Words of the Triune (Su)

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

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

Words of Benediction

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

Words of Freedom

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

Words of Love

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

Words of Retreat

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

Words of Glory

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

Improved Aural Defenses (Ex)

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

Silent Grace (Su)

At 10th level, you are fully warded by your Vow of Silence, protected by the noise and manipulation of sounds. You gain immunity to sonic and language-dependent effects, including sonic damage.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#85
Epic Lord of the Bright Fires

Hit Die

d6

Skill Points at Each Level

2 + Intelligence modifier.

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

Bonus Feats

An epic lord of the bright fires gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Lord of the Bright Fires Bonus Feat List

Automatic Metamagic, Enhance Spell, Epic Spell Focus, Epic Spell Capacity, Epic Spell Penetration, Familiar Spell, Great Ability (Constitution only), Ignore Material Components, Improved Metamagic, Improved Pyrosynthesis, Intensify Spell, Master Staff, Master Wand, Multiaction, Spell Knowledge, Spell Opportunity, Spell Stowaway.

Improved Pyrosynthesis [Epic]
Prerequisite: Pyrosynthesis, con 19
Benefit: The amount of hit points restored by pyrosynthesis increases to three times the level of the fire descriptor spell cast. For example, casting fireball heals nine hit points.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#86
Epic Voice of the Triune

Hit Die

d8

Skill Points at Each Additional Level

4 + Intelligence modifier.

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

Bonus Feats

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

Epic Voice of the Triune Bonus Feat List

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

Widen Words [Epic]
Prerequisite: Voice of the Triune, cha 25.
Benefit: The range of the various effects of your Words of the Triune abilities increases to 100ft. This has no effect on abilities that do not have a range or that target yourself. Abilities that have multiple ranges apply this section by section, as eligible.

Words of Salvation [Epic]
Prerequisite: Voice of the Triune(Words of Glory), cha 25
Benefit: You gain a new use of Words of the Triune. This ability has three effects, which occur at the same time and target all allies within 30ft. These effects are life's grace, restoration and heal. All three abilities have a caster level equal to the Voice of the Triune's hit dice.
<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

#87
Epic Skullclan Hunter

Hit Die

d6

Skill Points at Each Additional Level

6 + Intelligence modifier.

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

Sneak Attack (Ex)

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

Bonus Feats

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

Epic Skullclan Hunter Bonus Feat List

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

Dawnstrike [Epic]
Prerequisite: Sword of Light, Divine Strike, cha 21
Benefit: Whenever you successfully sneak attack undead with your divine strike ability, you deal an extra point of damage per die of sneak attack. This is a supernatural ability.

Magic Circle Against Evil [Epic]
Prerequisite: Protection from Evil, Skullclan Hunter level 4th, cha 21
Benefit: You now benefit from a permanent magic circle against evil effect centered on yourself. This replaces (does not stack with) your protection from evil class ability. This is a supernatural ability.

Sword of Twilight [Epic]
Prerequisite: Sword of Darkness
Benefit: Any weapon you wield is treated as an undead bane weapon, increasing the enchantment bonus by two and dealing an extra 2d6 points of damage against creatures of the undead type. This ability stacks with similar abilities. 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

#88
Epic Fiend-Blooded

Hit Die

d4

Skill Points at Each Additional Level

2 + Intelligence modifier.

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

Fiendish Sorcery (Ex)

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

Smiting Spell (Su)

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

Bonus Feats

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

Epic Fiend-Blooded Bonus Feat List

Automatic Metamagic, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Familiar Spell, Great Ability (Any), Ignore Material Components, Improved Combat Casting, Improved Metamagic, Intensify Spell, Master Staff, Master Wand, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#89
Mortal Hunter is from the BoVD. It's a 3.0 PrC and shows in several ways, so I chose to update it to 3.5's design preferences as well as my own. Changelog is as follows:
Spoiler: ShowHide


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


Mortal Hunter

Hit Die

d10

Requirements

Race

Any outsider

Alignment

Any evil

Skills

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

Feats

Alertness, Mortalbane, Track

Special

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

Class Skills

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

Skill Points at Each Level

4 + Intelligence modifier

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

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

Detect Mortals (Su)

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

Mortal Hunting (Ex)

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

Change Shape (Su)

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

Dark Gift (Su)

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

Smite Mortals (Su)

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

Spurn Mortal Magic (Su)

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

Claws of the Overfiend (Ex)

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

Mortalbane Shout (Su)

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

Condemn Mortal (Su)

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

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

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

Spells

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

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

1st Level: cause fear, charm person, detect good, heartache, protection from good, sleep, unnerving gaze.
2nd Level: detect thoughts, evil eye, hold person, magic circle against good, see invisibility, web, wither limb.
3rd Level: flesh ripper, mirror sending, nondetection, scrying, suggestion, vile lance, wrack.
4th Level: arcane eye, call nightmare, locate creature, morality undone, phantasmal killer, resonating resistance.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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