Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Border City of Balmuria => Balmuria: Rules and Setting => Topic started by: Anastasia on April 28, 2014, 03:56:16 AM

Title: Homebrew
Post by: Anastasia on April 28, 2014, 03:56:16 AM
This is for all the various alternate class features, prestige classes and other custom class-related material created for Balmuria.

Alternate Class Features

Note: If an alternate class feature has a listing for deity in it, you must worship that deity to take that alternate class feature.

Battlescarred Paladin (Paladin) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050327.html#msg1050327)
Battle Master (Battle Dancer) (http://www.soulriders.net/forum/index.php/topic,103074.msg1102173.html#msg1102173)
Battle Performer (Battle Dancer) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050492.html#msg1050492)
Blazing Shot (Ranger) (http://www.soulriders.net/forum/index.php/topic,103074.msg1168295.html#msg1168295)
Brains over Everything (Factotum) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050738.html#msg1050738)
Brutish Monk (Monk) (http://www.soulriders.net/forum/index.php/topic,103074.msg1057752.html#msg1057752)
Celestial Wings (Paladin) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050329.html#msg1050329)
Channel Inspiration (Cleric/Favored Soul) (http://www.soulriders.net/forum/index.php/topic,103074.msg1168297.html#msg1168297)
Commanding Knight (Knight) (http://www.soulriders.net/forum/index.php/topic,103074.msg1141013.html#msg1141013)
Cunning Counter (Factotum) (http://www.soulriders.net/forum/index.php/topic,103074.msg1076893.html#msg1076893)
Cunning Expertise (Factotum) (http://www.soulriders.net/forum/index.php/topic,103074.msg1076894.html#msg1076894)
Cunning Mimicry (Factotum) (http://www.soulriders.net/forum/index.php/topic,103074.msg1076895.html#msg1076895)
Cunning Move (Factotum) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050312.html#msg1050312)
Cunning Wizard (Factotum) (http://www.soulriders.net/forum/index.php/topic,103074.msg1076896.html#msg1076896)
Dance of the Furious Unicorn (Battle Dancer) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050366.html#msg1050366)
Devout Factotum (Factotum) (http://www.soulriders.net/forum/index.php/topic,103074.msg1076897.html#msg1076897)
Diamond Blessing (Monk) (http://www.soulriders.net/forum/index.php/topic,103074.msg1173116.html#msg1173116)
Divine Leader (Marshal) (http://www.soulriders.net/forum/index.php/topic,103074.msg1056297.html#msg1056297)
Domain Access (Druid) (http://www.soulriders.net/forum/index.php/topic,103074.msg1129865.html#msg1129865)
Domain Paladin (Paladin) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050325.html#msg1050325)
Eldath's Mercy (Ranger) (http://www.soulriders.net/forum/index.php/topic,103074.msg1056796.html#msg1056796)
Elemental Favor (Noble) (http://www.soulriders.net/forum/index.php/topic,103074.msg1173164.html#msg1173164)
Elven Fencer (Swashbuckler) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050298.html#msg1050298)
Favored of Alicia (Favored Soul) (http://www.soulriders.net/forum/index.php/topic,103074.msg1086933.html#msg1086933)
Favored of Selune (Favored Soul) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050745.html#msg1050745)
Feline Blessing (Cleric/Favored Soul) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050798.html#msg1050798)
Grant Rage (Marshal) (http://www.soulriders.net/forum/index.php/topic,103074.msg1056309.html#msg1056309)
Ground Knight (Knight) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050333.html#msg1050333)
Healer's Protection (Healer) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050341.html#msg1050341)
Iron Resolve (Knight) (http://www.soulriders.net/forum/index.php/topic,103074.msg1143930.html#msg1143930)
Lichfiend (Dread Necromancer) (http://www.soulriders.net/forum/index.php/topic,103074.msg1139058.html#msg1139058)
Line Breaker (Knight) (http://www.soulriders.net/forum/index.php/topic,103074.msg1139056.html#msg1139056)
Mastery of the Stunning Fist (Monk) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050638.html#msg1050638)
Meteor Kick (Monk) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050696.html#msg1050696)
Nature's Protection (Healer) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050339.html#msg1050339)
Necrolyte (Dread Necromancer) (http://www.soulriders.net/forum/index.php/topic,103074.msg1139057.html#msg1139057)
Ninja Strike (Ninja) (http://www.soulriders.net/forum/index.php/topic,103074.msg1108787.html#msg1108787)
Order of the Sainted Blade (Knight) (http://www.soulriders.net/forum/index.php/topic,103074.msg1143929.html#msg1143929)
Order of the White Rose (Knight) (http://www.soulriders.net/forum/index.php/topic,103074.msg1143931.html#msg1143931)
Practical Defense (Healer) (http://www.soulriders.net/forum/index.php/topic,103074.msg1055331.html#msg1055331)
Paladin of Radiance (Paladin) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050331.html#msg1050331)
Psicrystal Empowerment (Psion) (http://www.soulriders.net/forum/index.php/topic,103074.msg1111549.html#msg1111549)
Rally Attack (Marshal) (http://www.soulriders.net/forum/index.php/topic,103074.msg1056327.html#msg1056327)
Ray Shot (Sorcerer/Wizard) (http://www.soulriders.net/forum/index.php/topic,103074.msg1173177.html#msg1173177)
Red Mind (Paladin) (http://www.soulriders.net/forum/index.php/topic,103074.msg1139054.html#msg1139054)
Roaring Mind (Monk) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050691.html#msg1050691)
Sanzha's Cunning (Favored Soul) (http://www.soulriders.net/forum/index.php/topic,103074.msg1173165.html#msg1173165)
Serene Body (Monk) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050686.html#msg1050686)
Serpent's Tongue (Favored Soul) (http://www.soulriders.net/forum/index.php/topic,103074.msg1086935.html#msg1086935)
Shar's Wisdom (Hexblade) (http://www.soulriders.net/forum/index.php/topic,103074.msg1055470.html#msg1055470)
Shield Champion (Knight) (http://www.soulriders.net/forum/index.php/topic,103074.msg1141017.html#msg1141017)
Shield Warrior (Knight) (http://www.soulriders.net/forum/index.php/topic,103074.msg1141016.html#msg1141016)
Solitary Savior (Ranger) (http://www.soulriders.net/forum/index.php/topic,103074.msg1097334.html#msg1097334)
Still Nature (Monk) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050692.html#msg1050692)
Strongman (Marshal) (http://www.soulriders.net/forum/index.php/topic,103074.msg1056025.html#msg1056025)
Sun Fist (Monk) (http://www.soulriders.net/forum/index.php/topic,103074.msg1173114.html#msg1173114)
Survivalist (Scout) (http://www.soulriders.net/forum/index.php/topic,103074.msg1057660.html#msg1057660)
Tactical Acumen (Scout) (http://www.soulriders.net/forum/index.php/topic,103074.msg1139055.html#msg1139055)
Timely Harvest (Favored Soul) (http://www.soulriders.net/forum/index.php/topic,103074.msg1086934.html#msg1086934)
Tree Guardian (Paladin of Freedom) (http://www.soulriders.net/forum/index.php/topic,103074.msg1168296.html#msg1168296)
Touch of Redemption (Paladin) (http://www.soulriders.net/forum/index.php/topic,103074.msg1168294.html#msg1168294)
Undying Flesh (Healer) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050343.html#msg1050343)
Wall Jump (Monk) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050694.html#msg1050694)
Wind's Shield (Favored Soul) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050456.html#msg1050456)
Winter's Blessing (Favored Soul) (http://www.soulriders.net/forum/index.php/topic,103074.msg1086932.html#msg1086932)

Base Classes

Healer, version Balmuria (http://www.soulriders.net/forum/index.php/topic,103074.msg1050337.html#msg1050337)

Boosters

These are crossposted in the appropriate topics, but placed here for reference. Also, boosters are simply a quantity of new material focused around a mechanic, such as exalted feats, or a theme.

Anti-Teleportation (http://www.soulriders.net/forum/index.php/topic,103074.msg1075448.html#msg1075448)
Epic Magic Items (http://www.soulriders.net/forum/index.php/topic,103074.msg1093881.html#msg1093881)
Epic Spells (http://www.soulriders.net/forum/index.php/topic,103074.msg1132344.html#msg1132344)
Exalted Feats (http://www.soulriders.net/forum/index.php/topic,103074.msg1057959.html#msg1057959)
Factotums (http://www.soulriders.net/forum/index.php/topic,103074.msg1076886.html#msg1076886)
Polymorph Subschool Spells (http://www.soulriders.net/forum/index.php/topic,103074.msg1071177.html#msg1071177)

Epic Class Progressions

Epic Acolyte of the Fleshknowers (http://www.soulriders.net/forum/index.php/topic,103074.msg1053692.html#msg1053692)
Epic Aerial Avenger (http://www.soulriders.net/forum/index.php/topic,103074.msg1050682.html#msg1050682)
Epic Angelic Champion (http://www.soulriders.net/forum/index.php/topic,103074.msg1155505.html#msg1155505)
Epic Arcane Duelist (http://www.soulriders.net/forum/index.php/topic,103074.msg1050730.html#msg1050730)
Epic Ash Purifier (http://www.soulriders.net/forum/index.php/topic,103074.msg1050858.html#msg1050858)
Epic Aspirant (http://www.soulriders.net/forum/index.php/topic,103074.msg1050844.html#msg1050844)
Epic Battle Dancer (http://www.soulriders.net/forum/index.php/topic,103074.msg1050675.html#msg1050675)
Epic Battleguard of Tempus (http://www.soulriders.net/forum/index.php/topic,103074.msg1050744.html#msg1050744)
Epic Blessed Fist (http://www.soulriders.net/forum/index.php/topic,103074.msg1095205.html#msg1095205)
Epic Cavalier (http://www.soulriders.net/forum/index.php/topic,103074.msg1050761.html#msg1050761)
Epic Champion of Gwyharwyf (http://www.soulriders.net/forum/index.php/topic,103074.msg1050640.html#msg1050640)
Epic Chameleon (http://www.soulriders.net/forum/index.php/topic,103074.msg1050650.html#msg1050650)
Epic Church Inquisitor (http://www.soulriders.net/forum/index.php/topic,103074.msg1053764.html#msg1053764)
Epic Contemplative (http://www.soulriders.net/forum/index.php/topic,103074.msg1050642.html#msg1050642)
Epic Crusader (Cleric Variant) (http://www.soulriders.net/forum/index.php/topic,103074.msg1112409.html#msg1112409)
Epic Dark Justicar (http://www.soulriders.net/forum/index.php/topic,103074.msg1050737.html#msg1050737)
Epic Defender of the Natural World (http://www.soulriders.net/forum/index.php/topic,103074.msg1050445.html#msg1050445)
Epic Defiant (http://www.soulriders.net/forum/index.php/topic,103074.msg1054220.html#msg1054220)
Epic Dervish (http://www.soulriders.net/forum/index.php/topic,103074.msg1050875.html#msg1050875)
Epic Divine Crusader (http://www.soulriders.net/forum/index.php/topic,103074.msg1096132.html#msg1096132)
Epic Divine Oracle (http://www.soulriders.net/forum/index.php/topic,103074.msg1075085.html#msg1075085)
Epic Dragonfire Knight (http://www.soulriders.net/forum/index.php/topic,103074.msg1111580.html#msg1111580)
Epic Dragon-Pact Wizard (http://www.soulriders.net/forum/index.php/topic,103074.msg1050414.html#msg1050414)
Epic Duelist (http://www.soulriders.net/forum/index.php/topic,103074.msg1050873.html#msg1050873)
Epic Duskblade (http://www.soulriders.net/forum/index.php/topic,103074.msg1050468.html#msg1050468)
Epic Factotum (http://www.soulriders.net/forum/index.php/topic,103074.msg1050684.html#msg1050684)
Epic Fatemaker (http://www.soulriders.net/forum/index.php/topic,103074.msg1050347.html#msg1050347)
Epic Fatesinger (http://www.soulriders.net/forum/index.php/topic,103074.msg1086230.html#msg1086230)
Epic Favored Soul (http://www.soulriders.net/forum/index.php/topic,103074.msg1050476.html#msg1050476)
Epic Fiend-Blooded (http://www.soulriders.net/forum/index.php/topic,103074.msg1050810.html#msg1050810)
Epic Fist of Raziel (http://www.soulriders.net/forum/index.php/topic,103074.msg1109568.html#msg1109568)
Epic Focused Hunter (http://www.soulriders.net/forum/index.php/topic,103074.msg1174420.html#msg1174420)
Epic Frenzied Berserker (http://www.soulriders.net/forum/index.php/topic,103074.msg1051719.html#msg1051719)
Epic Frost Mage (http://www.soulriders.net/forum/index.php/topic,103074.msg1050820.html#msg1050820)
Epic Healer (version Balmuria) (http://www.soulriders.net/forum/index.php/topic,103074.msg1118186.html#msg1118186)
Epic Hellbreaker (http://www.soulriders.net/forum/index.php/topic,103074.msg1050754.html#msg1050754)
Epic Hellreaver (http://www.soulriders.net/forum/index.php/topic,103074.msg1050478.html#msg1050478)
Epic Horizon Walker (http://www.soulriders.net/forum/index.php/topic,103074.msg1050880.html#msg1050880)
Epic Initiate of the Draconic Mysteries (http://www.soulriders.net/forum/index.php/topic,103074.msg1050751.html#msg1050751)
Epic Knight (http://www.soulriders.net/forum/index.php/topic,103074.msg1051191.html#msg1051191)
Epic Knight of the Chalice (http://www.soulriders.net/forum/index.php/topic,103074.msg1050874.html#msg1050874)
Epic Knight of the Raven (http://www.soulriders.net/forum/index.php/topic,103074.msg1109789.html#msg1109789)
Epic Lord of the Bright Fires (http://www.soulriders.net/forum/index.php/topic,103074.msg1050804.html#msg1050804)
Epic Mage of the Illuminated Temple (http://www.soulriders.net/forum/index.php/topic,103074.msg1058294.html#msg1058294)
Epic Magical Factotum (http://www.soulriders.net/forum/index.php/topic,103074.msg1077101.html#msg1077101)
Epic Martial Factotum (http://www.soulriders.net/forum/index.php/topic,103074.msg1050841.html#msg1050841)
Epic Master Ambassador (http://www.soulriders.net/forum/index.php/topic,103074.msg1050701.html#msg1050701)
Epic Master Specialist (http://www.soulriders.net/forum/index.php/topic,103074.msg1050842.html#msg1050842)
Epic Mortal Hunter (http://www.soulriders.net/forum/index.php/topic,103074.msg1050816.html#msg1050816)
Epic Mutilator (http://www.soulriders.net/forum/index.php/topic,103074.msg1050734.html#msg1050734)
Epic Ninja (http://www.soulriders.net/forum/index.php/topic,103074.msg1108784.html#msg1108784)
Epic Noble (http://www.soulriders.net/forum/index.php/topic,103074.msg1050709.html#msg1050709)
Epic Numerologist (http://www.soulriders.net/forum/index.php/topic,103074.msg1050647.html#msg1050647)
Epic Occult Slayer (http://www.soulriders.net/forum/index.php/topic,103074.msg1050878.html#msg1050878)
Epic Orbah (http://www.soulriders.net/forum/index.php/topic,103074.msg1076840.html#msg1076840)
Epic Order of the Bow Initiate (http://www.soulriders.net/forum/index.php/topic,103074.msg1050480.html#msg1050480)
Epic Perfectus (http://www.soulriders.net/forum/index.php/topic,103074.msg1140164.html#msg1140164)
Epic Pious Templar (http://www.soulriders.net/forum/index.php/topic,103074.msg1050605.html#msg1050605)
Epic Planar Champion (http://www.soulriders.net/forum/index.php/topic,103074.msg1050345.html#msg1050345)
Epic Poisoner (http://www.soulriders.net/forum/index.php/topic,103074.msg1050849.html#msg1050849)
Epic Psion (http://www.soulriders.net/forum/index.php/topic,103074.msg1061162.html#msg1061162)
Epic Psychic Warrior (http://www.soulriders.net/forum/index.php/topic,103074.msg1050818.html#msg1050818)
Epic Sacred Exorcist (http://www.soulriders.net/forum/index.php/topic,103074.msg1109443.html#msg1109443)
Epic Savant (http://www.soulriders.net/forum/index.php/topic,103074.msg1050740.html#msg1050740)
Epic Scout (http://www.soulriders.net/forum/index.php/topic,103074.msg1050607.html#msg1050607)
Epic Scythe Master (http://www.soulriders.net/forum/index.php/topic,103074.msg1076831.html#msg1076831)
Epic Sentinel (http://www.soulriders.net/forum/index.php/topic,103074.msg1075099.html#msg1075099)
Epic Shadowbane Stalker (http://www.soulriders.net/forum/index.php/topic,103074.msg1051225.html#msg1051225)
Epic Shattering Knight (http://www.soulriders.net/forum/index.php/topic,103074.msg1050825.html#msg1050825)
Epic Silverstar (http://www.soulriders.net/forum/index.php/topic,103074.msg1050627.html#msg1050627)
Epic Skullclan Hunter (http://www.soulriders.net/forum/index.php/topic,103074.msg1050808.html#msg1050808)
Epic Swiftblade (http://www.soulriders.net/forum/index.php/topic,103074.msg1050364.html#msg1050364)
Epic Temptress (http://www.soulriders.net/forum/index.php/topic,103074.msg1058096.html#msg1058096)
Epic Vigilante (http://www.soulriders.net/forum/index.php/topic,103074.msg1050434.html#msg1050434)
Epic Voice of the Triune (http://www.soulriders.net/forum/index.php/topic,103074.msg1050806.html#msg1050806)
Epic War Dancer (http://www.soulriders.net/forum/index.php/topic,103074.msg1050654.html#msg1050654)
Epic War Mage (http://www.soulriders.net/forum/index.php/topic,103074.msg1142472.html#msg1142472)
Epic Warlock (http://www.soulriders.net/forum/index.php/topic,103074.msg1063033.html#msg1063033)
Epic Wyrm Wizard (http://www.soulriders.net/forum/index.php/topic,103074.msg1050462.html#msg1050462)

Miscellaneous

Combining Damage Reductions (http://www.soulriders.net/forum/index.php/topic,103074.msg1052960.html#msg1052960)
Crystalvein (New Material) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050628.html#msg1050628)
Death's Metal (Bleakarum)(New Material) (http://www.soulriders.net/forum/index.php/topic,103074.msg1058394.html#msg1058394)
Earthbone Steel (New Material) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050699.html#msg1050699)
Epic Bonus Power Points (http://www.soulriders.net/forum/index.php/topic,103074.msg1086424.html#msg1086424)
Epic Hell-Bound Warrior (Design Experiment Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050846.html#msg1050846)
Epic Vow of Poverty (http://www.soulriders.net/forum/index.php/topic,103074.msg1062999.html#msg1062999)
Extended Ability Modifier and Bonus Spells Table (http://www.soulriders.net/forum/index.php/topic,103074.msg1050876.html#msg1050876)
Extended Carrying Capacity Table (http://www.soulriders.net/forum/index.php/topic,103074.msg1050859.html#msg1050859)
Fighter + ACFs (Design Exercise) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050857.html#msg1050857)
Full Bonus Spells Table (http://www.soulriders.net/forum/index.php/topic,103074.msg1172728.html#msg1172728)
Hell-Bound Warrior (Design Experiment Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050845.html#msg1050845)
Level 21+ Dwarven Defender Progression (http://www.soulriders.net/forum/index.php/topic,103074.msg1152836.html#msg1152836)
Lightblood Stone (New Material) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050742.html#msg1050742)
Light Manipulation (http://www.soulriders.net/forum/index.php/topic,103074.msg1094382.html#msg1094382)
New Poisons and Poison Rules (New Poisons) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050890.html#msg1050890)
Monk Unarmed Damage, Huge and Larger (http://www.soulriders.net/forum/index.php/topic,103074.msg1050460.html#msg1050460)
Patient Warrior (Design Experiment Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1056350.html#msg1056350)
Song of Ending (New Disease) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050630.html#msg1050630)
Spell-Less Bard (http://www.soulriders.net/forum/index.php/topic,103074.msg1059048.html#msg1059048)
Spiritual Wounds (http://www.soulriders.net/forum/index.php/topic,103074.msg1070240.html#msg1070240)
Superior Dispelling (Epic Weapon Ability) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050629.html#msg1050629)

New Planes and Areas

New Demiplane: Sylica (http://www.soulriders.net/forum/index.php/topic,103074.msg1056171.html#msg1056171)
New Demiplane: The Cauldron (http://www.soulriders.net/forum/index.php/topic,103074.msg1056192.html#msg1056192)
New Elemental Plane of Water Area: Crystal Reef Sea (http://www.soulriders.net/forum/index.php/topic,103074.msg1050891.html#msg1050891)

Prestige Classes

Acolyte of the Fleshknowers (http://www.soulriders.net/forum/index.php/topic,103074.msg1053641.html#msg1053641)
Angelic Champion (http://www.soulriders.net/forum/index.php/topic,103074.msg1131832.html#msg1131832)
Ash Purifier (http://www.soulriders.net/forum/index.php/topic,103074.msg1050856.html#msg1050856)
Blessed Hand (http://www.soulriders.net/forum/index.php/topic,103074.msg1095129.html#msg1095129)
Cosmic Descryer, version Balmuria (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1051288.html#msg1051288)
Cyrokineticist (http://www.soulriders.net/forum/index.php/topic,103074.msg1056849.html#msg1056849)
Dark Justicar (http://www.soulriders.net/forum/index.php/topic,103074.msg1050713.html#msg1050713)
Defender of the Natural World (http://www.soulriders.net/forum/index.php/topic,103074.msg1050443.html#msg1050443)
Divine Agent (http://www.soulriders.net/forum/index.php/topic,103074.msg1050323.html#msg1050323)
Dragonborn Paragon (http://www.soulriders.net/forum/index.php/topic,103074.msg1056863.html#msg1056863)
Dragonbreath Archer (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050715.html#msg1050715)
Dragonfire Knight (http://www.soulriders.net/forum/index.php/topic,103074.msg1111578.html#msg1111578)
Dragonheart Shapeshifter (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1129059.html#msg1129059)
Dragon-Pact Wizard (http://www.soulriders.net/forum/index.php/topic,103074.msg1050412.html#msg1050412)
Duelist, version Balmuria (http://www.soulriders.net/forum/index.php/topic,103074.msg1050872.html#msg1050872)
Flame Healer (http://www.soulriders.net/forum/index.php/topic,103074.msg1134914.html#msg1134914)
Focused Hunter (http://www.soulriders.net/forum/index.php/topic,103074.msg1145783.html#msg1145783)
Fortune Blade (http://www.soulriders.net/forum/index.php/topic,103074.msg1050454.html#msg1050454)
Grand Weaver (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1066983.html#msg1066983)
Hellfire Master (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1087981.html#msg1087981)
Horizon Walker, version Balmuria (http://www.soulriders.net/forum/index.php/topic,103074.msg1050879.html#msg1050879)
Inferno Heart (http://www.soulriders.net/forum/index.php/topic,103074.msg1050335.html#msg1050335)
Invisible Blade (Variant) (http://www.soulriders.net/forum/index.php/topic,103074.msg1053378.html#msg1053378)
Knight of Sylica (http://www.soulriders.net/forum/index.php/topic,103074.msg1050305.html#msg1050305)
Knight of the Wise Convent (http://www.soulriders.net/forum/index.php/topic,103074.msg1050764.html#msg1050764)
Legendary Dreadnought, version Balmuria (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1051953.html#msg1051953)
Lifespark (https://www.soulriders.net/forum/index.php?msg=1200055)
Lord of the Bright Fires (http://www.soulriders.net/forum/index.php/topic,103074.msg1050772.html#msg1050772)
Madalani (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1132301.html#msg1132301)
Mage of the Illuminated Temple (http://www.soulriders.net/forum/index.php/topic,103074.msg1058270.html#msg1058270)
Magical Factotum (http://www.soulriders.net/forum/index.php/topic,103074.msg1076898.html#msg1076898)
Martial Factotum (http://www.soulriders.net/forum/index.php/topic,103074.msg1050840.html#msg1050840)
Master Mentalist (http://www.soulriders.net/forum/index.php/topic,103074.msg1075106.html#msg1075106)
Master of Missiles (http://www.soulriders.net/forum/index.php/topic,103074.msg1131813.html#msg1131813)
Mortal Hunter, version Balmuria (http://www.soulriders.net/forum/index.php/topic,103074.msg1050814.html#msg1050814)
Mutilator (http://www.soulriders.net/forum/index.php/topic,103074.msg1050732.html#msg1050732)
Night Avenger (http://www.soulriders.net/forum/index.php/topic,103074.msg1173133.html#msg1173133)
Numerologist (http://www.soulriders.net/forum/index.php/topic,103074.msg1050645.html#msg1050645)
Occult Slayer, 10 level version (http://www.soulriders.net/forum/index.php/topic,103074.msg1050877.html#msg1050877)
Orbah (http://www.soulriders.net/forum/index.php/topic,103074.msg1076826.html#msg1076826)
Perfect Wight, version Balmuria (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050749.html#msg1050749)
Perfectus (http://www.soulriders.net/forum/index.php/topic,103074.msg1139947.html#msg1139947)
Prosecutor (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050418.html#msg1050418)
Scythe Master (http://www.soulriders.net/forum/index.php/topic,103074.msg1076754.html#msg1076754)
Shining Blade of the Triad (http://www.soulriders.net/forum/index.php/topic,103074.msg1050300.html#msg1050300)
Shattering Knight (http://www.soulriders.net/forum/index.php/topic,103074.msg1050822.html#msg1050822)
Silverstar (http://www.soulriders.net/forum/index.php/topic,103074.msg1050310.html#msg1050310)
Singer of the Celestial Choir (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050459.html#msg1050459)
Soul Eater, version Balmuria (http://www.soulriders.net/forum/index.php/topic,103074.msg1050892.html#msg1050892)
Speedmaster (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050349.html#msg1050349)
Sunweaver (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1155514.html#msg1155514)
Telekinetic Master (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1132302.html#msg1132302)
Temptress (http://www.soulriders.net/forum/index.php/topic,103074.msg1058095.html#msg1058095)
Voice of the Triune (http://www.soulriders.net/forum/index.php/topic,103074.msg1050802.html#msg1050802)
War Dancer (http://www.soulriders.net/forum/index.php/topic,103074.msg1050637.html#msg1050637)
War Wizard (Epic Prestige Class) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050416.html#msg1050416)
Warrior Of The Mind (https://www.soulriders.net/forum/index.php/topic,103074.msg1193283.html#msg1193283)

Substitution Levels

Agonized Fist (Monk) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050860.html#msg1050860)
Bleeding Temple (Knight) (http://www.soulriders.net/forum/index.php/topic,103074.msg1056352.html#msg1056352)
Crusader of the Dragon Princess (Paladin) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050302.html#msg1050302)
Fey Paladin (Paladin of Freedom) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050428.html#msg1050428)
Unearthly Sentinel (Sentinel) (http://www.soulriders.net/forum/index.php/topic,103074.msg1050827.html#msg1050827)
Wise Wings (Fighter) (http://www.soulriders.net/forum/index.php/topic,103074.msg1173183.html#msg1173183)
Title: Re: Homebrew
Post by: Anastasia on May 03, 2014, 08:10:35 PM
Alternate Class Feature: Elven Fencer

Through your graceful maneuvers, you wield any weapon with an impossible, precise skill. It is said that this is the style that inspired the legendary elven courtblades.

Class: Swashbuckler.

Level: 11th.

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

Benefit: You may apply your insightful strike bonus to any weapon you wield.
Title: Re: Homebrew
Post by: Anastasia on May 03, 2014, 10:42:31 PM
Shining blade of the triad is an improved version of shining blade of Heironeous. Noble paladins and fighters dedicated to the Triad take this class to aid them in smashing evil. The class itself is greatly souped up and very straightforward. There's no pretense of it being a caster class now. No, it's all physical offense and some defensive boons to go with it. In retrospect, the previous version over-corrected, so I upped the prerequisites and toned down a few powers slightly. This was one of my first efforts at making/altering a PrC and it shows.

Changelog: Besides a bunch of style fixes and minor rewordings, increased the skill requirement to 9 ranks of K:R. Added weapon focus as a prerequisite as well as requiring shock blade to use a bladed weapon. Renamed and resorted the shining blade offensive imbuements, but these are ultimately unchanged otherwise. Removed silver from the capstone's damage reduction


Shining Blade of the Triad

Hit Die

d10

Requirements

Alignment

Lawful Good

Base Attack Bonus

+6

Skills

Knowledge (Religion) 9 ranks

Feat

True Believer, Weapon Focus (Any bladed weapon)

Special

Must worship Ilmater, Tyr or Helm.

Class Skills

The shining blade of the triad's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Profession (Wis) and Swim (Str)

Skill Points at Each Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Shining blade (shock blade)
2+2+3+0+0Electrical endurance
3+3+3+1+1Shining blade (holy blade)
4+4+4+1+1Holy protection+1
5+5+4+1+1Shining blade (axiomatic blade)
6+6+5+2+2Holy protection+2, mettle
7+7+5+2+2Shining blade (thundering blade)
8+8+6+2+2Holy protection+3, sacred body (5/evil)
9+9+6+3+3Shining blade (brilliant blade)
10+10+7+3+3Holy protection+4, sacred body (10/evil)


Shining Blade (Su)

A shining blade of the triad can imbue any bladed weapon he is holding with powerful energies. The exact effects are described below and all the effects stack. Activating shining blade is a swift action. These effects last for a number of rounds equal to the character's level in this class and he may use shining blade the same number of times per day. The various imbuements last even if he drops the weapon or gives it to another person to wield, though he can dismiss the effect as a swift action on his turn.

Shock Blade

A shining blade of the triad can cause a weapon he is holding to crackle with heavenly lightning as a swift action. This causes the weapon to deal an extra 1d6 electricity damage on a successful hit. This damage stacks with the extra damage from a shocking weapon or similar enhancements.

Holy Blade

At 3rd level, whenever the shining blade of the triad imbues a weapon with shock blade, he also bestows the weapon with holy energies. This causes the weapon to deal an extra 2d6 holy damage on each successful hit, as well as count as good to bypass damage reduction. This damage applies only against evil targets. This damage stacks with the extra damage from a holy weapon or similar enhancements.

Axiomatic Blade

On reaching 5th level, the shining blade of the triad also imbues his weapon with the power of law. This causes the weapon to deal an extra 2d6 points of axiomatic damage on each successful hit, as well as count as lawful to bypass damage reduction. This damage applies only against chaotic targets. This damage stacks with the extra damage from an axiomatic weapon or similar enhancements.

Thundering Blade

At 7th level, the fury of the three empowers the shining blade of the triad. Thunderous sonic energy erupts with each strike, dealing an extra 1d6 sonic damage on a successful hit. In addition, any target struck must make a fortitude save (DC 10 + 1/2 character's hit dice + Strength modifier) or be deafened.  A target can only be forced to save against deafening once per round, subsequent strikes in the same round do not add further chances to deafen. The sonic damage is still dealt, and being struck again in a later round allows another chance to be deafened. This damage stacks with the extra damage from an sonic weapon or similar enhancements.

Creatures who do not take sonic damage from this attack through resistance or immunity cannot be deafened.

Brilliant Blade

On obtaining 9th level, the shining blade of the triad pours the pure, blinding majesty of the triad into his weapon. This causes the weapon to function as a brilliant energy and ghost touch weapon. Unlike a normal brilliant energy weapon, this ability does not inhibit the affected weapon from damaging undead, constructs and objects.

Electric Endurance (Ex)

A shining blade of the triad is blessed by the Triad, able to call down heavenly lightning. As a result of his constant exposure to electricity and his ability to channel it safely, he gains resistance to electricity 10.

Holy Protection (Su)

By 4th level, the shining blade of the triad is favored by his patrons, protected by their divine blessings. This manifests as a deflection bonus to armor class. This bonus is +1 at 4th level and rises by 1 every two levels thereafter.

Mettle (Ex)

At 6th level, the shining blade of the triad can resist magical and unusual attacks with great willpower of fortitude. If they makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), they instead completely negate the effect. An unconscious or sleeping shining blade of the triad does not gain the benefit of mettle.

Sacred Body (Su)

By 8th level, the shining blade of the triad is nearly one with the glory of the Heavens. As a result his flesh is not entirely mortal, celestial aspects blessing him. This grants him damage reduction 5/evil. At level 10 this improves to damage reduction 10/evil.
Title: Re: Homebrew
Post by: Anastasia on May 03, 2014, 11:25:18 PM
Changelog: The expected style cleanup and typo corrections. Boosted the HD back to a d10. Rewrote the starting flavor blurb.

Crusader of the Dragon Princess

Paladins that serve Seira are blessed with draconic powers and the ability to inspire hope, just like their patron.

Hit Die

d10

Requirements

To take a crusader of the dragon princess substitution level, a character must have Seira as a patron and about to take her 1st, 3rd or 6th level of paladin.

Class Skills

Crusaders of the dragon princess have the same class skills as a standard paladin, plus Knowledge (Arcana).

Skill Points per Level

2 + Intelligence modifier.



   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SavesSpecialSpells
1+1+2+0+0Aura of good, detect evil, dragonfire wrath-
3+3+3+1+1Aura of courage, dragon's energy-
6+6+5+2+2Good hopeSame as paladin

Dragonfire Wrath (Su)

Through your devotion to Seira you can call on purifying flames to cleanse evil. Once per day you may cloak a melee or natural weapon in these flames as a swift action, dealing grievous harm to evil. You deal an extra 1d8 points of fire damage per strike. This effect lasts for a number of rounds equal to your paladin level. When you reach 5th, 10th, 15th and 20th level you gain another daily use of this ability and the damage you inflict rises by 1d8.

This benefit replaces the smite evil class feature gained by a standard paladin.

Dragon's Energy (Su)

At 3rd level you gain the vitality of dragons. Each day at dawn you gain temporary hit points equal to your paladin level + 5.  These temporary hit points last 24 hours, fading away if they last until the next dawn. These hit points cannot increase your hit points past double your maximum hit points.

This benefit replaces the divine health class feature gained by a standard paladin at 3rd level.

Good Hope (Sp)

You manifest Seira's hope through your blade and deeds. At 6th level, a crusader of the dragon princess can use a good hope spell-like ability once per week, using her paladin class level as her caster level. She can't use this on herself, but only on another creature. At 9th level and every 3 levels thereafter, you gain another weekly use of this ability.

This benefit replaces the standard paladin's remove disease class feature.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 12:00:09 AM
Knight of Sylica

Hit Die

d8

Requirements

Base Attack Bonus

+5

Feats

Devotee of Sylica

Spells

Able to cast 1st level divine magic

Special

Able to channel energy as a cleric

Class Skills

The knight of Sylica's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int),  Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int)

Skill Points at Each Level

2 + Intelligence modifier.

Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +1 +2 +0 +2 Channel energy, stealth of the Shadowed Angel -
2 +2 +3 +0 +3 Light of the Shining Angel +1 divine
3 +3 +3 +1 +3 Bonus feat, resolve of the Opal Angel +1 divine
4 +4 +4 +1 +4 Protection of Syala +1 divine
5 +5 +4 +1 +4 Might of Alicia +1 divine

Stealth of the Shadowed Angel (Sp)

You are protected by the shadows, hidden from evil's prying eyes. Once per day you can cast nondetection as a spell like ability. Your caster level equals your hit dice.

Channel Energy (Su)

Your knight of Sylica class level stacks with any other classes that grant channel energy. A 10th level cleric/1st level knight of Sylica channels energy as an 11th level cleric, for example.

Light of the Shining Angel (Su)

Radiance from above shines down, wiping away the undead that fear the sun's touch. Whenever you turn undead, the radius of effect is filled with sunlight for one round. This is identical to real sunlight, having all the normal effects of sunlight. This effect is treated as a 3rd level light spell for the sake of interacting with darkness descriptor spells.

Bonus Feat

At 3rd level, you gain a bonus exalted feat.

Resolve of the Opal Angel (Ex)

Through your trials you have gained a preternatural resolve. You gain a +4 bonus to saves against mind affecting spells and abilities.

Protection of Syala (Su)

You have learned how to protect others, to prevent more victims of tragedy. Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet from you. You can affect yourself with this ability. This is identical to the granted power of the family domain; if you already possess this ability you gain a second use per day.

Might of Alicia (Sp)

With your holy touch, evil crumbles. You may cast dispel evil once per day as a spell-like ability. The caster level is equal to your hit dice.

---

Devotee to Sylica [Exalted]
Prerequisite: Must have Alicia or Syala as a patron
Benefit: For the purposes of determining damage from spells or abilities dependent on alignment, you are treated as either lawful or chaotic, whichever is most advantageous. This does not apply to other effects based on alignment, such as the deflection bonus from a protection from chaos or law spell.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 01:59:03 AM
A revamp of the 3.0 class in Faiths and Pantheons.

Changelog: Style and typo cleanups.


Silverstar

Hit Die

d8

Requirements

Alignment

Chaotic Good

Base Attack Bonus

+4

Skills

Survival 4 ranks, Sense Motive 2 ranks.

Feats

Blind-Fight, Initiate of Selune

Spells

Able to cast 2nd level divine spells, plus access to the Moon Domain.

Class Skills

The silverstar's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Survival (Wis)

Skill Points at Each Level

2 + Intelligence modifier.

Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +0 +2 +0 +2 Moon spells +1 divine
2 +1 +3 +0 +3 Lunar sight +1 divine
3 +2 +3 +1 +3 Moon's hand +1 divine
4 +3 +4 +1 +4 Tears of Selune +1 divine
5 +3 +4 +1 +4 Prophet's sight 1/day +1 divine
6 +4 +5 +2 +5 Moon's hand, Selunite lycanthropy +1 divine
7 +5 +5 +2 +5 Moonshield +1 divine
8 +6 +6 +2 +6 Prophet's sight 2/day +1 divine
9 +6 +6 +3 +6 Greater moon hand +1 divine
10 +7 +7 +3 +7 Moonfire +1 divine

Moon Spells

A silverstar can prepare any Moon domain spell as if it were on her divine spell list. The spell uses a spellslot equal to it's level on the Moon domain list.  For instance, a cleric/silverstar could prepare Moonblade as a 3rd level cleric spell, and a ranger/silverstar could prepare Moonbeam as a 2nd level ranger spell.

Lunar Sight (Ex)

At 2nd level a silverstar gains low-light vision.

Moon's Hand (Su)

Any heavy mace wielded by a 3rd level silverstar is treated as if it were a +1 shocking heavy mace. If it leaves the hand of the silverstar it reverts to it's original abilities. If the weapon has additional properties, such as frost or impact, these still apply, and if the weapon has an enhancement bonus higher than +1, the higher of the two bonuses is used. At 6th level this improves to a +2 shocking heavy mace, and to a +2 shocking burst heavy mace at level 9.

Tears of Selune (Sp)

A 4th level silverstar can project small balls of luminescent lunar energy from her eyes as a dancing lights spell (torches or will o' the wisps only) at will.

Prophet's Sight (Sp)

Once per day at 5th level, a silverstar is able see as if under the effect of true seeing. In essence, she may give herself true seeing once per day. This ability may not be used on other creatures. At 8th level this increases to two times per day.

Selunite Lycanthropy (Ex)

Upon reaching 6th level, silverstars who contract lycanthropy are treated as natural lycanthropes. Silverstars do not change alignment due to contracting lycanthropy and are aware of their actions while in animal or hybrid form.

Moonshield (Su)

At 7th level, a silverstar learns how to better resist the dark magic of the Shar. She gains a +2 bonus on saves against enchantment, illusion, and necromancy spells.

Moonfire (Sp)

Upon reaching 10th level, a silverstar can cast moonfire 1/day as a spell like ability. Her caster level equals her hit dice.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 02:02:00 AM
This exists since I tend to balk at things that break the economy of actions. On demand teleport is pretty handy, at least.

Alternate Class Feature: Cunning Move

While many factotums gain the ability to act above and beyond, others gain the ability to act swiftly to ensure safe escapes from sticky situations.

Class: Factotum

Level: 8th

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

Benefit: Through pure inspiration you can manage a quick burst of magical movement. By spending 3 inspiration points you can teleport 10 feet per factotum level. Using this ability is a move action that does not provoke attacks of opportunity.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 04:05:53 PM
This is from the Manual of the Planes. It's adapted and adjusted to 3.5 as well as some other tweaks. Tweaks not listed in the changelog were made back when I wrote this up for Balmuria 2.

Changelog: Added K:P as a class skill. Style and typo cleanups. Altered the save DC of aura of menace not to suck. Rewrote mystic union to make it a bit more encompassing. Considering you suffer 5/10 spell progression for this class, I figure making the transformation more complete is reasonable. Added a note that a deity may fine tune or adjust the changes of mystic union to suit it.


Divine Agent

Hit Die

d8

Requirements

Base Attack Bonus

+4

Skills

Knowledge (Religion) 7 ranks.

Special

The divine agent must have made peaceful contact with her deity or its direct agents (sometimes other divine agents acting on the deity's behalf). Furthermore, a potential divine agent must have completed a specific task assigned by her deity in order to become a divine agent. Once the task is completed, the character can become a divine agent at any point thereafter. After a character has embarked on this path (as a 1st level divine agent), a divine agent cannot become the divine agent of another deity.

Class Skills

The divine agent's class skills (and the key ability for each) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

Skill Points at Each Level

4 + Intelligence modifier.

Class Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +0 +0 +0 +2 Granted domain -
2 +1 +0 +0 +3 Contact +1 divine
3 +2 +1 +1 +3 Godly gift, menacing aura -
4 +3 +1 +1 +4 Altered appearance +1 divine
5 +3 +1 +1 +4 Commune, plane shift to deity's plane -
6 +4 +2 +2 +5 Godly gift +1 divine
7 +5 +2 +2 +5 Plane shift to any plane -
8 +6 +3 +3 +6 Alignment shift, audience +1 divine
9 +6 +3 +3 +6 Godly gift, mystic union -
10 +7 +3 +3 +7 Gate +1 divine

Granted Domain

A divine agent gains access to one domain chosen from among those her deity offers, and with it the granted power of that domain. Divine agents who were once clerics essentially gain a third domain this way and can prepare their domain spells at each level from the new domain's list if they wish.

No matter what their prior class was, divine agents gain the granted power of the domain they choose. In cases where the granted ability relies on cleric levels or allows channeling energy, use the sum of a character's cleric and divine agent levels to determine the ability's effect.

Contact (Su)

A divine agent of 2nd level or higher may be contacted mentally by her deity or its agents, usually to impart particular knowledge and orders to the divine agent. This contact only functions one way; the divine agent cannot initiate the contact, question the orders, or ask for clarifications. The nature of the contact depends on the deity: Dreams, ghostly visions, and illuminations from above are all possibilities. Contact from the deity rarely interrupts the divine agent's normal actions.

Menacing Aura (Ex)

At 3rd level, a divine agent gains the ability to generate an intangible, invisible aura of menace that weakens hostile creatures within a 20ft radius. Anyone about to attack the divine agent must attempt a Will save (DC is 10 + 1/2 divine agent's hit dice + divine agent's Charisma modifier). Those who fail the saving throw suffer a –2 morale penalty on attacks, checks, and saves for one full day or until they successfully damage the divine agent generating the aura. A creature that made its initial save or damaged the divine agent is immune to that divine agent's aura for one day.

Godly Gift

At 3rd, 6th and 9th levels, the deity bestows on the divine agent a gift. Each deity's gift varies, but it is usually the ability to use a spell from one of the divine agent's domains as a spell-like ability. The deity offers a spell of the divine agent's level or lower. In other words, a 3rd-level divine agent would gain one of her 1st-level, 2nd-level, or 3rd-level domain spells as a spell-like ability. The divine agent may use this ability once per day. The caster level of these spell-like abilities equals the divine agent's hit dice.

Altered Appearance (Ex)

At 4th level, a divine agent begins to show prominent physical modification to match the desires of her deity. For good aligned deities, this often takes the form of golden skin, hair, or eyes. Divine agents of evil-aligned deities might gain horns, antlers, or a pointed tail. Neutral deities may provide a copper or silver tone to the skin, while nature deities may cause a greenish pallor and bark-like hair. Elemental powers may alter their divine agents' appearance by giving a texture to the skin reflecting the element involved. All such alterations are permanent, though disguise or spells may hide them.

Commune (Sp)

A divine agent of 5th level or higher can activate this spell-like ability (as the spell of the same name) once per week. The caster level equals the divine agent's hit dice.

Plane Shift to Deity's Plane (Sp)

A divine agent of 5th level or higher may plane shift to her deity's home plane once per day, and from that plane to the divine agent's native plane. The caster level equals the divine agent's hit dice.

Plane Shift to Any Plane (Sp)

Upon reaching 7th level, a divine agent may plane shift to any plane of existence, as per the spell, once per day. The caster level equals the divine agent's hit dice.

Audience (Sp)

Up to twice per year a divine agent of 8th level or higher may request an audience with her deity, which functions as a double duration commune spell allowing a number of questions equal to double the divine agent's hit dice.

Alignment Shift

If a divine agent is not the same alignment as her deity, then her alignment shifts to match it as soon as the divine agent reaches 8th level.

Mystic Union (Ex)

At 9th level, a divine agent becomes a magical creature. She becomes an outsider native to the deity's home plane rather than her previous race. She gains any alignment subtypes that mach her alignment. Additionally, the divine agent gains damage reduction 10. This damage reduction is bypassed by the opposite alignment of the deity's; a servant of Asmodeus would gain damage reduction 10/chaotic or good. A neutral deity grants damage reduction 15/magic instead. In any case, this damage reduction does not stack with other forms of damage reduction.

Further adjustments may be made at the discretion of the divine agent's deity.

Gate (Sp)

A 10th-level divine agent can activate this spell-like ability (as the spell of the same name, except it only reaches the home plane of the divine agent's deity) once per day. The caster level equals the divine agent's hit dice.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 04:08:20 PM
Another option for paladins who don't want a special mount. How useful it is directly hinges on how useful your deity's domains are to you.

Alternate Class Feature: Domain Paladin

While some paladins are shown divine favor by the gift of a celestial mount, your piety is rewarded in another way.

Class: Paladin.

Level: 5th.

Replaces: If you select this alternate class feature, you do not gain a special mount.

Benefit: You may select a domain your deity grants access to. You gain the granted ability of this domain. You may use your paladin level in place of cleric level if it calls for your cleric level. In addition, you may add the spells from that domain to your paladin spell list.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 04:11:57 PM
This feature allows a paladin to get damage reduction in exchange for his mount. This is mildly useful, moreso if the paladin already has another source of damage reduction/-. It's otherwise identical to a barbarian's damage reduction.

Alternate Class Feature: Battlescarred Paladin

Your trials against evil have tested your mettle. Like iron from the forge, you have emerged strengthened.

Class: Paladin.

Level: 5th.

Replaces: If you select this alternate class feature, you do not gain a special mount.

Benefit: You gain damage reduction 1/-.  At level 8 it rises to damage reduction 2/- and rises by another point every three levels thereafter. (11, 14, 17, 20, 23, ect.)
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 04:15:49 PM
This alternate class feature trades a mount for another means of mobility. Flight's always handy to have, especially flight that can't be disrupted by killing your mount.

Alternate Class Feature: Celestial Wings

Like the celestial servants of your deity, you are liberated from the surly bonds of earth.

Class: Paladin.

Level: 5th.

Replaces: If you select this alternate class feature, you do not gain a special mount.

Benefit: You grow a pair of white feathered wings. These wings grant a fly speed of 50ft (good).
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 04:35:27 PM
For the paladin who wants to channel energy better. It fills in the level gap between a dedicated cleric and paladin.

Changelog: Adapted to channel energy.


Alternate Class Feature: Paladin of Radiance

Light shines from you with an intensity to rival the most pious cleric.

Class: Paladin.

Level: 5th.

Replaces: If you select this alternate class feature, you do not gain a special mount.

Benefit: You are treated as a cleric of your paladin level to channel energy, instead of a cleric three levels lower than your paladin level.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 04:37:44 PM
An option if you prefer not to mess with mounted combat. It's not all -that- great, but neither is knight.

Alternate Class Feature: Ground Knight

Most knights are valiant warriors that charge across the battlefield on snow white stallions. You do not, as you trust only your two feet. You learn to use your feet to the utmost, dashing across the battlefield.

Class: Knight.

Level: 2nd.

Replaces: If you select this alternate class feature, you do not gain mounted combat.

Benefit: You gain a +10ft bonus to movement speed. This functions while wearing any armor, but not while carrying a heavy load.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 04:51:39 PM
This is a conversion of Frost Rager from Frostburn. I tweaked it here and there to work better. Power Attack was dropped as a prerequisite. Power Attack isn't called on anywhere in the class plus it's already full of prerequisites. One-Two Punch was changed to Flurry of Blows. It's the same thing as 1st level flurry of blows, so why change what's not broken? Likewise I trimmed down burning rage, there's no need for extra unarmed damage dice. This is designed for gestalt, go take a dip in monk or battle dancer if you want to raise those. Hell, with the PrC's design, that would make a lot of sense. Instead I had it add extra fire damage dice and I wasn't stingy with them. Fire is the most resisted D&D element, so I figured it wasn't a bad idea.

The 50% miss rate and Blazing Rend are the highlights of this class. The 50% miss more than makes up for the AC problem with rage, to the point of being arguably too good. Blazing Rend is nice since it's extra damage without a to-hit roll. I think being fire-based does hold this class back enough to make it balanced, though.

Changelog: A bunch of style corrections.


Inferno Heart

Hit Die

d12

Requirements

Base Attack Bonus

+6

Skills

Intimidate 4 ranks, Survival 4 ranks

Feats

Blazing Berserker, Improved Unarmed Strike

Special

Rage or frenzy ability

Class Skills

The Inferno Heart's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis) and Survival (Wis)

Skill Points at Each Level

2 + Intelligence modifier







Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +1 +2 +0 +0 Burning rage, flurry of blows
2 +2 +3 +0 +0 Boiling blood
3 +3 +3 +1 +1 Absorb heat
4 +4 +4 +1 +1 Improved burning rage
5 +5 +4 +1 +1 Blazing rend

Burning Rage (Su)

While raging, the character grows larger and more massive, and his boiling sweat warping the air as it steams out of his pores, shrouding his body wavering distortions. The Inferno Heart's actual size category does not change (nor does his space/reach), but he does gain 20% concealment from the superheated air around his body. In addition, an Inferno Heart's unarmed attacks deal an additional 1d6 points of fire damage.

Flurry of Blows (Ex)

This functions as the monk ability of the same name. If the Inferno Heart possesses this ability already, his Inferno Heart level stacks with the other source of this ability to determine lowering the penalty from flurry and for greater flurry.

Boiling Blood (Su)

At 2nd level, an Inferno Heart's blood becomes boiling hot. His wounds instantly cauterize and stop bleeding; he is immune to attacks that cause wounding or bleeding effects. If reduced to negative hit points, he automatically stabilizes. He still takes 1 point of damage if he takes any actions while at 0 or negative hit points, however.

Absorb Heat (Su)

At 3rd level, while raging, the Inferno Heart not only gains immunity to fire as normal, but it heals him. For every 2 points of fire damage that would have otherwise have been dealt by an attack, the Inferno Heart heals 1 point of damage.

Improved Burning Rage (Su)

At 4th level while raging, the Inferno Heart's natural concealment bonus rises to 50%. His unarmed attacks now deal an extra 2d6 points of fire damage, this replaces the previous 1d6 points of bonus fire damage. In addition, he deals an extra 2d10 points of fire damage on a critical hit.

Blazing Rend (Ex)

At 5th level, an Inferno Heart gains the ability to rend a target. In any round that the Inferno Heart hits the same foe with two or more unarmed attacks while in a rage, he immediately deals an additional 2d8 points of damage (plus 1.5 times his Strength bonus), plus the bonus fire damage from Improved Burning Rage. If you are smaller or larger than medium, the base damage for rend changes appropriately.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 05:38:12 PM
Healer. They have healing, more healing and even more healing just for kicks. They have absurd, redundant amounts of ways to mend wounds. With the exception of a few obscure splatbook spells and a few spells that aren't suitable for her, she has every single conjuration (healing) spell I could find.

At heart the healer is mostly an NPC class. They excel at healing and healing alone. Most PCs prefer to be more active.

Most of the spell selection is self explanatory. Deathwatch has the evil descriptor but that's the fault of the basic spell being weird. The healer has the various law/chaos versions of certain spells, she can cast whichever match her alignment as usual. Finally, miracle is there because a lot of high level and epic effects require a wish or miracle to undo. This gives the healer a burst in versatility near epic, but it's unavoidable. They need miracle to function at their job, so oh well.

Changelog: The expected style corrections.


Healer

Alignment

Any Good.

Hit Die

d8

Class Skills

The healer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Survival (Wis)

Skill Points at 1st Level

(4 + Intelligence modifier) x 4.

Skill Points at Each Additional Level

4 + Intelligence modifier.






















Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +0 +0 +0 +2 Channel energy, healing hands
2 +1 +0 +0 +3 Skill focus (heal)
3 +1 +1 +1 +3 Aura of protection
4 +2 +1 +1 +4 -
5 +2 +1 +1 +4 Effortless healing
6 +3 +2 +2 +5 -
7 +3 +2 +2 +5 Lingering healing
8 +4 +2 +2 +6 Unicorn companion
9 +4 +3 +3 +6 -
10 +5 +3 +3 +7 Panacea
11 +5 +3 +3 +7 -
12 +6 +4 +4 +8 Overflowing energy
13 +6 +4 +4 +8 -
14 +7 +4 +4 +9 Emergency healing
15 +7 +5 +5 +9 -
16 +8 +5 +5 +10 Life's caress
17 +8 +5 +5 +10 -
18 +9 +6 +6 +11 True calling
19 +9 +6 +6 +11 -
20 +10 +6 +6 +12 Brilliant apotheosis

Class Features

All of the following are class features of the healer.

Weapon and Armor Proficiencies

A healer is proficient with all simple weapons. Healers are proficient with medium armor and light shields.

Healing Hands (Ex)

Whenever a healer casts a spell that cures hit point damage or channels energy, she adds her Wisdom modifier plus one half of her healer level(Minimum 1) to the amount of damage healed. For instance, if a 5th-level healer with an 18 Wisdom casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 6 points of damage. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Channel Energy (Su)

As the cleric ability of the same name. Note that a healer applies her bonus from healing hands to the total of her channeling dice. For example, a 5th level healer with a Wisdom score of 18 channels energy for 3d6+6 points of positive energy healing/damage.

Skill Focus (Heal)

A healer's focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.

Aura of Protection (Su)

At 3rd level, a healer's devotion protects her from surrounding violence. So as long as she remains true to her cause, enemies will feel a supernatural aversion to harm her. A healer emanates a permanent aura that causes an effect identical to the sanctuary spell, with a save DC equal to 10 + one half the healer's class level + the healer's Wis modifier. Once an attacking creature succeeds on the saving throw, or is victim to a healer's attack, the effect is suppressed for the creature for the next 24 hours.

Effortless Healing (Ex)

At 5th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Lingering Healing (Su)

When casting a spell of the healing subschool, the healer's power continues to restore the target after her touch. For a number of rounds equal to her healer class level, the target gains fast healing equal to the healer's wisdom modifier. This overlaps with fast healing provided by non-permanent sources, such as vigor.

Unicorn Companion (Ex)

When a healer attains 8th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly.

Once per day, as a full round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.

A healer of 12th level or higher may select from alternative lists of companions (see below). Should she select a companion from one of these alternative lists, the creature gains abilities as if the character's healer level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's healer level and compare the result with the healer level entry on the table in the sidebar to determine the companion's powers. (If this adjustment would reduce the healer's effective level to 0 or lower, she can't have that creature as a companion.) For example, a 12th-level healer could select a celestial lammasu as a companion. The celestial lammasu would have characteristics and special abilities as if the healer were 8th level (taking into account the -4 adjustment) instead of 12th level.

Should the healer's companion die, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until she gains a healer level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the healer is distraught and takes a -4 penalty on attack rolls and weapon damage rolls.

Panacea (Su)

At 10th level, the healer may remove negative afflictions when casting a spell from the healing subschool or channeling energy. She may do so a number of times per day equal to her Wisdom modifier. This ability functions as a panacea spell, save that it does not restore extra hit points from the final function of panacea. If the spell or channel energy affects multiple targets, the Healer may affect up to three. If she wishes to affect more in that casting, she may consume another daily use to affect another three targets, and so on for as many targets and uses of panacea she has.

Overflowing Energy (Ex)

At 12th level, the healer has absorbed so much positive energy that she is immune to the ravages of negative energy. The healer is now immune to negative energy damage, such as that from a inflict light wounds or harm spell.

Emergency Healing (Su)

At 14th level, the healer can call on the life energy within her to affect a sudden surge of restoration in a split second. A number of times per day equal to her Wisdom modifier divided by 3 (Minimum 1), the healer may cast any spell of the healing subschool as an immediate action.

Life's Caress (Su)

At this late stage of a healer's career, her entire being is suffused with so much positive energy that she shrugs off negative levels. The healer is now immune to negative levels, such as from an enervation spell or the attacks of certain undead.

True Calling (Ex)

So great is the healer's devotion to restoration that even death recedes from her call. When attempting to resurrect the dead, she adds a +50% bonus to the resurrection chance roll. She may exceed the normal caps for a resurrection roll, to a maximum of one hundred. In addition, creatures revived by the healer are not subject to changes from being brought back.

Brilliant Apotheosis (Ex)

At 20th level, the endless flow of life energy in the healer has changed her from her mortal roots into a creature of pure energy. The healer gains the vivacious creature template from the Planar Handbook. The healer does not become incorporeal, which means she does not lose her natural armor bonus, attacks relying on physical touch are not impeded, and she does not lose her Strength score. She gains all other benefits from the template, plus she may disable her positive energy aura as a free action and does not take Strength damage for keeping it suppressed. In addition, she gains the good subtype.

Spells

A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer list. She can cast any spell she knows without preparing it ahead of time the way a cleric must.

To cast a spell, a healer must have a Wisdom score of 10 + the spell's level (Wis 10 for 0 level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a healer's spell is 10 + the spell's level + the healer's Wisdom modifier.

Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is identical to that of a sorcerer. In addition, she receives bonus spells for a high Wisdom.

Unlike a cleric, a healer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

A healer majors in healing. They get any healing spell or spell reasonably related to this. They minor in protection and a very few bits of buffing.

0—create water, cure minor wounds, deathwatch, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, virtue.
1st—bless water, calm animals, conviction, cure light wounds, delay disease, ease pain, endure elements, faith healing, goodberry, healer's vision, healthful rest, incite, inhibit, invest light protection, lesser vigor, protection from chaos, protection from evil, protection from law, remove fear, remove paralysis, resurgence, sanctuary, shield of faith.
2nd—aid, barkskin, bear's endurance, calm emotions, conduit of life, cure moderate wounds, close wounds, delay poison, divine protection, eagle's splendor, enthrall, estanna's stew, gentle repose, halt undead, healing lorecall, hydrate, lesser restoration, lesser spell immunity, make whole, owl's wisdom, protection from negative energy, remove addiction, remove blindness/deafness, remove disease, resist energy, shield other, stabilize, status.
3rd—create food and water, cure serious wounds, dispel magic, grace, heart's ease, hold person, insignia of healing, invest moderate protection, magic circle against chaos, magic circle against evil, magic circle against law, magic vestment, mantle of chaos, mantle of good, mantle of law, mass aid, mass conviction, mass lesser vigor, mass resist energy, mass resurgence, neutralize poison, protection from energy, refreshment, remove curse, remove nausea, restoration, vigor, wind wall.
4th—blood of the martyr, channeled divine health, contingent energy resistance, cure critical wounds, death ward, delay death, freedom of movement, glory of the martyr, greater resistance, greater status, healing spirit, last breath, mass aid, mass cure light wounds, mass shield of faith, panacea, positive energy aura, recitation, reincarnate, rejuvenation cocoon, remove fatigue, seed of life, sheltered vitality, spell immunity, wall of chaos, wall of good, wall of law
5th—atonement, break enchantment, dance of the unicorn, darts of life, divine agility, greater vigor, healing circle, invest heavy protection, mass cure moderate wounds, spell resistance, stalwart pact, stoneskin, stone to flesh, sustain, true seeing.
6th—celestial blood, greater dispel magic, greater restoration, heal, heroes' feast, hold monster, mass bear's endurance, mass cure serious wounds, mass eagle's splendor, mass owl's wisdom, rejection, revivify, superior resistance, vigorous circle, regenerate, repel wood, resurrection, tortoise shell.
7th—aura of vitality, detoxify, empyreal ecstasy, fortunate fate, mass cure critical wounds, mass hold person, mass restoration, mass spell resistance, renewal pact, repulsion.
8th—antimagic field, cloak of chaos, greater spell immunity, holy aura , mass death ward, mass heal, repel metal or stone, shield of law, spread of contentment, surelife.
9th—antipathy, foresight, mass hold monster, miracle, sublime revelry, sympathy, unyielding roots.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 05:42:51 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 06:16:43 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 07:13:50 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 07:20:21 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 10:15:47 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 04, 2014, 10:27:20 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 05, 2014, 01:35:05 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 05, 2014, 01:37:37 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 08, 2014, 07:09:33 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 08, 2014, 07:12:37 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 08, 2014, 07:22:54 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 08, 2014, 08:53:00 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 08, 2014, 11:20:44 PM
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. (http://www.soulriders.net/forum/index.php/topic,103072.msg1050294.html#msg1050294)
Title: Re: Homebrew
Post by: Anastasia on May 09, 2014, 01:02:24 AM
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.
Title: Re: Homebrew
Post by: Anastasia on May 09, 2014, 01:04:40 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 09, 2014, 01:22:57 PM
Changelog: General cleanups. Added a note about combined magic. Overhauled bonus epic feat selection, as it was rather scanty before.

Epic Defender of the Natural World

Hit Die

d10

Skill Points at Each Additional Level

4 + Intelligence modifier.



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

Note: Combined magic (gained previously in the class) means that '+1 divine' casting advancement can advance both ranger and paladin spellcasting at the same time.

Companion Mount (Ex)

The epic defender of the natural world continues to stack her class level with his ranger or paladin class level for the sake of his animal companion or mount.

Bonus Feats

An epic defender of the natural world gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Defender of the Natural World Bonus Feat List

Armor Skin, Bane of Enemies, Blinding Speed, Devastating Critical, Epic Endurance, Epic Prowess, Epic Reputation, Epic Speed, Epic Spell Capacity, Epic Toughness, Fast Healing, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Favored Enemy, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Spectral Strike, Widen Aura of Courage.
Title: Re: Homebrew
Post by: Anastasia on May 09, 2014, 11:25:43 PM
Fortune blade is a class based around luck. Go for those crits and hope for massive shots. They aren't reliable, but they trade this for the chances to go crazy on a lucky attack routine. It's somewhat reminiscent of sorcerers from Final Fantasy 5, if you're familiar with that.

Changelog: Just some minor cleanups.


Fortune Blade

Hit Die

d8

Requirements

Base Attack Bonus

+5

Feats

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

Spells

Able to cast 1st level arcane spells

Special

Must have proficiency with all martial weapons.

Special

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

Class Skills

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

Skill Points at Each Level

2 + Intelligence modifier.



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

Improved Critical (Ex)

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

Spellblade (Sp)

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

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

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

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

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

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

Power Spell (Ex)

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

Power Critical (Ex)

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

Double Spellblade (Sp)

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

Critical Mastery (Ex)

At the height of your skill, telling critical hits are second nature to you. Your threat range for critical hits increases by 1. This is added after all other modifiers to your critical threat range.
Title: Re: Homebrew
Post by: Anastasia on May 09, 2014, 11:32:28 PM
Alternate Class Feature: Wind's Shield.

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

Class: Favored Soul.

Level: 3rd.

Replaces: If you select wind's shield, you do not get deity's weapon focus or deity's weapon specialization.

Benefit: An aegis of wind protects you, granting you a +1 bonus to armor class. Further, physical ranged attacks against you suffer a 20% miss chance. At 12th level, these bonuses increases to +2 and 50%, respectively.
Title: Re: Homebrew
Post by: Anastasia on May 10, 2014, 01:35:10 AM
The heavens are known for songs that herald the birth of new souls, great victories over evil and righteous souls coming home to rest. This celestial music is the domain of angels and the rare, epic mortals completely devoted to good.

Changelog: Normal style adjustments. Removed a line about bards being unable to learn sanctified magic, as later houserules made that moot.


Singer of the Celestial Choir

Hit Die

d6

Requirements

Skills

Perform (song) 24 ranks

Feats

Words of Creation

Special

Bardic music ability.

Special

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

Special

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

Class Skills

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

Skill Points at Each Level

6 + intelligence modifier.



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

Spells

Except at 1st and 5th level, the singer of the celestial choir advances a level in his bard spellcasting, as if he gained a level in bard.

Bardic Music (Ex)

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

Celestial Music (Su)

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

Song of Life

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

Song of Purification

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

Song of Holiness

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

Song of Rebirth

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

Song of the Champion

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

Sanctified Magic (Ex)

At 2nd level and every four levels thereafter, the singer of the celestial choir may add a sanctified spell to her selection of bard spells known. This is in addition to the spells known that a bard gains as normal.

Improved Words of Creation (Ex)

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

True Words of Creation (Ex)

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

Bonus Feats

A singer of the celestial choir gains an epic bonus feat at level 14 and every 4 levels thereafter.

Singer of the Celestial Choir Bonus Feat List

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

Improved Song of Life [Epic, Exalted]
Prerequisite: Celestial Music (Song of Life), cha 23
Benefit: When you sing the song of life, your Singer of the Celestial Choir level is considered four levels higher to determine the fast healing rate it bestows.
Special: This feat can be selected more than once. Its effects stack.
Title: Re: Homebrew
Post by: Anastasia on May 10, 2014, 01:37:27 AM
Monk unarmed damage tables for huge and larger creatures. These use the patterns from monk and improved natural attack to extrapolate damage values. Things get crazy at the highest sizes and monk progression. I don't think the formula precisely balances for this level of size and advancement, but I'm not sweating over it, either.



   
   
   
   
   
   
   
LevelDamage (Huge Monk)Damage (Gargantuan Monk)Damage (Colossal Monk)
1st-3rd1d101d122d12
4th-7th2d82d103d10
8th-11th3d83d104d10
12th-15th4d84d105d10
16th-19th6d86d107d10
20th8d88d109d10
Title: Re: Homebrew
Post by: Anastasia on May 10, 2014, 01:40:59 AM
Changelog: Just a few typos.

Epic Wyrm Wizard

Hit Die

d4

Skill Points at Each Additional Level

4 + Intelligence modifier.



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

Draconic Discovery (Ex)

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

Spell Research (Ex)

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

Bonus Feats

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

Epic Wyrm Wizard Bonus Feat List

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

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

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

Shatter Spell Resistance [Epic]
Prerequisite: Break Spell Resistance
Benefit: Whenever you remove an opponent's spell resistance through your break spell resistance ability, you remove it for a number of minutes equal to the level of the prepared spell sacrificed.
Title: Re: Homebrew
Post by: Anastasia on May 10, 2014, 01:05:21 PM
Epic Duskblade

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier.












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

Spellcasting

At 21st level and every level thereafter, the epic duskblade's spellcasting improves. His caster level increases as normal. Further, once the epic duskblade obtains the Epic Spell Capacity feat, he gains spells of 6th level and higher. See the table below for his progression. The pattern below continues infinitely.

Epic duskblades do not gain spells known from level 21 and on, until they obtain the Epic Spell Capacity feat. Once they do, they gain any spells they would have gained from level 21 onward.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level6th7th8th9th10th11th
212-----
223-----
235-----
246-----
2562----
2663----
2765----
2866----
29662---
30663---
31665---
32666---
336662--
346663--
356665--
366666--
3766662-
3866663-
3966665-
4066666-
41666662
42666663
43666665
44666666

To see the spell list of epic duskblades, see here under the duskblade tab, as well as under the epic bard, duskblade, paladin and ranger tab.: http://www.soulriders.net/forum/index.php/topic,103075.msg1050497.html#msg1050497

Spell Power (Ex)

The epic duskblade's spell power ability rises by +1 at level 21 and every 5 levels thereafter.

Quick Cast (Ex)

The epic duskblade's quick cast ability can be used 5 times per day at level 25 and another time per day at level 30 and every 5 levels thereafter.

Bonus Feats

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

Epic Duskblade Bonus Feat List

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

Automatic Quick Cast [Epic]
Prerequisite: Quick Cast 3/day
Benefit: Your 1st and 2nd level duskblade spells are automatically quickened. You need not use a daily use of Quick Cast to cast them as a swift action.
Special: You may select this feat more than once. Each time you do, the next two levels of duskblade spells are automatically quickened.
Title: Re: Homebrew
Post by: Anastasia on May 10, 2014, 05:33:54 PM
A quick note here. Epic favored soul is based off material provided in an epic insights article. The differences in design can be traced back to that. It's essentially an encapsulation of that article. I personally prefer to work through epic feats instead, which allow for modularity. I can get the epic class writeup done and then add epic feats to support it as needed, rather than figuring out all the tricks it gets up front.

Epic Favored Soul

Hit Die

d8

Skill Points at Each Additional Level:

2 + Intelligence modifier.












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

Energy Resistance (Ex)

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

Superior Flight (Ex)

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

Damage Reduction (Su)

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

Spellcasting

At 21st level and every level thereafter, the epic favored soul's spellcasting improves. Her caster level increases by one per level, as normal. Further, once the epic favored soul obtains the Epic Spell Capacity feat, she gains spells of 10th level and higher. The pattern established here continues infinitely.

Spells Per Day



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level10th11th12th13th14th15th16th
213------
223------
234------
2453-----
2563-----
2664-----
27653----
28663----
29664----
306653---
316663---
326664---
3366653--
3466663--
3566664--
36666653-
37666663-
38666664-
396666653

Spells Known



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level10th11th12th13th14th15th16th
213------
224------
235------
2463-----
2564-----
2665-----
27663----
28664----
29665----
306663---
316664---
326665---
3366663--
3466664--
3566665--
36666663-
37666664-
38666665-
396666663

Bonus Feats

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

Epic Favored Soul Bonus Feat List

Aligned Damage Reduction, Armor of Faith, Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Sacred Spell, Spell Stowaway, Spell Opportunity, Tenacious Magic.

Aligned Damage Reduction [Epic]
Prerequisite: Favored Soul level 21st, must worship a deity with a lawful, chaotic, good or evil component to his alignment.
Benefit: Choose a non neutral alignment component you possess. You gain the opposite as a qualifier to bypass your favored soul damage reduction. For example, a lawful good favored soul may choose to add the chaotic or evil qualifier to her favored soul damage reduction.

Armor of Faith [Epic]
Prerequisite: Armor Skin, Favored Soul level 23rd.
Benefit: The protection of your deity surrounds you at all times. You gain a +2 sacred bonus to armor class if good or neutral. If you are evil, you gain a +2 profane bonus to armor class instead.

Sacred Spell [Epic]
Prerequisite: Favored Soul level 25th, cha 21.
Benefit: Select one spell you know from your favored soul spell list; it's spell level must not be greater than your favored soul level divided by 5. You gain a +2 bonus to caster level and DCs for this spell; further, you may once per day cast it without expending a spell slot.
Special: You may select this feat more than once. Each time you do, you must choose a different spell.
Title: Re: Homebrew
Post by: Anastasia on May 10, 2014, 05:48:22 PM
Changelog: Typo cleanups. Added some more epic feat choices.

Epic Hellreaver

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier.



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

Divine Succor (Su)

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

Furious Strike (Su)

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

Bonus Feats

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

Epic Hellreaver Bonus Feat List

Armor Skin, Blinding Speed, Crushing Furious Strike, Damage Reduction, Devastating Critical, Dire Charge, Epic Prowess, Epic Reputation, Epic Toughness, Fiendstriker, Multiaction, Overwhelming Critical, Penetrate Damage Reduction, Perfect Health, Spectral Strike, Spread Holy Fury, Unstoppable Crusade.

Crushing Furious Strike [Epic]
Prerequisites: Furious Strike ability, cha 21
Benefits: You deal an extra 1d6 damage on a successful furious strike. This damage stacks with the normal extra damage dice from furious strike.
Special: This feat may be taken more than once. Its bonuses stack.

Fiendstriker [Epic]
Prerequisites: Crushing Furious Strike, cha 25
Benefits: When a fiend takes damage from your furious strike, they must make a saving throw (DC 10 + 1/2 your hit dice + your Cha modifier) or be unable to use spell-like abilities for one round per hellreaver level you possess.
Special: This does not prevent the fiend from using any innate spellcasting it has or any supernatural abilities.

Spread Holy Fury [Epic]
Prerequisites: Divine Succor ability, cha 23
Benefits: Anyone healed by your divine succor ability gains some the benefit of your holy fury. Any weapons they use count as good aligned and they are immune to fear. Both of these benefits last for the duration of the encounter.

Unstoppable Crusade [Epic]
Prerequisites: Spread Holy Fury, cha 31
Benefits: Allies within a 30 foot radius of you are shielded against evil. As an immediate action, you may spend 5 holy fury points to energize allies within 30ft. They gain the benefits of improved divine shield, improved divine resolve and divine succor (including the benefits granted from spread holy fury). The benefits of improved divine resolve and improved divine shield last for one round or until the next attack received or saving throw required expends them, whichever comes first.
Title: Re: Homebrew
Post by: Anastasia on May 10, 2014, 05:56:46 PM
Changelog: Fixed typos. Changed the bonus feats to be 23+3 rather than 25+5, not sure what I was thinking there. Added epic reputation as a bonus feat choice.

Epic Order of the Bow Initiate

Hit Die

d8

Skills Points At Each Additional Level

2 + Intelligence modifier.












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

Ranged Precision (Ex)

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

Bonus Feats

A Master of the Order of the Bow gains an epic bonus feat at level 23 and every 3 levels thereafter.

Master of the Order of the Bow Bonus Feat List

Armor Skin, Blinding Speed, Combat Insight, Distant Shot, Epic Dodge, Epic Prowess, Epic Reputation, Epic Toughness, Improved Manyshot, Improved Opportunistic Shot, Improved Ranged Precision, Improved Sneak Attack, Opportunistic Shot, Storm of Arrows, True Strike, Uncanny Accuracy.

Combat Insight [Epic]
Prerequisite: Sharp-Shooting, Ranged Precision+4d8, wis 19
Benefit: You may add your Wisdom modifier to the damage you deal with successful ranged attacks with your bow.

Improved Opportunistic Shot [Epic]
Prerequisite: Opportunistic Shot, Combat Reflexes, Extended Precision
Benefit: You threaten a range of 60 feet around you with your bow. You may make ranged attacks of opportunity with your bow in this range, by any action that would normally provoke an attack of opportunity. You may only shoot arrows to take these attacks of opportunity.

Improved Ranged Precision [Epic]
Prerequisite: Ranged Precision+3d8
Benefit: Your ranged precision damage rises by 1d8.
Special: You may select this feat more than once. It's benefits stack.

Opportunistic Shot [Epic]
Prerequisite: Combat Archery, Ranged Precision+3d8
Benefit: You effectively threaten adjacent enemies with your bow. You can make attacks of opportunity using a ranged weapon.

True Strike [Epic]
Prerequisite: Combat Insight, Ranged Precision+6d8, wis 21
Benefit: You become highly aware of your surroundings, gaining a intuitive insight into the future. Once per day as a free action, you may gain a +20 insight bonus to a single ranged attack roll with your bow, as per the spell true strike.
Special: You may select this feat more than once. Each time you select this feat, you may use this ability an additional time per day.
Title: Re: Homebrew
Post by: Anastasia on May 11, 2014, 02:33:02 AM
No changelog, as this one is new.

Alternate Class Feature: Battle Performer

You blend performance and martial arts into one whole, managing feats of martial daring accented by performance art.

Class: Battle Dancer

Level: 2nd

Replaces: If you select this alternate class feature, you do not gain dance of reckless bravery or further dances (dance of the vexing snake, dance of the floating step, dance of the springing tiger, dance of the crushing python, dance of the soaring eagle and dance of death's embrace).

Benefit: You gain bardic music as a bard equal to your battle dancer level minus one. For example, a 5th level battle performer performs bardic music equal to a 4th level bard. You may use your battle dancer level in place of your bard level to determine daily uses of bardic music and any other variables related to bardic music, including qualifying for feats and abilities. If you have bard levels, your levels in bard and your levels in battle dancer stack (with the -1 penalty).

Special: An epic battle performer may substitute epic bard feats relating to bardic music to the battle dancer's epic feat list in place of feats related to battle dances.
Title: Re: Homebrew
Post by: Anastasia on May 15, 2014, 01:18:01 PM
Changelog: Some typo fixes. Added some more bonus feat selections.

Epic Pious Templar

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier.



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

Smite (Su)

At 14th level and every 4 levels thereafter, the epic pious templar gains another daily use of smite.

Damage Reduction (Ex)

The epic pious templar's damage reduction increases by one point at level 11 and every four levels thereafter.

Bonus Feats

The epic pious templar gains an epic bonus feat at level 13 and every three levels thereafter.

Epic Pious Templar bonus feat list

Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical, Epic Prowess, Epic Reputation, Epic Spell Capacity, Epic Toughness, Great Smiting, Holy Strike, Improved Combat Casting, Legendary Rider, Overwhelming Critical, Perfect Health, Spectral Strike, Unholy Strike
Title: Re: Homebrew
Post by: Anastasia on May 15, 2014, 01:40:21 PM
Changelog: Just some cleanups. Rewrote emergency skirmish.

Epic Scout

Hit Die

d8

Skill Points at Each Additional Level

8 + Intelligence modifier.












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

Note: Scout is houseruled to gain another instance of fast movement at level 19. The epic progression for it assumes this.

Skirmish (Ex)

At level 21 and every 2 levels thereafter, the epic scout's skirmish increases. At level 21 the extra damage increases to +6d6, at level 23 the bonus to AC increases to +6, at level 25 the extra damage increases to +7d6 and so on.

Fast Movement (Ex)

At level 27 and every 8 levels thereafter, the epic scout's bonus to her base land speed increases by 10ft.

Battle Fortitude (Ex)

At level 29 and every 9 levels thereafter, the epic scout's battle fortitude improves by +1.

Bonus Feats

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

Epic Scout Bonus Feat List

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

Emergency Skirmish [Epic]
Prerequisite: Skirmish+4d6/+4 AC, dex 25
Benefit: Once per day you may make an emergency skirmish. On your turn you may declare an emergency skirmish. You count as having moved 10ft for the sake of skirmish, even if you do not move that round.
Special: This feat may be taken more than once. Each time you take it, you may use emergency skirmish another time per day.

Epic Blindsight [Epic]
Prerequisite: Blindsight 30ft or greater.
Benefit: Your blindsight doubles in range.
Special: This feat may be taken more than once. It's effects stack. Remember that two doubling equal a tripling, and so forth.

Epic Skirmish [Epic]
Prerequisite: Skirmish+3d6/+3 AC
Benefit: If the bonus to AC granted when you use your skirmish ability is equal to or higher than the number of dice of extra damage granted by your skirmish ability, your extra damage on skirmish attacks increases by 1d6. If the bonus to AC granted by your skirmish ability is less than the number of dice of extra damage granted by your skirmish ability, the bonus to AC when skirmishing increases by 1 instead.
Special: This feat may be taken more than once. Its effects stack.
Title: Re: Homebrew
Post by: Anastasia on May 15, 2014, 11:18:45 PM
Changelog: A few style alterations.

Epic Silverstar

Hit Die

d8

Skill Points Per Additional Level

2 + Intelligence modifier.












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

Prophet's Sight (Sp)

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

Moon Hand (Su)

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

Greater Moon Shield (Su)

At 14th level and every 7 levels thereafter, the epic silver's moon shield bonuses increase by 2.

Moonfire (Sp)

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

Bonus Feats

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

Epic Silverstar Bonus Feat List

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

Rapture of the Prophet [Epic]
Prerequisite: Prophet's Sight 3/day, wis 19
Benefit: You are attuned to Selune's will, granting you visions and knowledge beyond mortal ken. Once per day as a swift action, you may ask a single question to Selune. It is answered as if by a commune spell.
Special: You may select this feat more than once. Each time you do, you gain another use of Rapture of the Prophet per day.

Sacred Moonfire [Epic]
Prerequisite: Moonfire 2/day, Consecrate Spell.
Benefit: Your moonfire ability is treated as being consecrated. In addition, the damage it causes raises by 10d8; living creatures take 20d8 damage and undead and shapechangers take 30d8 damage.

Unbound Prophet's Sight [Epic]
Prerequisite: Prophet's Sight 4/day, wis 25
Benefit: You are treated as always being under the effect of prophet's sight. This gives you true seeing at all times.
Title: Re: Homebrew
Post by: Anastasia on May 15, 2014, 11:21:40 PM
Crystalvein

Crystalvein is salt crystals from the quasi-elemental plane of Salt. They are known for being viciously sharp and for their force-shredding abilities, as well as being notoriously difficult to mine.  Any weapon made from crystalvein is considered keen and wounding, as well as being treated one point higher for its enhancement bonus. Crystalvein weapons ignore force effects that grant armor class bonuses, such as shield or mage armor. On a successful hit, any force effects or force spells active on the target are treated as being targeted by a dispel magic effect with a dispel modifier of +21.

Creating a weapon out of crystalvein costs an additional 125,000 gold, assuming a supply of the material can be found.
Title: Re: Homebrew
Post by: Anastasia on May 15, 2014, 11:22:37 PM
Superior Dispelling [Synergy]
Price: +4 bonus
Caster Level: 30th
Aura: Overwhelming abjuration
Synergy Prerequisite: Greater Dispelling

This weapon functions as a greater dispelling weapon, except that when you activate it, the creature struck is affected as if by a targeted superb dispelling effect. A superb dispelling weapon functions three times per day.

This is an epic weapon ability.
Title: Re: Homebrew
Post by: Anastasia on May 15, 2014, 11:25:41 PM
New Disease: Song of Ending

DC 40; immediate onset, 1d8 Charisma drain and despair.

Heroes who fight against The Lady of Loss may find themselves cursed with the song of ending. This disease causes the victim to be infected by the pure nothingness that Shar represents. The victim constantly hears the echo of the song of ending that is forever sung within Shar's domain. Those that hear it lose hope and eventually the sense of self, dying soon thereafter. In addition to the normal ability score drain of the disease, a creature infected with the song of ending is treated as being under a permanent crushing despair spell. This cannot be dispelled without removing the disease.

A creature reduced to zero Charisma by song of ending dies, its body rising one round later as a greater shadow. The shadow must be slain before the victim can be resurrected. In any event, dying from the Song of Ending imposes a -20% chance to any resurrection chance rolls.

Song of ending may only be cured by a heal, wish or miracle spell cast on consecrated ground. A divine caster with access to the Hope domain may use remove disease to counter the song of ending. To do so requires a successful caster level check against DC 40.
Title: Re: Homebrew
Post by: Anastasia on May 16, 2014, 12:37:03 AM
War dancer is based off of of shiba protector. It's now meant for battle dancers and offers Charisma in place of Strength on attacks and damage, as well as revised secondary abilities.

War Dancer

Hit Die

d10

Requirements

Base Attack Bonus

+5

Skills

Knowledge (Religion) 4 ranks, Spellcraft 4 ranks

Feats

Alertness, Combat Expertise, Iron Will

Special

Dance of Reckless Bravery special ability.

Class Skills

The battle dancer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str) and Tumble (Dex).

Skill Points at Each Level

2 + Intelligence modifier.

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0+2+0No thought, unarmed progression
2+1+0+3+0Dance of divine might 1/day (empower)
3+2+1+3+1Dancing with the elements+2
4+3+1+4+1Dance of divine might 2/day
5+3+1+4+1Dancing with the elements+4
6+4+2+5+2Dance of divine might 3/day, dance of no thoughts
7+5+2+5+2Dancing with the elements+6
8+6+2+6+2Dance of divine might 4/day (maximize)
9+6+3+6+3Dancing with the elements+8, diamond soul
10+7+3+7+3Dance of all and nothing

No Thought (Ex)

War Dancers learn to fight purely on instinct, without thought or perception to hinder them. They may choose to use their Charisma modifier instead of their Strength modifier on attack and damage rolls.

Unarmed Progression (Ex)

War Dancer stacks with battle dancer, monk or any other unarmed progression classes for the sake of unarmed damage.

Dance of Divine Might (Su)

At 2nd level, a war dancer can use her own personal energy to empower a divine spellcaster's spells. The spell is treated as if the divine caster had used the Empower Spell metamagic feat. The war dancer can use this ability once per day at 2nd level, twice per day at 4th level, three times per day at 6th level, and four times per day at 8th level. She must make a successful Spellcraft check (DC 10 + spell level) to enhance the spell. A failed check does not count as a use of the ability. Using this ability is an full round action that does not provoke attacks of opportunity. Once used, the potential benefit lasts until the divine spellcaster casts a spell or until your next turn begins. You must be within 30ft of the divine spellcaster to be empowered.

At 8th level and above, the war dancer can apply the Maximize Spell feat instead of Empower Spell. The Spellcraft DC is 15 + spell level. She must decide which on beginning the dance of divine might. A war dancer cannot empower an already empowered spell, or maximize an already maximized one.

Dancing with the Elements (Ex)

Beginning at 3rd level, the war dancer gains a bonus on all saving throws against spells and spell-like abilities. This bonus is +2 at 3rd level, +4 at 5th level, +6 at 7th level and +8 at 9th level.

Dance of No Thoughts (Su)

Three times per day, a war dancer of 6th level or higher can fall into a trance that allows her to perform actions quickly but with perfect clarity. For a single round, the War Dancer can act as if under the effect of a haste spell. Using this ability is a free action.

Diamond Soul (Ex)

At 9th level the war dancer gains spell resistance equal to her war dancer level + 15.

Dance of All and Nothing (Su)

A war dancer of 10th level has recognized the deep truth that all her ability scores spring from the same essence. In a moment of perfect clarity, she can use her highest ability score modifier when making a skill check, attack roll, damage roll, or saving throw, in place of the ability score modifier she would normally use. For example, she could add her Constitution modifier to a damage roll instead of her Strength or Wisdom modifier, her Charisma modifier to her Reflex saving throw instead of her Dexterity modifier, or her Intelligence modifier to her Spot check instead of her Wisdom modifier.

The war dancer can use this ability a number of times per day equal to her highest ability score modifier.
Title: Re: Homebrew
Post by: Anastasia on May 16, 2014, 12:42:06 AM
Changelog: Added a small booster to stunning fist save DCs, as the ability was a little weak before.

Mastery of the Stunning Fist

Class: Monk.

Level: 15th.

Replaces: If you select this alternate class feature, you do not gain quivering palm.

Benefit: Your mastery of the art of the stunning fist lets you weave it into your blows like an artist painting a canvas. You may designate any number of attacks in a round as stunning fist attempts. Each one consumes a daily use of stunning fist as usual. You may only use target an individual creature once per round with stunning fist, however. In addition, the save DC of your stunning fist attempts rises by 1.
Title: Re: Homebrew
Post by: Anastasia on May 16, 2014, 01:17:20 AM
Changelog: Minor style and typo adjustments. Added a description for energy resistance, which was curiously lacking one.

Epic Champion of Gwynharwyf

Hit Die

d12

Skill Points at Each Additional Level

4 + Intelligence modifier.

LevelBase Attack BonusSpecial
11+11Rage, spells
12+12Damage reduction 6/-
13+13Smite evil 4/day
14+14Damage reduction 7/-
15+15Bonus feat, energy resistance 15
16+16Damage reduction 8/-
17+17Smite evil 5/day
18+18Damage reduction 9/-
19+19-
20+20Bonus feat, damage reduction 10/-, energy resistance 20

Rage (Ex)

The epic champion of Gwynharwyf continues to add her class level to her barbarian level to determine when she gets greater rage, tireless rage, and mighty rage barbarian class abilities.

Damage Reduction (Ex)

At 12th level and every 2 levels thereafter, the epic champion of Gwynharwyf's damage reduction rises by 1 point.

Smite Evil (Su)

At 13th level and every 4 levels thereafter, the epic champion of Gwynharwyf may smite evil another time per day.

Energy Resistance (Su)

At 15th level and every 5 levels thereafter, the epic champion of Gwynharwyf's energy resistance rises by 5.

Bonus Feats

An epic champion of Gwynharwyf gains an epic bonus feat at level 15 and every 5 levels thereafter.

Epic Champion of Gwynharwyf Bonus Feat List

Armor Skin, Chaotic Rage, Damage Reduction, Dire Charge, Energy Resistance, Epic Speed, Epic Spell Capacity, Epic Toughness, Fast Healing, Great Smiting, Holy Strike, Incite Rage, Mighty Rage, Ruinous Rage, Terrifying Rage, Thundering Rage.

Spellcasting

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

Level5th6th7th8th9th
110----
121----
131----
142----
1520---
1621---
1721---
1822---
19220--
20221--
21221--
22222--
232220-
242221-
252221-
262222-
2722220
2822221
2922221

5th: crown of flame, cure critical wounds, greater dispel magic, heroes' feast, mark of justice, mass cure light wounds, plane shift, righteous might, stars of arvandor, true seeing.
6th: antilife shell, celestial blood, crown of brilliance, heal, mass bull's strength, mass cure moderate wounds, mass eagle's splendor, mass owl's wisdom, touch of adamantine, vengence halo.
7th: bastion of good, eladrin form, greater restoration, gwynharwyf's blessing, holy word, mass cure serious wounds, regenerate, righteous glare, righteous smite, word of chaos.
8th: antimagic field, cloak of chaos, crown of glory, earthquake, holy aura, mass cure critical wounds, mind blank, sword of light, resurrection, tomb of light.
9th: blinding glory, freedom, gate, mass heal, miracle, storm of vengeance.
Title: Re: Homebrew
Post by: Anastasia on May 16, 2014, 01:24:27 AM
Some classes don't make for good epic progressions. Contemplative is filled with one-off abilities that don't lend themselves to it. The only thing it has going for it is that you can get a lot of bonus feats. I try and spice up epic progressions if possible, but there's really not much to work with here. I'd recommend going into a new and/or epic PrC. I may work up some epic feats for it in the future in light of this.

Epic Contemplative

Hit Die

d6

Skill Points at Each Additional Level

2 + Intelligence modifier.

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

Bonus Domain (Ex)

At 11th level and every 5 levels thereafter, the epic contemplative gains another bonus domain. If she has chosen all of the domains her deity offers, she may select a bonus feat instead.

Bonus Feats

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

Epic Contemplative Bonus Feat List

Automatic Metamagic, Bonus Domain, Dexterous Fortitude, Dexterous Will, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Ignore Material Components, Improved Alignment Based Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.
Title: Re: Homebrew
Post by: Anastasia on May 16, 2014, 12:48:07 PM
Numerology is a noted force in Balmuria, so this prestige class allows someone to take advantage of this.

Changelog: Typo cleanups and tweaks. Added Spellcraft as a class skill, whoops. Raised the hit die to a d6.


Numerologist

Hit Die

d6

Requirements

Alignment

Neutral

Skills

Decipher Script 10 ranks

Spells

Must be able to cast 3rd level arcane or divine magic.

Special

An aspiring numerologist must find and read a copy of the Three Truths, Six Catastrophes, Seven Blessings, and the One Self.

Class Skills

The numerologist'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).

Skill Points Per Level

2 + Intelligence modifier.

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+0+0+2Numerology, one-
2+1+0+0+3Two+1 arcane or divine
3+1+1+1+3Three+1 arcane or divine
4+2+1+1+4Four-
5+2+1+1+4Five+1 arcane or divine
6+3+2+2+5Six+1 arcane or divine
7+3+2+2+5Seven-
8+4+2+2+6Eight+1 arcane or divine
9+4+3+3+6Nine+1 arcane or divine
10+5+3+3+7Balance, the tenth+1 arcane or divine

Numerology (Su)

A numerologist specializes in channeling the power that numbers represent. At 1st level he may do this once per day, and gains another use of numerology per day for each additional level he gains in this class. Using numerology is a standard action. Numerology only affects yourself, you cannot target other creatures with a numerology. Numerology has various powers, as detailed below. Each numerology lasts for 10 minutes. You may only have one numerology active at any one time.

One (Su)

At the beginning there is but one, and that one is the self. With the sense of self, all else is defined. By using this numerology, you bolster yourself greatly. You may grant yourself a +4 insight bonus to one of your ability scores.

Two (Su)

By looking into the self, understanding of two follows. The inevitable, fated dualogy of the body and soul creates two from one. By using this numerology, you may use the spirit to defend the body or the body to defend the spirit. You may choose to use your Fortitude save instead of your Will save or your Will save instead of your Fortitude save. This applies to all relevant saving throws that occur during the duration.

Three (Su)

After two is understood, this basic truth leads to the understanding of the concept of truth. With truth comes three, for three is the absolute number of truth. By using this numerology, you gain the benefit of a see invisibility spell. In addition you are immune to illusions for the duration. You automatically disbelieve any illusion and you are immune to any illusory effects, such as displacement or rainbow pattern. Effects that overcome true seeing defeat this numerology.

Four (Su)

With the understanding of truth comes the greatest and hardest truth of all: death. The numerologist learns this truth and accepts it, and in return gains mystical power over it. By using this numerology, you gain immunity to negative energy and energy drain. While using this numerology, undead perceive you as undead, despite your living status.

Five (Su)

Self, body and soul, truth, death. By learning four of the most primal numbers in Creation, you have unlocked great power. By combining them, you use the truth of the self and soul to overcome the truth of death. By using this numerology, you cannot die by hit point damage. Being reduced to 0 or lower hit points does not cause you to be staggered, disabled, dying or any other negative effect during this numerology. However, the inevitability of death will not rest, and while using this numerology, all critical threats against you are automatically confirmed. If you are at -10 hit points or lower when this numerology ends, you immediately die. This numerology does not prevent being disabled in other ways, such as paralysis, sleep or petrification.

Six (Su)

Having mastered the self and aspects of truth related to the self, the numerologist now looks outside and beyond. With this look the Abyss stares back, the number six manifest. Secure in his knowledge of the self, the numerologist uses this madness as a shield. By using this numerology, you gain immunity to mind affecting effects. Further, if any creature attempts to use telepathy on you or read your mind, they must make a will save (DC 10 + your Cha modifier + 1/2 your hit dice) or be stunned for six rounds.

Seven (Su)

The truth of the Abyss cannot be all. The sixth posits the existence of the seventh and seven by its nature. You look ahead, finding the number seven and the heavenly promise it represents. By using this numerology, you gain the benefits of an angel's protective aura, a +4 racial bonus to saving throws against poison and resistance to acid, cold and electricity 30. Further, you are immune to vile damage for the duration of this numerology.

Eight (Su)

Having understood the Heavens, now the numerologist turns his attention to everything else and the endless infinity of Creation. This draws your attention to the endless chaos of Limbo and eight, ever creating. By using this numerology, you gain fast healing 10.

Nine (Su)

Endless creation must be tamed. Such a truth follows the endless growth of Limbo, for if chaos is left unchecked, nothing meaningful can ever endure. With this you come on the number nine, the symbol of absolute domination and Baator. By using this numerology, you gain immunity to petrification and form altering effects. In addition, you gain the benefits of an avoid planar effects spell for the duration of this numerology.

Balance (Ex)

Through his studies, the numerologist has come to understand all Creation. As a result he accepts all parts of it, treating none as his enemy, but instead part of what is and what will forever be. As a result he may now treat his alignment as the most favorable for spells and abilities. For example, holy word would consider him good, unholy blight would consider him evil, an anarchic weapon would consider him chaotic. Effects that specifically target neutrality work as normal on the numerologist.

The Tenth (Su)

From every number the Numerologist has learned great secrets. On passing the nine great numbers, he grasps the 10th and the secret it and every number beyond represents. Every number combines together, into one whole Creation. This grans the numerologist the ability to use any number of numerologies at the same time. Each one takes a daily use of numerology as normal.
Title: Re: Homebrew
Post by: Anastasia on May 16, 2014, 12:55:49 PM
Changelog: Just some cleanups.

Epic Numerologist

Hit Die

d6

Skill Points at Each Additional Level

2 + Intelligence modifier.



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

Numerology (Su)

The epic numerologist continues to gain additional uses of numerology at level 11 and every level thereafter.

Bonus Feats

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

Epic Numerologist Bonus Feat List

Aura of Numbers, Automatic Metamagic, Cloak of Numbers, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Extended Numerology, Ignore Material Components, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Permanent Emanation, Quickened Numerology, Share Numerology, Spell Stowaway, Spontaneous Spell, Tenacious Magic.

Aura of Numbers [Epic]
Prerequisite: Share Numerology.
Benefit: All allies within 30ft, including yourself, gain the benefit of a numerology when you use it. Unwilling allies are not affected.

Cloak of Numbers [Epic]
Prerequisite: Balance class feature.
Benefit: You gain a new numerology to use. By combining numbers together, you create a shield of numbers to protect you. This functions as a holy aura spell with two exceptions. First, you gain spell resistance 25 against spells with any alignment descriptor (good, evil, lawful and chaotic) or from a non neutral spellcaster (any alignment but neutral). Second, you may select from holy aura, unholy aura, shield of law and cloak of chaos for the effect that happens to creatures who strike you. This effect works any non neutral person that strikes you. This must be chosen at the time of using the numerology. Regardless of your choice, the DC for this ability is 10 + your Charisma modifer + 1/2 your hit dice.

Extended Numerology [Epic]
Prerequisite: Numerology 6/day, Extend Spell.
Benefit: Your numerology ability now lasts for one hour instead of ten minutes.

Quickened Numerology [Epic]
Prerequisite: Numerology 6/day, Quicken Spell.
Benefit: You may use your numerology ability as a swift action.

Share Numerology [Epic]
Prerequisite: Numerology 6/day.
Benefit: You may now apply your numerology ability on other people instead of yourself. You need not touch them, but they must be within 30 feet of you and willing. All other qualities of the numerology are unaffected. You may still choose to apply numerology to yourself.
Title: Re: Homebrew
Post by: Anastasia on May 16, 2014, 01:06:51 PM
Epic Chameleon

Hit Die

d8

Skill Points at Each Additional Level

4 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8-
12+9Mimic class feature 4/day
13+9-
14+10Bonus feat
15+11Aptitude focus 4/day (+6), mimic class feature 5/day
16+12-
17+12-
18+13Bonus feat, mimic class feature 6/day
19+14-
20+15Aptitude focus 5/day (+6)

Mimic Class Feature

At 12th level and every 3 levels thereafter, the epic chameleon gains another daily use of mimic class feature.

Aptitude Focus (Ex)

At 15th level and every 5 levels thereafter, the epic chameleon gains another daily use of aptitude focus. Additionally, at level 15 and every 10 levels thereafter, the bonuses granted by aptitude focus increase by 2.

Bonus Feats

An epic chameleon gains an epic bonus feat at level 14 and every 4 levels thereafter. An epic chameleon may choose any epic feat that they qualify for as a bonus feat.

Spellcasting

At 21st level and every level thereafter, the epic chameleon's spellcasting improves. His caster level increases by 1 per chameleon level, this replaces the previous advancement of two per chameleon level. Further, once the epic chameleon obtains the Epic Spell Capacity feat, he gains spells of 7th level and higher. See the table below for his progression. The pattern below continues infinitely.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level5th6th7th8th9th10th11th
1142-----
12430----
13441----
14442----
15443----
164440---
174441---
184442---
194443---
2044440--
2144441--
2244442--
2344443--
24444440-
25444441-
26444442-
27444443-
284444440
294444441

Epic Ability Boon [Epic]
Prerequisite: Ability Boon+6
Benefit: The ability score bonus from Ability Boon rises by 2.
Special: You may select this feat more than once. Its benefits stack.

Extra Mimic Class Feature [Epic]
Prerequisite: Mimic Class Feature 3/day
Benefit: You may use your Mimic Class Feature ability an additional two times per day.
Special: You may select this feat more than once. Its benefits stack.

Integrate Class Feature [Epic]
Prerequisite: Mimic Class Feature 3/day
Benefit: For the sake of prerequisites for feats and prestige classes, you are treated as having the following class features: evasion, rage, smite, sneak attack xd6(x=Chameleon level/3) and turn undead. Feats and class features that augment these abilities do so when you use them with Mimic Class Feature.  For example, Great Smiting makes your smites more effective and you could use a use of your Mimic Class Feature to power a divine feat. Feats and class features that grant extra uses of one of these abilities do not grant extra uses of Mimic Class Feature.

Integrated Aptitude Focus [Epic]
Prerequisite: Aptitude Focus 3/day, int 21.
Benefit: Select an aptitude focus. You gain the matching benefit below. You do not need to have this aptitude chosen to gain the benefits of this feat.
Arcane Focus: You may use your arcane spellcasting from Chameleon to qualify for feats and prestige classes. For example, an 11th level Chameleon has a caster level of 21 to qualify for feats and can qualify for a prestige class that has 4th level arcane casting as a prerequisite. If you take a prestige class that advances arcane spellcasting, it may either stack with pre-existing arcane spellcasting and progress it, such as if you have levels in wizard; if you do not have previous arcane spellcasting progression, you do not gain it, but you may stack levels of that prestige class with your Chameleon level to determine your Chameleon caster level for Arcane Focus.
Combat Focus: You gain an effective Fighter level equal to your Chameleon level to qualify for feats and prestige classes. For example, an 11th level Chameleon may qualify for Greater Weapon Focus. If you possess Fighter levels or levels in another class that stack with Fighter levels to determine your total Fighter level for feats, they stack with this feat. For example, an 11th level Chameleon and 2nd level Fighter would have an effective Fighter level of 13.
Divine Focus: You may use your divine spellcasting from Chameleon to qualify for feats and prestige classes. For example, an 11th level Chameleon has a caster level of 21 to qualify for feats and can qualify for a prestige class that has 4th level divine casting as a prerequisite. If you take a prestige class that advances divine spellcasting, it may either stack with pre-existing divine spellcasting and progress it, such as if you have levels in cleric; if you do not have previous divine spellcasting progression, you do not gain it, but you may stack levels of that prestige class with your Chameleon level to determine your Chameleon caster level for Divine Focus.
Stealth Focus: You gain an effective Rogue level equal to your Chameleon level to qualify for feats and prestige classes. For example, an 11th level Chameleon could successfully flank a 7th level rogue with Improved Uncanny Dodge. If you possess Rogue levels or levels in another class that stack with Rogue levels to determine your total Rogue level, they stack with this feat. For example, an 11th level Chameleon and 2nd level Rogue would have an effective Rogue level of 13. In addition, you gain an effective amount of virtual sneak attack dice equal to one half of your Chameleon level. This does not bestow actual sneak attack to you, but allows you to qualify for feats and prestige classes that require sneak attack, such as Arcane Trickster.
Wild Focus: You may use your Wild Empathy and Woodland Stride abilities to qualify for feats and prestige classes.

Swift Refocus [Epic]
Prerequisite: Rapid Refocus
Benefit: You now only need 1 minute to change your aptitude focus.

Triple Focus [Epic]
Prerequisite: Aptitude Focus 3/day, Double Aptitude, int 21.
Benefit: You may select up to three aptitudes at once, in the time it takes you to select two. This follows all the other guidelines of Double Aptitude.
Title: Re: Homebrew
Post by: Anastasia on May 16, 2014, 01:43:10 PM
Changelog: Minor style tweaks. Raised the spellcraft DC of surpassing the two schools of strategy by 10. Added a few more epic feat options.

Epic War Dancer

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8Dancing with the elements+10
12+9Dance of divine might 5/day
13+9Dancing with the elements+12
14+10Bonus feat, dance of divine might 6/day
15+11Dancing with the elements+14
16+12Dance of divine might 7/day
17+12Dancing with the elements+16
18+13Bonus feat, dance of divine might 8/day
19+14Dancing with the elements+18
20+15Dance of divine might 9/day

Dancing with the Elements (Ex)

At 11th level and every 2 levels thereafter, the epic war dancer's bonus to saving throws against spells and spell like abilities rises by 2 points.

Dance of Divine Might (Su)

At 12th level and every 2 levels thereafter, the epic war dancer gains another daily use of dance of divine might.

Bonus Feats

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

Epic War Dancer Bonus Feat List

Armor Skin, Blending of the Two Schools of Strategy, Blinding Speed, Damage Reduction, Dire Charge, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Epic Will, Fast Healing, Improved Spell Resistance, Mastery of the Elemental Dances, Mindless, Penetrate Damage Reduction, Perfect Moment of All and Nothing, Surpassing the Two Schools of Strategy.

Blending the Two Schools of Strategy [Epic]
Prerequisite: Dance of Divine Might (Maximize), cha 25
Benefit: When you use your Dance of Divine Might ability, you may choose to both empower and maximize the divine caster's next spell. You must make a successful Spellcraft check (DC 20 + spell level) to enhance the spell. All other rules regarding this ability follow as described in Dance of Divine Might.

Mastery of the Elemental Dances [Epic]
Prerequisite: Dancing with the Elements+8, Dodge, cha 23
Benefit: You apply the bonus from Dancing with the Elements to your armor class (including touch armor class) as an insight bonus against spells and spell-like abilities. This applies only to spells or spell-like abilities that require an attack roll, such as shocking grasp or enervation.

Mindless [Epic]
Prerequisite: Perfect Moment of All and Nothing, cha 29
Benefit: You have reached a state where your mind is naught, one with your instincts and faith. As a result, you gain the benefit of a mind blank spell at all times, with a caster level equal to your War Dancer level. This is a supernatural ability.

Surpassing the Two Schools of Strategy [Epic]
Prerequisite: Blending the Two Schools of Strategy, cha 27
Benefit: You gain another option for your Dance of Divine Might. You may instead choose to intensify the divine caster's next spell. You must make a successful Spellcraft check (DC 50 + spell level) to enhance the spell. All other rules regarding this ability follow as described in Dance of Divine Might.
Title: Re: Homebrew
Post by: Anastasia on May 17, 2014, 08:58:31 AM
Changelog: Minor typo and style patches. Removed battle dance as an epic feat choice, as that didn't work out.

Epic Battle Dancer

Hit Die

d8

Skill Points at Each Additional Level

4 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialAC Bonus
21+21-+4
22+22Bonus speed+40ft+4
23+23Bonus feat+4
24+24-+4
25+25-+5
26+26Bonus feat+5
27+27-+5
28+28Bonus speed+50ft+5
29+29Bonus feat+5
30+30-+6

Bonus Speed (Ex)

At 22th level and every 6 levels thereafter, the epic battle dancer's bonus to movement speed rises by 10ft.

Bonus Feats

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

Epic Battle Dancer Bonus Feat List

Armor Skin, Blinding Speed, Damage Reduction, Dance of the Hunting Raptor, Dire Charge, Energy Resistance, Epic Dancer's Strike, Epic Prowess, Epic Speed, Epic Toughness, Fast Healing, Fist of Anarchy, Improved Combat Reflexes, Legendary Climber, Legendary Wrestler, Penetrate Damage Reduction.

Dance of the Hunting Raptor [Epic]
Prerequisite: Dance of the Soaring Eagle, Dire Charge, Tumble 24 ranks
Benefit: You are able to swoop down and deliver utterly devastating blows. Whenever you charge an opponent beneath you, the benefit from Dance of the Soaring Eagle improves. Your charge now grants you a +6 bonus to hit and a +4 bonus to damage. If you successfully hit, the target is knocked prone. Further, unless the target passes a will save (DC 10 + 1/2 hit dice + strength modifier), they are shaken for 3 rounds by your fearsome display of martial prowess.

Epic Dancer's Strike [Epic]
Prerequisite: Dancer's Strike, cha 21
Benefit: You now gain the benefit of your Dancer's Strike ability at all times. You do not need to use a standard action to activate it. In addition, your Dancer's Strike now counts as epic to bypass damage reduction.

Fist of Anarchy [Epic]
Prerequisite: Dancer's Strike (Chaotic)
Benefit: Your fists are imbued with a shard of pure chaos, as wild and unpredictable as your dances. Your unarmed strikes count as anarchic weapons, dealing an extra 2d6 points to creatures of lawful alignment. This ability stacks with similar abilities.
Title: Re: Homebrew
Post by: Anastasia on May 17, 2014, 02:04:52 PM
Changelog: Style fixes. Momentum's text was wrong, fixed that. Added a few more epic bonus feats.

Epic Aerial Avenger

Hit Die

d8

Skill Points at Each Additional Level

6 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8Momentum+4
12+9-
13+9Speed +10ft
14+10Bonus feat, death from above+3, momentum+5
15+11-
16+12-
17+12Momentum+6
18+13Bonus feat, speed +10ft
19+14Death from above+4
20+15Momentum+7

Momentum (Ex)

At 11th level and every three levels thereafter, the epic aerial avenger's bonus from momentum rises by 1.

Speed (Ex)

At 13th level and every five levels thereafter, the epic aerial avenger's fly speed increases by another 10ft.

Death From Above (Ex)

At 14th level and every five levels thereafter, the epic aerial avenger's bonus to attacks from above rises by 1.

Bonus Feats

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

Epic Aerial Avenger Bonus Feat List

Armor Skin, Blinding Speed, Dire Charge, Epic Dodge, Epic Power Dive, Epic Prowess, Epic Run, Epic Swoop, Epic Toughness, Epic Vision of the Skies, Fast Healing, Improved Combat Reflexes, Improved Terrifying Shriek, Spellcasting Harrier, Vision of the Skies.

Epic Power Dive [Epic]
Prerequisite: Power Dive, Dire Charge, dex 25
Benefit: Whenever you make a Power Dive, you deal triple normal damage at the end of your charge. This replaces the benefit of double normal damage from Dire Charge.

Epic Swoop [Epic]
Prerequisite: Swoop, dex 23
Benefit: Your swoop ability improves in two aspects. You may now move double your normal movement speed when making a swoop. Each attack after the first no longer suffers a cumulative -1 penalty to hit.

Epic Vision of the Skies [Epic]
Prerequisite: Vision of the Skies
Benefit: The blindsight granted from Vision of the Skies increases by 120ft.
Special: You may select this feat more than once. Its benefits stack.

Improved Terrifying Shriek [Epic]
Prerequisite: Terrifying Shriek, Ability Focus (Terrifying Shriek)
Benefit: Your Terrifying Shriek ability now affects all creatures within 150ft of your first target.

Vision of the Skies [Epic]
Prerequisite: Momentum+3
Benefit: Your ability to control and sense aerial currents grants you incredible sensitivity. You gain blindsight 120ft, but only while airborne. Solid ground foils this ability, as does solid matter 5ft thick or more (but not living creatures).
Title: Re: Homebrew
Post by: Anastasia on May 17, 2014, 02:30:17 PM
Epic Factotum

Hit Die

d8

Skill Points at Each Additional Level

6 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpell LevelInspiration PointsSpecial
21+157th10-
22+168th10-
23+178th11Arcane dilettante (9 spells)
24+188th11Bonus feat
25+188th11Opportunistic piety (+1 use)
26+199th12Arcane dilettante (10 spells)
27+209th12-
28+219th12Bonus feat
29+219th13Arcane dilettante (11 spells)
30+2210th13Opportunistic piety (+1 use)
31+2310th13-
32+2410th14Arcane dilettante (12 spells), bonus feat
33+2410th14-
34+2511th14-
35+2611th15Arcane dilettante (13 spells), opportunistic piety (+1 use)
36+2711th15Bonus feat
37+2711th15-
38+2812th16Arcane dilettante (14 spells)
39+2912th16-
40+3012th16Bonus feat, opportunistic piety (+1 use)
41+3012th17Arcane dilettante (15 spells)
42+3113th17-
43+3213th17-
44+3313th18Arcane dilettante (16 spells), bonus feat
45+3313th18Opportunistic piety (+1 use)
46+3414th18-
47+3514th19Arcane dilettante (17 spells)
48+3614th19Bonus feat
49+3614th19-
50+3715th20Arcane dilettante (18 spells), opportunistic piety (+1 use)
51+3815th20-
52+3915th20Bonus feat
53+3915th21Arcane dilettante (19 spells)
54+4016th21-


Inspiration

The epic factotum's inspiration continues to rise, as normal. At level 23 and every 3 levels thereafter, the epic factotum's total inspiration points per encounter rises by 1.

Arcane Dilettante (Sp)

At 23rd level and every 3 levels thereafter, the epic factotum gains another daily spell for arcane dilettante. His maximum spell level also continues to rise, as indicated on the table above.

Opportunistic Piety (Su)

At 25th level and every 5 levels thereafter, the epic factotum gains another daily use of opportunistic piety.

Bonus Feats

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

Epic Factotum Bonus Feat List

Arcane Knowledge, Armor Skin, Arcane Mastery, Aura of Inspiration, Blinding Speed, Epic Dodge, Epic Font of Inspiration, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Trapfinding, Improved Cunning Insight, Improved Cunning Knowledge, Source of Inspiration, Superior Initiative.

Arcane Knowledge [Epic]
Prerequisite: Arcane Dilettante (6 spells), int 23
Benefit: You gain an additional two spells per day with Arcane Dilettante.
Special: You may select this feat more than once. Its benefits stack.

Arcane Mastery [Epic]
Prerequisite: Arcane Dilettante (6 spells), int 25
Benefit: Select two spells from an arcane spell list that do not appear on the sorcerer/wizard spell list. You may now prepare these two spells with Arcane Dilettante. You may not select a spell of a higher level than you can cast with Arcane Dilettante.

Aura of Inspiration [Epic]
Prerequisite: Source of Inspiration, cha 25
Benefit: Your inspiration is like an aura, affecting all those close to you. This functions as Source of Inspiration, except as noted here. All allies within 30ft gain the benefit of your inspiration. Doing this is extraordinarily taxing and requires an additional 6 points of inspiration per use, on top of what the ability already costs.

Epic Font of Inspiration [Epic]
Prerequisite: Font of Inspiration, int 19
Benefit: Your maximum inspiration rises by four points.
Special: You may select this feat more than once. Its benefits stack.

Improved Cunning Insight [Epic]
Prerequisite: Cunning Insight, int 21
Benefit: The bonus you gain from using Cunning Insight now equals your Intelligence modifier + 2.
Special: You may select this feat more than once. Each time you choose this feat, the bonus to Cunning Insight rises by 2.

Improved Cunning Knowledge [Epic]
Prerequisite: Cunning Knowledge, int 23
Benefit: You may now use your Cunning Knowledge skill up to three times per day on a single skill.
Normal: You can only use Cunning Knowledge once per day on a particular skill.

Source of Inspiration [Epic]
Prerequisite: Font of Inspiration, cha 19
Benefit: Your inspiration is potent enough to aid other people. You may give the benefit of the following abilities to any ally within 30ft: Cunning Insight, Cunning Knowledge, Cunning Defense, Cunning Strike and Cunning Breach. You use your Intelligence or Factotum level where appropriate to determine bonuses from these abilities, not the target's. Using inspiration in this way is intensive and requires an additional 3 points of inspiration per use, on top of what the ability already costs.
Title: Re: Homebrew
Post by: Anastasia on May 17, 2014, 02:37:01 PM
Alternate Class Feature: Serene Body.

Meditation has not lent you peace of mind, but instead a calmness of body.

Class: Monk.

Level: 3rd.

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

Benefit: Your body is always calm and able to resist the lure of death. This grants you Diehard as a bonus feat. You do not need to meet the normal prerequisites for this feat.
Title: Re: Homebrew
Post by: Anastasia on May 17, 2014, 02:48:53 PM
Alternate Class Feature: Roaring Mind.

Your mind is still, but all in preparation to defend yourself from intrusion with a powerful kiai shout.

Class: Monk.

Level: 3rd.

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

Benefit: Whenever you are the target of a spell from the school of enchantment, you may unleash the power of your roaring mind.  A powerful mental shout startles the caster, who must make a Will save (DC 10 + your Wis modifier + 1/2 your hit dice) or be confused (as the spell) for one round. This does not prevent the spell from affecting you and you must make any saving throws as normal. A spell that does not affect you at all, such as one stopped by spell resistance or immunity, cannot trigger roaring mind. You must be within 60ft of the caster for roaring mind to effect him. Roaring mind is a mind-affecting ability.
Title: Re: Homebrew
Post by: Anastasia on May 17, 2014, 02:50:10 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 17, 2014, 03:40:53 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 17, 2014, 03:46:41 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 17, 2014, 03:52:51 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 17, 2014, 04:12:16 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 17, 2014, 07:45:49 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 17, 2014, 08:50:27 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 17, 2014, 09:34:13 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 18, 2014, 12:59:51 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 18, 2014, 01:07:40 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 18, 2014, 01:15:24 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 18, 2014, 02:49:34 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 18, 2014, 02:51:39 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 18, 2014, 03:32:22 PM
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--
3333333330-
3433333331-
3533333332-
3633333333-
37333333330
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-
333333331-
343333332-
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.
Title: Re: Homebrew
Post by: Anastasia on May 18, 2014, 03:38:44 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 18, 2014, 04:44:19 PM
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).
Title: Re: Homebrew
Post by: Anastasia on May 18, 2014, 04:47:53 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 18, 2014, 09:18:44 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 18, 2014, 09:47:40 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 18, 2014, 09:53:07 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 19, 2014, 01:35:34 AM
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.
Title: Re: Homebrew
Post by: Anastasia on May 19, 2014, 01:50:47 AM
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.
Title: Re: Homebrew
Post by: Anastasia on May 19, 2014, 11:38:23 AM
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.
Title: Re: Homebrew
Post by: Anastasia on May 20, 2014, 11:57:17 AM
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.
Title: Re: Homebrew
Post by: Anastasia on May 20, 2014, 05:50:03 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 20, 2014, 05:58:38 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 20, 2014, 07:25:31 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 20, 2014, 08:45:51 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 20, 2014, 08:53:11 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 20, 2014, 11:20:16 PM
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.
Title: Re: Homebrew
Post by: Anastasia on May 20, 2014, 11:29:41 PM
Epic Mortal Hunter

Hit Die

d10

Skill points at Each Additional Level

4 + Intelligence modifier

LevelBase Attack BonusSpecial
11+11Mortal hunting+6
12+12Smite mortal 3/day
13+13Mortal hunting+7
14+14Bonus feat
15+15Mortal hunting+8
16+16Smite mortal 4/day
17+17Mortal hunting+9
18+18Bonus feat
19+19Mortal hunting+10
20+20Smite mortal 5/day

Mortal Hunting (Ex)

At 11th level and every 2 levels thereafter, the epic mortal hunter's mortal hunting bonus rises by 1.

Smite Mortal (Su)

At 12th level and every 4 levels thereafter, the epic mortal hunter may smite mortals an additional time per day.

Bonus Feats

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

Epic Mortal Hunter Bonus Feat List

Archfiend's Gift, Armor Skin, Devastating Critical, Epic Mortal Hunting, Epic Prowess, Epic Reputation, Epic Spell Capacity, Epic Toughness, Great Smiting, Improved Combat Casting, Improved Darkvision, Improved Spell Resistance, Legendary Tracker, Overwhelming Critical, Polyglot, Return Mortal Magic, Vile Smite.

Archfiend's Gift [Epic]
Prerequisite: Dark Gift, cha 25
Benefit: The bonus to save DCs from your dark gift ability rises by two. In addition, this bonus now applies to your mortalbane shout and condemn mortal abilities.

Epic Mortal Hunting [Epic]
Prerequisite: Mortal Hunting+3
Benefit: Your mortal hunting bonuses rises by two.
Special: You may select this feat more than once. Its benefits stack.

Return Mortal Magic [Epic]
Prerequisite: Spurn Mortal Magic, cha 23
Benefit: When you successfully make a saving throw against a spell or spell-like ability spurn mortal magic applies to, you may choose to reflect it back at the caster. This functions exactly like spell turning, except that the spell is always fully turned. The normal limitations of spell turning apply, you may not turn an effect, area or touch spells.

Vile Smite [Epic, Vile]
Prerequisite: Smite ability, Vile Martial Strike, cha 25
Benefit: All extra damage from your smites is vile damage.  For example, a 12th level blackguard deals 12 points of vile damage when he smites good.

Spellcasting

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

Level4th5th6th7th8th9th
1120----
1221----
1321----
1422----
15220---
16221---
17221---
18222---
192220--
202221--
212221--
222222--
2322220-
2422221-
2522221-
2622222-
27222220
28222221
29222221

5th level: dominate person, false sending, fiendish quickening, prying eyes, sending, soul shackles.
6th level: eyebite, fiendish clarity, mass suggestion, symbol of fear, wave of pain, wretched blight.
7th level: blasphemy, insanity, pestilence, phantasmal thief, power word stun, soul's treasure lost.
8th level: demand, despoil, greater prying eyes, power word stun, trap the soul, utterdark.
9th level: crushing fist of spite, eternity of torture, freedom, imprisonment, soul bind, spread of savagery, weird.
Title: Re: Homebrew
Post by: Anastasia on May 20, 2014, 11:43:51 PM
Epic Psychic Warrior

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier

LevelBase Attack BonusSpecialPower Points/DayPowers KnownMaximum Power Level Known
21+15-143217th
22+16-159217th
23+17Bonus feat175227th
24+18-191227th
25+18-207238th
26+19Bonus feat227238th
27+20-247248th
28+21-267248th
29+21Bonus feat287259th
30+22-307259th
31+23-331269th
32+24Bonus feat355269th
33+24-3792710th
34+25-4032710th
35+26Bonus feat4272810th
36+27-4552810th
37+27-4832911th
38+28Bonus feat5112911th
39+29-5393011th

Powers

At 21st level and every level thereafter, the epic psychic warrior's manifesting improves. His manifester level increases as normal. Further, once the epic psychic warrior obtains the Epic Manifesting feat, he gains powers of 7th level and higher. See the table above for his progression. Until he gains Epic Manifesting, he cannot select powers of 7th level or higher. He may select powers of 6th level or lower as normal.

Bonus Feats

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

Epic Psychic Warrior Bonus Feat List

Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Manifesting, Epic Prowess, Epic Psionic Focus, Epic Toughness, Exceptional Deflection, Improved Combat Reflexes, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Epic Psychic Warrior Power Points:
Spoiler: ShowHide


Level 1 psychic warrior establishes a base pool of power points, though it doesn't add any. From there, the psychic warrior gains power points in a steady pattern. At level 2-5, a psychic warrior gains +2 power points per level; +4 at levels 6-10, +8 at levels 11-15 and +12 at levels 16-20. This pattern was continued to the following: +16 for 21-25, +20 for level 26-30, +24 for level 31-35 and +28 for 36-40. The pattern can continue for psychic warriors who crack level 41.

This doesn't include bonus power points for high Wisdom.
Title: Re: Homebrew
Post by: Anastasia on May 20, 2014, 11:50:12 PM
Epic Frost Mage

Hit Die

d4

Skill Points at Each Additional Level

2 + Intelligence modifier

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

Natural Armor Increase (Ex)

At 13th level and every 3 levels thereafter, the epic frost mage's natural armor bonus rises by 1.

Bonus Feats

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

Epic Frost Mage Bonus Feat List

Armor Skin, Automatic Metamagic, Efficient Item Creation, Energy Resistance, Enhance Spell, Epic Cold Focus, Epic Crafting, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic.

Epic Cold Focus [Epic]
Prerequisite: Greater Cold Focus
Benefit: Add +2 to the DC for all saving throws against spells you cast with the cold descriptor. This bonus stacks with similar bonuses, such as those granted by Spell Focus and Greater Spell Focus.
Title: Re: Homebrew
Post by: Anastasia on May 21, 2014, 12:06:16 AM
Yeah, sundering isn't a popular combat option. That said, I figured there should be support for someone who wants to specialize in it anyway. The idea of this prestige class is breaking things and getting benefits from it. It's good so far as you accept someone who destroys loot as useful. Due to how most groups view this, I suspect it's more of an NPC class.

Shattering Knight

Hit Die

d10

Requirements

Feats

Cleave, Improved Sunder

Skills

Knowledge(Architecture and Engineering) 9 ranks

Special

Must have successfully sundered a magical item of at least 5,000 gp in value and absorbed the magic within via a special ritual. This ritual costs 1,000 gp and is taught by senior shattering knights.

Class Skills

The shattering knight's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (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+0Magic touched, sunder specialist (+1/+1d4)
2+2+3+0+0Cleaving sunder
3+3+3+1+1Sunder specialist (+2/+2d4)
4+4+4+1+1Glorious destruction
5+5+4+1+1Sunder specialist (+3/+3d4)
6+6+5+2+2Touch of adamantine
7+7+5+2+2Sunder specialist (+4/+4d4)
8+8+6+2+2Improved glorious destruction
9+9+6+3+3Sunder specialist (+5/+5d4)
10+10+7+3+3Absorb dweomer

Magic Touched (Su)

As a result of the ritual to qualify for this prestige class, the shattering knight radiates faint magic. He radiates no particular school of magic. This ability has no further mechanical effect; magic touched represents the latent magic power absorbed by the shattering knight from the many magical items he has destroyed.

Sunder Specialist (Ex)

At 1st level, a shattering knight begins an intense study of how to break objects. He gains a +1 bonus to CMB when he attempts to sunder an object, as well as the same bonus to resist his own equipment from being sundered. He also deals an extra 1d4 points of damage when he successfully damages an object. This extra damage applies to when he sunders a worn or carried object or attacks an unattended object. These bonuses rise by +1 and +1d4 at level 3 and every 2 levels thereafter.  For example, a 5th level shattering knight gains a +3 bonus to his CMB when he sunders and deals an additional 3d4 points of damage if he hits.

The bonus from this ability stacks with the bonus granted by the Improved Sunder feat.

Cleaving Sunder (Ex)

At 2nd level, whenever a shattering knight successfully destroys a worn or carried object through sundering, he may immediately make an attack against the creature that wore or carried the object. Treat this as successfully dropping a foe via the Cleave feat. Doing so counts as a use of his Cleave ability. He may only use this ability once per round, no matter how many times he may use Cleave.

Glorious Destruction (Su)

At 4th level, a shattering knight benefits from a surge of power whenever he destroys a worn or carried magical item via sundering. He gains a +4 morale bonus to attack rolls, weapon damage rolls, armor class, skill checks and saving throws for a number of rounds equal to his shattering knight level + 3. Multiple bonuses gained by destroying multiple magical items do not stack. However, each time another magical item is destroyed, the duration is fully restored. For example, a 4th level shattering knight who destroys a longsword+1 gains this bonus for 7 rounds. If he destroys a buckler+1 4 rounds later, the duration of the bonus granted from glorious destruction resets to 7.

This only applies to objects worn or carried by a creature, unattended objects do not grant any bonus. Items rendered temporary magical, such as a masterwork longsword under the effects of magic weapon, do not enable the bonus from glorious destruction. However, magical weapons further augmented, such as a longsword+1 increased with greater magical weapon, do grant the bonus.

Touch of Adamantine (Su)

At 6th level, a shattering knight's attacks are hard as adamantine due to his training and the magic within him. Any weapon, including natural weapons and unarmed attacks, that the shattering knight uses are treated as being adamantine. They ignore hardness below 20 and count as adamantine to bypass damage reduction. The weapon retains all other qualities.

Improved Glorious Destruction (Su)

At 8th level, the bonuses granted by glorious destruction rise to +8.

Absorb Dweomer (Su)

At 10th level, a shattering knight may drink in the magic of what he destroys and gain a surge of vitality. Three times per day as a free action when he successfully destroys a magical item via sunder, he may choose to absorb the magic into himself. Doing so heals the shattering knight a number of hit points equal to the value of the magical item sundered divided by 500, with any excess gained as temporary hit points. The temporary hit points granted by this ability fade after one hour. A shattering knight can have temporary hit points equal to his maximum hit points, with any excess lost.

For example, a longsword+3 (worth 18000 gold) subjected to absorb dweomer heals 36 hit points, with any excess gained as temporary hit points. Multiple uses of this ability stack.

A magical item subjected to absorb dweomer is forever a non-magical item afterwards. While it can be repaired, it will be a non-magical version of what it was before. A magical longsword subjected to absorb dweomer and then repaired would be a masterwork longsword, for example. Artifacts are not affected by this ability.

If the shattering knight uses absorb dweomer on a non-magical item, it has no effect and that use of absorb dweomer is wasted.
Title: Re: Homebrew
Post by: Anastasia on May 21, 2014, 12:12:40 AM
Epic Shattering Knight

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier

LevelBase Attack BonusSpecial
11+11Sunder specialist (+6/+6d4)
12+12-
13+13Bonus feat, sunder specialist (+7/+7d4)
14+14-
15+15Sunder specialist (+8/+8d4)
16+16Bonus feat
17+17Sunder specialist (+9/+9d4)
18+18-
19+19Bonus feat, sunder specialist (+10/+10d4)
20+20-

Sunder Specialist (Ex)

At 11th level and every 2 levels thereafter, the epic shattering knight's sunder specialist bonuses rise by 1 and 1d4.

Bonus Feats

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

Epic Shattering Knight Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Energy Resistance, Epic Sunder, Epic Toughness, Exceptional Deflection, Improved Combat Reflexes, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Shatter Armor, Shatter Golem, Spellcasting Harrier, Superior Initiative, Two-Weapon Rend.

Epic Sunder [Epic]
Prerequisite: Improved Sunder, str 23
Benefit: You gain a +6 bonus on the CMB check you make to sunder a creature's equipment, as well as a +6 bonus to CMD to resist your equipment being sundered. This stacks with the bonus from Improved Sunder. When you successfully destroy a creature's worn or carried equipment by sundering, you may choose to deal any damage in excess of the amount needed to sunder the equipment to the creature instead.

Shatter Armor [Epic]
Prerequisite: Sunder Specialist (+3/+3d4), Epic Sunder.
Benefit: You may now sunder worn armor. Half the damage you deal to worn armor is also dealt to the wearer. This stacks with the overflow damage from Epic Sunder.

Shatter Golem [Epic]
Prerequisite: Sunder Specialist (+3/+3d4), str 19
Benefit: Your skill at destroying objects extends into animated objects and golems. You add your bonus to sunder attempts from sunder specialist as a bonus to attack rolls against constructs, as well as the bonus damage from sunder specialist to damage rolls against constructs.
Title: Re: Homebrew
Post by: Anastasia on May 21, 2014, 01:28:46 AM
Unearthly Sentinel

These rare sentinels are not the defenders of the natural world, but eternal spirits that endlessly fight against evil. They gain abilities that aid them in fighting evil and are less redundant with their celestial nature.

Hit Die

d10

Requirements

To take an unearthly sentinel substitution level, a character must be an outsider with the good subtype and about to take her 2nd, 5th or 8th level of sentinel.

Class Skills

Unearthly sentinels have the same class skills as a standard sentinel.

Skill Points per Level

2 + Intelligence modifier.

2nd: Lose Resist Fiendish Lure, gain Alight Gaze.
5th: Lose Celestial Minion, gain Heavenly Purity.
8th: Lose Dispel Evil, gain Redemption.

Alight Gaze (Su)

Your eyes softly glow with otherworldly light, guiding you into seeing where evil hides. You gain a +4 sacred bonus to Spot checks. In addition, whenever you attempt to notice an invisible creature near you and it is a fiend, you automatically succeed on your Spot check.

Heavenly Purity (Su)

Your body is connected to all that is right and good in Creation. The energies forever purify your body, removing all that is foul and impure. You gain immunity to poison and disease.

Redemption (Sp)

Through your long struggles and hard earned wisdom, you can aid mortals in atoning from the shadow of evil. You may use Atonement as a spell like ability once per week. This replaces your dispel evil class feature; whenever you would gain another use of dispel evil you instead gain another use of atonement.
Title: Re: Homebrew
Post by: Anastasia on May 22, 2014, 12:07:28 AM
This trades Factotum's casting for various martial abilities. It's great if you want to get up to shenanigans without magic, though I suspect it's move downward as far as optimization goes. Cunning weapons has some interesting possibilities at least.

Martial Factotum

Hit Die

d10

Requirements

Base Attack Bonus

+4

Feat

Weapon Focus (Any)

Special

Must have Inspiration and Cunning Strike class features.

Class Skills

A martial factotum treats all skills as class skills, just like a normal factotum.

Skill Points at Each Level

6 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+2+0Cunning focus, inspiration
2+2+3+3+0Cunning toughness
3+3+3+3+1Bonus feat
4+4+4+4+1Improved cunning strike
5+5+4+4+1Cunning breach
6+6+5+5+2Bonus feat
7+7+5+5+2Cunning dodge, cunning weapons
8+8+6+6+2Improved cunning defense
9+9+6+6+3Bonus feat
10+10+7+7+3Improved brains over brawn

Inspiration

Levels in martial factotum stack with factotum to determine your total inspiration points.

Cunning Focus (Ex)

A 1st level martial factotum may apply the bonus from weapon focus to any weapon to which she is proficient with. This does not apply to any other feat.

Cunning Toughness (Ex)

At second level, a martial factotum may use her depth of martial knowledge and rudimentary spellcasting to supercharge her body with energy. As a swift action, the martial factotum can spend 2 points of inspiration to gain temporary hit points equal to her Intelligence modifier plus her combined factotum and martial factotum level. These temporary hit points last for one minute.

Bonus Feat

At 3rd, 6th and 9th level, a martial factotum gains a bonus feat. This feat must be selected from the list of fighter bonus feats.

Improved Cunning Strike (Ex)

A martial factotum that reaches 4th level that uses Cunning Strike gains 1d8 points of sneak attack damage instead of 1d6.

Cunning Breach (Ex)

This ability functions as the factotum ability of the same name, except that it costs 1 point of inspiration to use and only applies to damage reduction.

Cunning Dodge (Ex)

This ability functions as the factotum ability of the same name.

Cunning Weapons (Ex)

A martial factotum of 7th level or higher can temporarily emulate weapon properties into her own weapons. As a free action when the martial factotum declares an attack, she may apply any weapon property to her attack. This lasts until the start of the martial factotum's next turn and costs a number of inspiration points equal to the weapon's enhancement bonus cost. For example, emulating flaming would cost 1 point of inspiration, while adding holy would cost 2 points. This affects all the weapons the martial factotum uses for the duration.

Epic weapon properties cannot be emulated with this ability.

Improved Cunning Defense (Ex)

This ability functions as the factotum ability of the same name.

Improved Brains over Brawn (Ex)

A master martial factotum learns to apply her formidable intellect to how she fights. The martial factotum may use her Intelligence modifier in addition to her Strength or Dexterity modifier on weapon attack rolls and weapon damage rolls. This does not stack with the bonus to attack or damage rolls from Cunning Insight.
Title: Re: Homebrew
Post by: Anastasia on May 22, 2014, 12:37:45 AM
Nothing really to say here. It could use some unique epic feats to boost it, but they're not a priority right now. This is one of those classes that doesn't really lend itself to epic anyway.

Epic Martial Factotum

Hit Die

d10

Skill Point at Each Additional Level

6 + Intelligence modifier

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

Inspiration

An epic martial factotum continues to add his martial factotum level to her factotum level to determine her inspiration points.

Bonus Feats

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

Epic Factotum Bonus Feat List

Note: Any feats relating to inspiration can be found in epic factotum.

Armor Skin, Aura of Inspiration, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Dodge, Epic Prowess, Epic Toughness, Epic Trapfinding, Exceptional Deflection, Improved Combat Reflexes, Improved Cunning Insight, Improved Cunning Knowledge, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Source of Inspiration, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.
Title: Re: Homebrew
Post by: Anastasia on May 22, 2014, 12:41:43 AM
I'm aware epic school estoria only covers abjuration right now. I made this progression for an abjurer. I'll get to the others later.

Epic Master Specialist

Hit Die

d4

Skill Points at Each Additional Level

2 + Intelligence modifier

LevelBase Attack BonusSpecialSpells
11+5Expanded spellbook+1 wizard
12+6Caster level increase+3+1 wizard
13+6-+1 wizard
14+7Bonus feat, expanded spellbook+1 wizard
15+7Caster level increase+4+1 wizard
16+8-+1 wizard
17+8Expanded spellbook+1 wizard
18+9Bonus feat, caster level increase+5+1 wizard
19+9-+1 wizard
20+10Expanded spellbook+1 wizard

Expanded Spellbook (Ex)

At 11th level and every 3 levels thereafter, the epic master specialist gains another bonus spell of his chosen school to his spellbook.

Caster Level Increase (Ex)

At 12th level and every 3 levels thereafter, the epic master specialist's bonus to the caster level of his chosen school rises by 1.

Bonus Feats

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

Epic Master Specialist Bonus Feat List

Automatic Metamagic, Efficient Item Creation, Enhance Spell, Epic Crafting, Epic Skill Focus (Spellcraft only), Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic.

Epic School Esoterica [Epic]
Prerequisite: Major School Esoterica, int 21
Benefit: You gain a new ability according to your chosen school of specialization. It may be used three times per day.
Abjuration: When you cast an abjuration spell that only affects one creature (including spells altered by your major school esoterica), you may choose to have it affect a number of creatures equal to your Intelligence modifier. All creatures affected must be within 60ft of one another. Unwilling creatures are not affected.

Expanded Esoterica [Epic]
Prerequisite: Major School Esoterica, int 19
Benefit: You may use your major school esoterica and your epic school esoterica (if you have that feat) an additional three times per day.
Special: You may select this feat more than once. Its benefits stack.
Title: Re: Homebrew
Post by: Anastasia on May 22, 2014, 01:40:34 AM
Note: An Aspirant should gain another use of spontaneous casting at level 20. This progression assumes that houserule is in place.

Epic Aspirant

Hit Die

d8

Skill Points at Each Additional Level

4 + Intelligence modifier

LevelBase Attack BonusSpecial
21+15Spells
22+16-
23+17-
24+18Bonus feat, spontaneous casting 7/day
25+18Shield of the divine+6
26+19-
27+20-
28+21Bonus feat, spontaneous casting 8/day
29+21-
30+22Shield of the divine+7

Spontaneous Casting (Ex)

At 24th level and every 4 levels thereafter, the epic aspirant gains another daily use of spontaneous casting.

Shield of the Divine (Ex)

At 25th level and every 5 levels thereafter, the epic aspirant's AC bonus from shield of the divine rises by 1.

Bonus Feats

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

Epic Aspirant Bonus Feat List

Armor Skin, Automatic Metamagic, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic.

Spellcasting

At 21st level and every level thereafter, the epic aspirant's spellcasting improves. His caster level increases as normal. Further, once the epic aspirant obtains the Epic Spell Capacity feat, he gains spells of 10th level and higher. See the table below for his progression. This table continues in the same pattern past level 39.

Aspirant spells per day
Level10th11th12th13th14th15th16th
211------
222------
233------
2441-----
2542-----
2643-----
27441----
28442----
29443----
304441---
314442---
324443---
3344441--
3444442--
3544443--
36444441-
37444442-
38444443-
394444441
Title: Re: Homebrew
Post by: Anastasia on May 22, 2014, 01:45:54 AM
An experiment in class design. This offers several powerful bonuses that don't track with any other class. It's intended for warriors with the full BAB and no spell progression. It comes with a big, immediate downside but gets lots of useful powers as you level up. How useful it is depends on the style of the game and how much of a role resurrection plays in it.

I don't consider this prestige class 'canon' as much as a design experiment. I didn't do much proofreading for it on those grounds.


Hell-Bound Warrior

Hit Die

d10

Requirements

Alignment

Lawful Evil

Feats

Devil's Favor

Skills

Knowledge (Planes) or Knowledge (Religion) 4 ranks

Special

The aspiring Hell-Bound Warrior must make peaceful contact with a greater devil of at least 13 hit dice. This contact includes a pact to sell the aspirant's soul and instructions on how to submit to the will of Hell.

Class Skills

The Hell-Bound Warrior's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility and Royalty) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Spot (Wis)

Skill Points at Each Level

4 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+2Hell's vitality, the price of failure
2+2+3+0+3Lesser devil's eyes
3+3+3+1+3Energy resistance
4+4+4+1+4Bonus feat, telepathy
5+5+4+1+4Diabolical tactics
6+6+5+2+5Greater devil's eyes
7+7+5+2+5Summon
8+8+6+2+6Bonus feat, hell-scarred flesh
9+9+6+3+6Devilish immunities
10+10+7+3+7Regeneration, devil's body

Hell's Vitality (Ex)

Servants of Hell are expected to give everything they have and a little more beyond that. The training they go through is little better than torment, but it provides extra endurance. The Hell-Bound Warrior gains a bonus to hit points equal to his level in this class. This starts at +1 at level 1 and rises by +1 each additional level. For example, a 5th level Hell-Bound Warrior has a +5 bonus to hit points.

The Price of Failure (Ex)

There is one thing Hell will never tolerate: failure. A Hell-Bound Warrior that is slain cannot be raised or resurrected. His soul is property of his fiendish master, who will be most displeased by the warrior's failure. The most likely fate is torture, being consigned into the Lake of Fire and being transformed into a lemure.

Lesser Devil's Eyes (Ex)

At 2nd level, the Hell-Bound Warrior gains darkvision out to 60ft. If the creature already has darkvision, its range increases by 60ft.

Energy Resistance (Ex)

A Hell-Bound Warrior that reaches 3rd level gains resistance to acid and cold 10. This resistance stacks with any natural resistance the creature possesses, but not with any non-permanent sources.

Bonus Feat

At 4th and 8th level, the Hell-Bound Warrior gains a bonus feat. This bonus feat may be any devil-touched or vile feat that the creature qualifies for.

Telepathy (Su)

The Hell-Bound Warrior gains telepathy 100ft. This functions as a devil's telepathy ability.

Diabolical Tactics (Ex)

Hell is renowned for holding off vast hordes of demons with vastly smaller forces. This tactical training is beaten into the Hell-Bound Warrior, granting them great skill at facing multiple opponents. He can no longer be flanked. So strong is his confidence when facing long odds that he gains a +4 morale bonus to attack rolls and armor class when he would normally be flanked.

Greater Devil's Eyes (Ex)

By being plunged into eternal darkness, the Hell-Bound Warrior is no longer hindered by a lack of light. He gains the see in darkness ability. This functions as the ability of the same name that devils possess.

Summon (Sp)

Once per day the Hell-Bound Warrior can summon 1d8 lemures, 1d4 bearded devils or a barbed devil. This ability is the equivalent of a 5th-level spell.

Hell-Scarred Flesh (Ex)

By this point, the Hell-Bound Warrior's flesh resembles burn-scarred hamburger meat. It has been toughened far beyond mortal endurance and immersed in vile profanities. This grants damage reduction 10/good. In addition, the Hell-Bound Warrior takes damage from holy water as if he was an evil outsider.

Devilish Immunities (Ex)

At 9th level, the Hell-Bound Warrior becomes immune to fire and poison. However, he is still vulnerable to ravages.

Regeneration

The Hell-Bound Warrior gains regeneration 3. He takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.

Devil's Body (Ex)

At 10th level, the Hell-Bound Warrior becomes an outsider with the native subtype. He is treated as a devil and an evil outsider for the sake of effects. His natural and weapon attacks count as evil and lawful to overcome damage reduction.

Special Note

A Hell-Bound Warrior that becomes an outsider or otherwise changes type may keep any devil-touched feats it no longer qualifies for. This is a special exception. Alternately the character may choose a different feat in place of the devil touched feats. If so, they still meet the qualifications for Hell-Bound Warrior and do not suffer any loss of class abilities.
Title: Re: Homebrew
Post by: Anastasia on May 22, 2014, 01:47:57 AM
Nothing too fancy here. The class grants bonus feats and that's it, as it's one of those classes that doesn't transition to epic.

Incidentally, I feel working with The Price of Failure should be a part of epic. Renegotiating that entire agreement is great bait for an epic adventure, but it's beyond the scope of the class powers. A Hell-Bound Warrior that makes it that far isn't much removed from being a true devil and could well earn his (highly relative) freedom by playing politics. Best case scenario he earns distinction and becomes a unique devil in the service of one of Hell's nobility. Politics like that are just outside a mechanical scope.


Epic Hell-Bound Warrior

Hit Die

d10

Skill Points at Each Additional Level

4 + Intelligence modifier

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

Bonus Feats

An epic Hell-Bound Warrior gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Hell-Bound Warrior Bonus Feat List

Armor Skin, Combat Archery, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Prowess, Energy Resistance, Epic Toughness, Exceptional Deflection, Extra Devil Summoning, Hellbound Flesh, Improved Combat Reflexes, Improved Devil Summoning, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Extra Devil Summoning [Epic]
Prerequisite: Summon, The Price of Failure
Benefit: You may use your summon ability an additional two times per day.

Improved Devil Summoning [Epic]
Prerequisite: Summon, Extra Devil Sumoning
Benefit: You may now summon the following spread of devils. This replaces your previous summoning options.
Once per day the Hell-Bound Warrior can summon 1d8 lemures, 1d6 bearded devils, 1d4 barbed devil or an ice devil. This ability is the equivalent of a 8th-level spell.

Hellbound Flesh [Epic]
Prerequisite: Hell-Scarred Flesh, Armor Skin
Benefit: Your damage reduction from Hell-Scarred Flesh improved to 15/epic, good and silver.
Title: Re: Homebrew
Post by: Anastasia on May 22, 2014, 02:40:33 AM
There's a few houserules in play for poisoner. These need to be understood before reading the epic progression.

1. Poisoners can be any alignment. Balmuria takes the position that poison use isn't intrinsically evil, but instead nothing more than a weapon like a sword, wand or club. You won't see many, if any, good aligned poisoners, but the class isn't automatically evil now.
2. The save DC of poison touch (and the abilities that draw from it) is 10 + 1/2 hit dice + Constitution modifier. Poison's DCs have trouble keeping up in high/epic level play as it is, so a prestige class locked into low poison DCs has serious problems.
3. Poison gaze only allows the normal saving throw for the poison. There's no need to allow two saves to successfully poison someone.


Epic Poisoner

Hit Die

d6

Skill Points at Each Additional Level

8 + Intelligence modifier

LevelBase Attack BonusSpecial
11+8Sneak attack+6d6
12+9-
13+9Sneak attack+7d6
14+10Bonus feat
15+11Sneak attack+8d6
16+12-
17+12Sneak attack+9d6
18+13Bonus feat
19+14Sneak attack+10d6
20+15-

Sneak Attack (Ex)

At 11th level and every 2 levels thereafter, the epic poisoner's sneak attack rises by 1d6.

Bonus Feats

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

Epic Poisoner Bonus Feat List

Blinding Speed, Combat Archery, Epic Dodge, Epic Poison Touch, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Greater Poison Gaze, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Quick Poison Creation, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy.

Greater Poison Gaze [Epic]
Prerequisite: Poison Gaze, con 19
Benefit: Select a single type of poison you can generate from the poison touch table. Any creature that comes within 30ft of you is affected by this poison and must save as normal. A creature must save against this poison each round it remains within 30ft of you. This follows all the rules for gaze attacks. You may deactivate or activate your gaze as a free action at any time.

Quick Poison Creation [Epic]
Prerequisite: Blinding Speed
Benefit: You may now generate poison with poison touch as a swift action.

Epic Poison Touch [Epic]
Prerequisite: Poison Touch, reached maximum level on the Poison Touch table, con 21
Benefit: The poison you can generate with poison touch and related abilities that use the poisons from it increases. See the table below.

Str or Dex damageCon damageInt, Wis or Cha damage
2d61d62d4
Title: Re: Homebrew
Post by: Anastasia on May 22, 2014, 01:38:47 PM
Ash Purifier

Hit Die

d8

Requirements

Alignment

Any good

Skills

Knowledge (Religion) 9 ranks

Feats

Searing Spell

Spells

Able to cast a spell of 3rd level or higher with the fire descriptor

Special

Must have a patron that grants access the Fire Domain. You do not need to have access to the Fire Domain, only that your patron can grant it.

Class Skills

The ash purifier'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

2 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+0+0+2Fire domain+1 level of existing class
2+1+0+0+3Burn impurity (penalty)-
3+2+1+1+3Pure flames 1/day+1 level of existing class
4+3+1+1+4Burn impurity (exorcism)+1 level of existing class
5+3+1+1+4Fiery spell+1 level of existing class
6+4+2+2+5Burn impurity (good descriptor)+1 level of existing class
7+5+2+2+5Pure flames 2/day+1 level of existing class
8+6+2+2+6Burn impurity (sever evil)+1 level of existing class
9+6+3+3+6Blistering spell+1 level of existing class
10+7+3+3+7Cleansing meltdown+1 level of existing class

Fire Domain

At first level, the ash purifier gains access to the Fire Domain, including the granted power of that domain.

If you already have access to the Fire Domain, you instead gain a +1 bonus to the caster level of any spell with the fire descriptor.

Burn Impurity (Su)

Ash purifiers are renowned for their ability to purify the darkness with fire. As they gain levels they gain greater ability to purify evil. These abilities only affect spells with the fire descriptor unless noted otherwise.

At 2nd level, an ash purifier's fire spells are difficult for evil creatures to resist. Evil creatures suffer a -2 penalty to saving throws against the ash purifier's fire spells. This also applies to the abilities below that allow a saving throw, including cleansing meltdown.

At 4th level, the ash purifier's fire spells can drive invading evil spirits out. When a fire spell cast by the Ash Purifier deals damage to a possessed creature, the possessing creature must make a Will save (DC 10 + 1/2 your hit dice + your Charisma modifier). Failure results in it being driven from the body of its victim as if targeted by dispel evil. In addition, the possessing creature's incorporeal form takes the damage from the spell instead of the possessed creature.

At 6th level, the fire spells of the ash purifier gain the good descriptor. For example, burning hands cast by an Ash Purifier would have the fire and good descriptors.

At 8th level, impure creatures are temporary removed from the source of their power when damaged by ash purifier's fire spells. Any creature with the evil subtype must make a Will save (DC 10 + 1/2 your hit dice + your Charisma modifier) or lose the evil subtype for a number of minutes equal to the ash purifier's class level. The loss of this connection is traumatic, resulting in the creature being unable to use any spell-like abilities with the evil descriptor. Any other spell-like abilities the creature possesses may still be used, though they must make a Concentration check (DC equal to the saving throw above) or have the spell fizzle. This lasts until the creature regains the evil subtype.

Pure Flames (Ex)

At 3rd level, the ash purifier gains the ability to channel sacred power into their fire spells. Once per day when the ash purifier casts a spell with the fire descriptor, he may apply the Searing Spell metamagic to it spontaneously. This does not increase the level or casting time of the spell. At 7th level he may do this two times per day.

Fiery Spell

A 5th level ash purifier gains Fiery Spell as a bonus feat. If he already possesses this feat, he may select another instead.

Blistering Spell

A 9th level ash purifier gains Blistering Spell as a bonus feat. If he already possesses this feat, he may select another.

Cleansing Meltdown (Su)

A master ash purifier can summon a massive inferno that cleanses evil. This functions as a fireball spell with a doubled area of effect and is a standard action to use. It deals 2d10 points of fire damage per ash purifier class level and has a save DC of 10 + 1/2 your hit dice + your Charisma modifier. All effects from Burn Impurity apply to this ability and it ignores any immunity or resistance to fire evil creatures possess. This ability can be used twice per day.
Title: Re: Homebrew
Post by: Anastasia on May 22, 2014, 01:40:14 PM
Posted this back as a design exercise during B3. I'm placing it here for easier reference. It's not official or anything.

Besides adding intimidation shenanigans, it doesn't expand what the fighter can do. It merely makes a fighter better at fighting. I don't claim this as any grand fighter fix, just a design exercise. It works by adding in various ACFs as part of the main fighter class as well as the weapon focus line of feats.


Fighter

Hit Die

d10

Class Skills

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

Skill Points at 1st Level

(2 + Int modifier) x 4.

Skill Points at Each Additional Level

2 + Int modifier.

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Bonus feat, weapon focus
2+2+3+0+0Armored savant, bonus feat
3+3+3+1+1Skill focus(intimidate)
4+4+4+1+1Bonus feat, weapon specialization
5+5+4+1+1Extended intimidation
6+6+5+2+2Bonus feat
7+7+5+2+2Bonded armor+1
8+8+6+2+2Bonus feat, weapon mastery
9+9+6+3+3Swift demoralization
10+10+7+3+3Bonus feat, greater weapon focus
11+11+7+3+3Overpowering attack
12+12+8+4+4Bonus feat
13+13+8+4+4Bonded armor+2, defensive juggernaut (light fortification)
14+14+9+4+4Bonus feat, greater weapon specialization
15+15+9+5+5Defensive juggernaut(medium fortification)
16+16+10+5+5Bonus feat
17+17+10+5+5Defensive juggernaut (spell resistance)
18+18+11+6+6Bonus feat, weapon supremecy
19+19+11+6+6Bonded armor+3, defensive juggernaut (heavy fortification)
20+20+12+6+6Bonus feat

Class Features

All of the following are class features of the fighter.

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats

At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Weapon Focus (Ex)

At 1st level, a fighter's martial prowess is established. He gains a +1 bonus to attack rolls with any weapon he is proficient with. This includes natural attacks and unarmed strikes, but does not include spells or supernatural abilities.

Armored Savant (Ex)

At 2nd level, a fighter's skill with his armor rises and he is able to handle even heavy armors smoothly. He ignores the weight of his armor for the purpose of calculating encumbrance. Armor you wear slows you as if it were one category lighter than it is (so medium armor does not slow you and heavy armor slows you as if it were medium armor). In addition, the maximum Dexterity bonus for any armor you wear improves by +1.

Skill Focus

A fighter gains Skill Focus (Intimidate) as a bonus feat at 3rd level.

Weapon Specialization (Ex)

At 4th level, a fighter gains a +2 bonus to all weapon damage rolls. This follows the guidelines in weapon focus.

Extended Intimidation (Ex)

A target successfully intimidated by a 5th level fighter suffers lasting effects. Instead of ending when the fighter leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after his departure. Thereafter, the target's attitude toward the fighter shifts to unfriendly, but a lingering fear remains. Whenever the fighter returns to someone he has previously intimidated, he gains a +4 bonus on his Intimidate check to re-establish the effect.

Bonded Armor (Ex)

At 7th level, a fighter's armor becomes like a second skin. You are able to don or remove armor as a full round action. In addition, the armor bonus of any armor you wear rises by 1. At 13th level this bonus increases to 2 and to 3 at level 19.

Weapon Mastery (Ex)

At 8th level, a fighter has reached exceptional pinnacles of skill. He gains a +2 bonus attack rolls and weapon damage rolls. This bonus stacks with the bonus provided by weapon focus and weapon specialization, as well as greater weapon focus and greater weapon specialization (see below). Otherwise, this follows the guidelines in weapon focus.

Swift Demoralization (Ex)

A 9th level fighter can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.

Greater Weapon Focus  (Ex)

At 10th level, a fighter's skill with weapons becomes near-legendary.  He gains an additional +1 bonus to attack rolls. This follows the guidelines in weapon focus and stacks with weapon focus and weapon mastery.

Overpowering Attack (Ex)

At 11th level, a fighter can focus his attention in combat to deliver a single deadly attack. As a full-round action, make one attack at your highest base attack bonus. That attack deals double damage, as do any other attacks you make before the start of your next turn.

Defensive Juggernaut (Ex)

At 13th level, a fighter's armor is so protective that it renders him close to a living slab of steel. He gains light fortification whenever he wears armor. This functions as the armor special quality of the same name. At 15th level this improves to medium fortification and at 19th level it becomes heavy fortification. In addition, at 17th level, a fighter's skill with armor is so well developed that it even blocks mystical attacks. The fighter gains spell resistance equal to 10 + hit dice.

Greater Weapon Specialization (Ex)

At 14th level, a fighter's blows cause legendary amounts of damage. He gains an additional +2 bonus to weapon damage rolls. This follows the guidelines in weapon focus and stacks with weapon specialization and weapon mastery.

Weapon Supremacy (Ex)

At 18th level, a fighter has reached the peak of his skill, rivaled by only the greatest of all time. He gains several benefits when wielding a weapon he is proficient with. You gain a +4 bonus to CMD against attempts to disarm you. You can wield your weapon in a grapple freely (but not while pinned). Once per round when you make a full attack, you may add a +5 bonus to any attack roll after the first. Once per round before making an attack roll, you can take 10 on an attack. Whenever you are wielding a weapon you are proficient with, you gain a +1 bonus to armor class(this bonus only applies once if you are wielding more than one weapon at a time).
Title: Re: Homebrew
Post by: Anastasia on May 22, 2014, 01:42:40 PM
Epic Ash Purifier

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier

LevelBase Attack BonusSpecialSpells
11+8-+1 level of existing class
12+9-+1 level of existing class
13+9Pure flames 3/day+1 level of existing class
14+10Bonus feat+1 level of existing class
15+11-+1 level of existing class
16+12-+1 level of existing class
17+12-+1 level of existing class
18+13Bonus feat, pure flames 4/day+1 level of existing class
19+14-+1 level of existing class
20+15-+1 level of existing class

Pure Flames (Ex)

At 13th level and every 5 levels thereafter, the epic ash purifier gains another daily use of pure flames.

Bonus Feats

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

Epic Ash Purifier Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Energy Resistance, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Extra Meltdowns, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Purified Blood, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.

Extra Meltdowns [Epic]
Prerequisite: Cleansing Meltdown
Benefit: You may use your cleansing meltdown ability an additional two times per day.

Purified Blood [Epic]
Prerequisite: Perfect Health, Burn Impurity (Good Descriptor)
Benefit: You have channeled so much holy power that your blood has become sanctified. Whenever you take slashing or piercing melee damage from an evil creature within 10ft, a spray of your blood burns the wicked. This deals 2d6 points of fire damage. All the effects of burn impurity apply to this damage.
Title: Re: Homebrew
Post by: Anastasia on May 22, 2014, 01:44:01 PM
Extended Carrying Capacity List

Strength ScoreLight LoadMedium LoadHeavy Load
30532 lb or less533-1064 lb1065-1600 lb
31612 lb or less613-1224 lb1225-1840 lb
32692 lb or less693-1348 lb1349-2080 lb
33800 lb or less801-1600 lb1601-2400 lb
34932 lb or less933-1864 lb1865-2800 lb
351064 lb or less1065-2132 lb2133-3200 lb
361224 lb or less1225-2452 lb2453-3680 lb
371384 lb or less1385-2772 lb2773-4160 lb
381600 lb or less1601-3200 lb3201-4800 lb
391864 lb or less1865-3732 lb3733-5600 lb
402128 lb or less2129-4256 lb4257-6400 lb
412448 lb or less2449-4896 lb4897-7360 lb
422768 lb or less2769-5536 lb5537-8320 lb
433200 lb or less3201-6400 lb6401-9600 lb
443728 lb or less3729-7456 lb7457-11200 lb
454256 lb or less4257-8528 lb8529-12800 lb
464896 lb or less4897-9808 lb9809-14720 lb
475536 lb or less5537-11088 lb11089-16640 lb
486400 lb or less6401-12800 lb12801-19200 lb
497456 lb or less7457-14928 lb14929-22400 lb
Title: Re: Homebrew
Post by: Anastasia on May 22, 2014, 01:47:42 PM
Agonized Fist

Monks in the service of Belial and Fierna learn dark skills to better aid them in their unspeakable depravities. Instead of avoiding and blocking effects, they learn to savor the pain.

To take an agonized fist substitution level, a character must worship Belial or Fierna and be about to take his 2nd, 9th or 13th level of monk.

Hit Die

d10

Class Skills

Agonized fists have the same class skills as a standard monk.

Skill Points per Level

4 + Intelligence modifier.

2nd: Lose Evasion, gain Endure Fire
9th: Lose Improved Evasion, gain Gift of Pain
13th: Lose Diamond Soul, gain Body of Agony

Endure Fire (Su)

Once per day as a free action when taking fire damage, the agonized fist may revel in the pain of the flames. They burn the monk and yet do not truly harm him. The monk may treat that occurrence of fire damage as non-lethal damage.

At 5th level and every 3 levels thereafter, the agonized fist gains another daily use of Endure Fire.

Gift of Pain (Sp)

A 9th level agonized fist can use sadism or masochism once per day as a spell like ability. His caster level equals his monk level. He may choose which to cast each time he uses this ability, he is not restricted to one or the other. Non-lethal damage from Endure Fire counts as damage for masochism.

At 13th level and every four levels thereafter, the agonized fist gains another daily use of sadism or masochism.

At 14th level, the agonized fist may use this ability as a swift action.

Body of Agony (Ex)

At 13th level, an agonized fist becomes immune to non-lethal damage of all types. They still feel pain from this damage and take superficial injuries, but no true damage is done. Non-lethal damage from Endure Fire still counts for the sake of masochism, even though the agonized fist takes no damage.
Title: Re: Homebrew
Post by: Anastasia on May 23, 2014, 12:45:12 PM
Duelist sucks. It's a crappy class that suffers from early 3rd edition game design. It just doesn't give much for the buy-in, let alone to compete against other classes. But since my next project is someone who uses it, I'm sprucing it up. This isn't really a revamp as much as adding enough to make it less of a pile of failure. A change log is below.

Changelog:
Spoiler: ShowHide


- Fortitude is now a good save. They're fighter types with a d10 HD, they should be tough. Fort/Ref being good saves gives this class a little more of a statistical backbone for support.
- Expanded the skill list to include the skills swashbuckler adds.
- Enhanced mobility is now gained at level 1 instead of level 3. It's not a great power so you get it right off the bat. A +8 AC bonus makes mobility a little better. It's still a mediocre situational feat.
- Likewise, canny defense is now gained at level 3. It's now purely int to AC and isn't capped by duelist level. It was moved back to prevent easy dipping shenanigans.
- Acrobatic charge is now gotten earlier. This matches swashbuckler handing it out early.
- Grace is now only +1 at level 4, but increases by +1 every three levels. It tops off pre-epic at +3, so that's a net gain. It also now adds together with a swashbuckler's grace ability.
- Crippling strike is gained at level 6. This applies to precise strike. It's a nudge upward for offense, letting a duelist weaken his opponent's attacks as the duel goes on. They needed the boost.
- Added a new capstone: superior mobility. It's great in a Pathfinder styled game that uses CMB/CMD for tumble or a houserule that prevents a DC 20 tumble check from negating AoOs. If you're in a game where that still holds true, this capstone's nearly worthless. I'd recommend making a new one instead.


Duelist

Hit Die

d10

Requirements

Base Attack Bonus

+6

Skills

Perform 3 ranks, Tumble 6 ranks

Feats

Dodge, Mobility, Weapon Finesse

Class Skills

The duelist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex)

Skill Points at Each Level

4 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+2+0Enhanced mobility
2+2+3+3+0Acrobatic charge, improved reaction+2
3+3+3+3+1Canny defense
4+4+4+4+1Grace+1
5+5+4+4+1Precise strike+1d6
6+6+5+5+2Crippling strike
7+7+5+5+2Elaborate parry, grace+2
8+8+6+6+2Improved reaction+4
9+9+6+6+3Deflect arrows
10+10+7+7+3Grace+3, precise strike+2d6, superior mobility

Enhanced Mobility (Ex)

When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Acrobatic Charge (Ex)

A duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Improved Reaction (Ex)

At 2nd level, a duelist gains a +2 bonus on initiative checks.

At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

Canny Defense (Ex)

When not wearing armor or using a shield, a duelist adds her Intelligence bonus (if any) to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Grace (Ex)

At 4th level, a duelist gains an additional +1 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

This bonus increases to +2 at 7th level and +3 at 10th level. If you possess the grace class feature from swashbuckler, the bonuses stack. Add them together to determine your total competence bonus to Reflex saves.

Precise Strike (Ex)

At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.

A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.

Crippling Strike (Ex)

This ability functions as the rogue special ability of the same name, except that it applies to precise strike.

Elaborate Parry (Ex)

At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.

Deflect Arrows

At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.

Superior Mobility (Ex)

When wearing no armor and not using a shield, a duelist does not provoke attacks of opportunity for moving. She can enter and leave threatened squares without risk.
Title: Re: Homebrew
Post by: Anastasia on May 23, 2014, 12:47:18 PM
Epic Duelist

Hit Die

d10

Skill Points at Each Additional Level

4 + Intelligence modifier

LevelBase Attack BonusSpecial
11+11-
12+12-
13+13Bonus feat, grace+4
14+14Improved reaction+6
15+15Precise strike+3d6
16+16Bonus feat, grace+5
17+17-
18+18-
19+19Bonus feat, grace+6
20+20Improved reaction+8, precise strike+4d6

Improved Reaction (Ex)

At 14th level and every 6 levels thereafter, the epic duelist's bonus to initiative increases by 2.

Grace (Ex)

At 13th level and every 3 levels thereafter, the epic duelist's competence bonus to reflex saves rises by 1.

Precise Strike (Ex)

At 15th level and every 5 levels thereafter, the epic duelist's precise strike increases by 1d6.

Bonus Feats

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

Epic Duelist Bonus Feat List

Blinding Speed, Devastating Critical, Dire Charge, Epic Dodge, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Speed, Exceptional Deflection*, Improved Combat Reflexes, Improved Precise Strike, Improved Whirlwind Attack, Infinite Deflection*, Overwhelming Critical, Perfect Two-Weapon Fighting, Spell Parry, Superior Initiative, Two-Weapon Rend.

*The epic duelist need not have Improved Unarmed Strike to qualify for these feats, but in that case must be using a light or one-handed piercing weapon.

Improved Precise Strike [Epic]
Prerequisite: Precise strike+2d6
Benefit: Add 1d6 to your precise strike damage.
Benefit: You can select this feat more than once. Its benefits stack.

Spell Parry [Epic]
Prerequisite: Elaborate Parry, Exceptional Deflection, dex 25
Benefit: Once per round as an immediate action, you may parry a spell cast at you. You may only parry spells that have you as a target. Effect and area spells are not affected, nor are touch range spells. A spell that is parried does not affect you.
Title: Re: Homebrew
Post by: Anastasia on May 23, 2014, 12:51:20 PM
Epic Knight of the Chalice

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier

LevelBase Attack BonusSpecial
11+11-
12+12Fiendslaying +5/+5d6
13+13Bonus feat
14+14-
15+15Fiendslaying +6/+6d6
16+16Bonus feat
17+17-
18+18Fiendslaying +7/+7d6
19+19Bonus feat
20+20-

Fiendslaying (Ex)

At 12th level and every three levels thereafter, the epic knight of the chalice's fiendslaying bonuses rise by 1 and 1d6, respectively.

Bonus Feats

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

Epic Knight of the Chalice Bonus Feat List

Armor Skin, Blinding Speed, Devastating Critical, Epic Fiendslaying, Epic Prowess, Epic Reputation, Epic Spell Capacity, Epic Toughness, Fast Healing, Improved Banishment, Improved Combat Casting, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Spontaneous Spell, Widen Courage of Heaven.

Spellcasting

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

Level5th6th7th8th9th
110----
121----
131----
142----
1520---
1621---
1721---
1822---
19220--
20221--
21221--
22222--
232220-
242221-
252221-
262222-
2722220
2822221
2922221

Note: This table assumes that SM4 is houseruled as a 4th level spell the knights. The spells are drawn from the PHB and Complete Warrior, with the sole exception of the aspect of the deity line. Knights of the Chalice have that despite not being native to the book they are in.

5th: atonement, break enchantment, divine power, flame strike, hallow, plane shift, spell resistance, summon monster v, true seeing, valiant fury.
6th: aspect of the deity, banishment, forbiddance, greater dispel magic, greater shout, mass bear's endurance, mass bull's strength, planar ally, righteous might, summon monster vi.
7th: dimensional lock, fire storm, holy word, lion's roar, repulsion, summon monster vii
8th: antimagic field, freedom, greater planar ally, holy aura, summon monster viii
9th: gate, greater aspect of the deity, miracle, summon monster ix

Epic Fiendslaying [Epic]
Prerequisite: Fiendslaying +3/+3d6
Benefit: Your fiendslaying bonuses increase by +1 and +1d6.
Special: You may select this feat more than once. Its benefits stack.

Improved Banishment [Epic]
Prerequisite: Censure Demons, cha 25
Benefit: When you censure demons, you may attempt to dismiss as many demons as you stun. In addition, demons of any hit dice are eligible to be dismissed if they fail the Will save versus stunning.

Widen Courage of Heaven [Epic]
Prerequisite: Courage of Heaven (Radius), cha 23
Benefit: The radius of your courage of heaven ability increases to 100ft. All allies within that range gain the benefits of that ability.
Title: Re: Homebrew
Post by: Anastasia on May 23, 2014, 12:55:30 PM
Epic Dervish

Hit Die

d10

Skill Points at Each Additional Level

4 + Intelligence modifier

LevelBase Attack BonusAC bonusSpecial
11+11+3Dervish dance 6/day, fast movement +20ft
12+12+3-
13+13+4Dervish dance 7/day
14+14+4Bonus feat, fast movement +25ft
15+15+4Dervish dance 8/day
16+16+4-
17+17+5Dervish dance 9/day, fast movement +30ft
18+18+5Bonus feat
19+19+5Dervish dance 10/day
20+20+5Fast movement +35ft

AC Bonus (Ex)

At 13th level and every 4 levels thereafter, the epic dervish's bonus to armor class rises by 1.

Dervish Dance (Ex)

At 11th level and every 2 levels thereafter, the epic dervish may use her dervish dance an additional time per day. Her bonus to attack and damage rolls with slashing weapons also continues to rise at every odd level.

Fast Movement (Ex)

At level 11 and every 3 levels thereafter, the epic dervish's bonus to her speed increases by 5ft.

Bonus Feats

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

Blinding Speed, Devastating Critical, Dire Charge, Endless Cuts, Epic Dodge, Epic Prowess, Exceptional Deflection, Final Blitz, Improved Combat Reflexes, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Overwhelming Critical, Penetrate Damage Reduction, Perfect Parry, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Superior Initiative, Two-Weapon Rend, Untouchable.

Endless Cuts [Epic]
Prerequisite: A Thousand Cuts, dex 21
Benefit: You may use your a thousand cuts ability an additional two times per day.
Special: You may select this feat more than once. Its benefits stack.

Final Blitz [Epic]
Prerequisite: Rapid Blitz, dex 23
Benefit: You can designate a fourth target for your spring attack feat. In addition to the third attack you gain from your rapid blitz feat, you may make a fourth attack at a -15 penalty.

Perfect Parry [Epic]
Prerequisite: Elaborate Parry, dex 21
Benefit: The bonus granted to armor class from elaborate parry increases to +8.

Untouchable [Epic]
Prerequisite: Dervish Dance 3/day, Epic Dodge, dex 25
Benefit: You are not subject to attacks of opportunity provoked from moving while you are in a dervish dance.
Title: Re: Homebrew
Post by: Anastasia on May 23, 2014, 12:57:27 PM
ScoreModifier01st2nd3rd4th5th6th7th8th9th
46-47+18-554444333
48-49+19-555444433
50-51+20-555544443
52-53+21-655554444
54-55+22-665555444
56-57+23-666555544
58-59+24-666655554
60-61+25-766665555
62-63+26-776666555
64-65+27-777666655
66-67+28-777766665
68-69+29-877776666
70-71+30-887777666
72-73+31-888777766
74-75+32-888877776
76-77+33-988887777
78-79+34-998888777
Title: Re: Homebrew
Post by: Anastasia on May 23, 2014, 01:05:31 PM
A 10 level version of Occult Slayer. This is meant to replicate (as much as possible from memory) the lost, full version of Occult Slayer. See the change logs for changes from the CW version. Anyway, this class is fairly straightforward and does what it means to without any frills.

Is this class good? As far as you accept the paradigm of being anti-spellcaster, I think it's okay. It can be circumvented, such as things like orb spells piercing the anti-magic field, but that's problems with 3.5's rules, not the class.

Quick note on the class RAI. Mage Slayer and its line of feats isn't meant to decrease the caster level of the occult slayer's various supernatural abilities. RAW it doesn't since they're supernatural abilities and not spells or SLAs, but it's worth mentioning explicitly If it's a class ability from occult slayer, the penalties to caster level from that line of feats shouldn't apply to those.


Changelog:
Spoiler: ShowHide


- Removed improved initiative as a prereq in favor of mage slayer. Mage slayer makes much more sense than improved initiative and ties into two new bonus feats.
- The class fluff mentioned needing to be trained by an existing occult slayer. This is now reflected in the prerequisites.
- Added spot and listen as skills. Most warrior types have this as a class skill (including fighters with Balmuria houserules), so I felt it was a reasonable addition.
- Added K:R as a skill. Arcane casters aren't the only spellcasters by a long shot. Knowledge about religion and thus the plethora of divine spellcasters feels like it fits.
- Fortitude is now a good save. A warrior class with bad fort. Really? Let's not do that.
- Weapon bond's bonus damage now rises at level 3 and every 4 levels thereafter. Integrated weapon focus into it as well as removed a bit that hoses higher level characters with training time. It's also now an ex to play nice with the capstone. This ability gets better in high or epic level play, as almost everything has spellcasting or spell like abilities.
- Auravision is now gained at 1st level. As this partially replicates a cantrip, this really should be gotten earlier.
- Magical defense is now more spread out to fit into the level progression better.
- Mind over magic is now gained at level 3 and gains another use every 3 levels thereafter. It's also fixed to be an immediate action.
- Pierce magical protection and concealment are now worked into the class as bonus feats. These are good feats to begin with, plus they serve a secondary use. By the end of the class, an occult slayer has a -12 to caster level for spells or spell like abilities. It means only the dedicated anti-magic types can afford to take this class. Gishes and gestalters who use magic can't soak the massive CL loss.
- Nondetection cloak now uses the character's total hit dice rather than occult slayer to determine its CL. It tends to fall behind quickly otherwise.
- A new capstone has been added. This is what I remember the unchanged version's capstone being, more or less.


Occult Slayer

Hit Die

d8

Requirements

Base Attack Bonus

+5

Skills

Knowledge (Arcana) 4 ranks, Spellcraft 3 ranks

Feats

Mage Slayer, Weapon Focus (any weapon)

Special

Must have been trained by an existing occult slayer. This training takes no less than two months.

Class Skills

The occult slayer's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis) and Spellcraft (Int).

Skill Points at Each Level

2 + Intelligence modifier.

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+2Auravision, weapon bond+1d6
2+2+3+0+3Magical defense+1, vicious strike
3+3+3+1+3Mind over magic 1/day
4+4+4+1+4Nondetection cloak, pierce magical concealment
5+5+4+1+4Magical defense+2, weapon bond+2d6
6+6+5+2+5Mind over magic 2/day
7+7+5+2+5Pierce magical protection
8+8+6+2+6Blank thoughts, magical defense+3
9+9+6+3+6Mind over magic 3/day, weapon bond+3d6
10+10+7+3+7Antimagic field

Auravision (Su)

At 1st level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.

Weapon Bond (Ex)

An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her power. On making this selection, she immediately forms a bond with the chosen weapon that imbues it with the force of her hatred against spellcasters. Thereafter, any successful melee attack she makes with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. This damage rises by 1d6 at level 5 and every four levels thereafter.

If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon. This weapon must fulfill the same requirements as the original weapon. The occult slayer must spend one week practicing with the replacement weapon (and doing little else, so no adventuring) to create a new weapon bond.

Magical Defense (Ex)

An occult slayer's constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell like abilities. This bonus is +1 at 2nd level, +2 at 5th level and to +3 at 8th level.

Vicious Strike (Ex)

At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.

Mind over Magic (Su)

Starting at 3rd level, an occult slayer can cause a spell or spell like ability targeted against her to rebound onto the originator as an immediate action. This ability otherwise functions as the spell turning spell (caster level equals the character's occult slayer level + 5). An occult slayer can use this ability once per day at 3rd level, twice per day at 6th level and three times per day at 9th level.

Nondetection Cloak (Su)

Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the character's hit dice), except that it affects only the occult slayer and her possessions.

Bonus Feats

The occult slayer gains pierce magical concealment as a bonus feat at 4th level and pierce magical protection at 7th level. She need not meet the prerequisites for these feats. If she already has those feats, she may select another feat she meets the qualifications for.

Blank Thoughts (Ex)

At 8th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can suppress or resume this ability as a free action.

Antimagic Field (Su)

A 10th level occult slayer can surround himself with a field of pure antimagic. This functions as the spell antimagic field and is centered on the occult slayer. This ability may be used or turned off as a swift action and may be used for a number of rounds each day equal to the occult slayer's class level. This ability's duration may be spread out as the occult slayer wishes and it does not need to be used consecutively.
Title: Re: Homebrew
Post by: Anastasia on May 23, 2014, 01:08:26 PM
Epic Occult Slayer

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier

LevelBase Attack BonusSpecial
11+11Magical defense+4
12+12Mind over magic 4/day
13+13Weapon bond+4d6
14+14Bonus feat, magical defense+5
15+15Mind over magic 5/day
16+16-
17+17Magical defense+6, weapon bond+5d6
18+18Bonus feat, mind over magic 6/day
19+19-
20+20Magical defense+7

Magical Defense (Ex)

At 11th level and every 3 levels thereafter, the epic occult slayer's bonus to saves versus spells and spell like abilities rises by 1.

Mind over Magic (Su)

At 12th level and every 3 levels thereafter, the epic occult slayer gains another daily use of mind over magic.

Weapon Bond (Ex)

At 13th level and every 4 levels thereafter, the epic occult slayer's weapon bond bonus damage rises by 1d6.

Bonus Feats

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

Epic Occult Slayer Bonus Feat List

Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Prowess, Energy Resistance, Epic Toughness, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Wrestler, Magic Bane, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Sever the Weave, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Magic Bane [Epic]
Prerequisite: Pierce Magical Concealment, Pierce Magical Protection
Benefit: Your weapons are treated as being magebane. Against any creature with spellcasting, your weapon's enhancement bonus is treated as two points higher and you deal an extra 2d6 points of damage per hit. This stacks with similar abilities.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

Sever the Weave [Epic]
Prerequisite: Mage Slayer, Magic Bane, str 25
Benefit: Spellcasters are not aware that they may not cast defensively near you. In addition, anyone you hit with an attack of opportunity must make a Will save (DC 10 + your Str modifier + 1/2 your hit dice) or be unable to cast spells or spell-like abilities for 1 minute.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.
Title: Re: Homebrew
Post by: Anastasia on May 23, 2014, 01:20:09 PM
Quick note, the heaps of text on aquatic and mountain terrain masteries is repeating all the things that apply to creatures with that sort of movement innately.

Horizon Walker

Hit Die

d8

Requirements

Skills

Knowledge (Geography) 8 ranks, Knowledge (Planes) 4 ranks

Feats

Endurance

Special

Must have visited at least 3 different types of terrain, such as forests, deserts, hills and so forth.

Class Skills

The horizon walker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language (None), Spot (Wis) and Survival (Wis).

Skill Points at Each Level

6 + Intelligence modifier.

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveTerrain BonusSpecial
1+1+2+0+0+1Terrain mastery
2+2+3+0+0+1Terrain mastery
3+3+3+1+1+1Terrain mastery
4+4+4+1+1+1Terrain mastery
5+5+4+1+1+2Terrain mastery
6+6+5+2+2+2Planar terrain mastery
7+7+5+2+2+2Planar terrain mastery
8+8+6+2+2+2Planar terrain mastery
9+9+6+3+3+2Planar terrain mastery
10+10+7+3+3+3Planar terrain mastery

Terrain Mastery

At each level, the horizon walker adds a new terrain to his repertoire from those given below. Terrain mastery gives the horizon walker two benefits. The first is that they may apply their terrain bonus (see the table above) to attack rolls and weapon damage rolls, as well as Hide, Listen, Move Silently, Spot and Survival checks while in that terrain. This represents the horizon walker's hard won knowledge of how to fight effectively in that terrain. Secondly, the horizon walker gains a specific benefit as listed in the terrain. This benefit applies beyond that terrain. For example, a horizon walker with the hills terrain mastery is immune to fatigue both in and out of hilly terrain.

In the event a terrain might count as more than one type of terrain, the horizon walker only applies his terrain bonus once.

Planar Terrain Mastery

Planar terrain mastery functions just like terrain mastery, except that it applies to planar conditions that are not native to the Prime Material. The horizon walker can take a non-planar terrain type instead, if he wishes.

Terrain masteries and planar terrain masteries are extraordinary abilities unless noted otherwise.

Terrain Masteries

Aquatic

You gain a swim speed equal to one half of your land speed. You gain a +8 racial bonus to swim checks to perform some special action or avoid a hazard. You can always can choose to take 10 on a swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line.

If you already have a swim speed, increase it by 10ft instead.

Desert

You can endure without water. You can go up to 3 days plus your Constitution score without water before needing to make Constitution checks.

Forest

You gain woodland stride, as the ranger ability of the same name. If you already have this ability, you instead gain a +4 bonus to saving throws against enchanted or magically manipulated thorns, briars and overgrown areas.

Hills

You resist effects that tire you. You are immune to fatigue and anything that would cause you to become exhausted makes you fatigued instead.

Marsh

You resist the diseases that fill swamps. You are immune to diseases.

Mountains

You gain a climb speed of 10ft. You gain a +8 racial bonus on all climb checks. You must make a climb check to climb any wall or slope with a DC of more than 0, but you can always choose to take 10, even if rushed or threatened while climbing. You climb at the given speed while climbing. If you choose an accelerated climb, you move at double your climb speed and make a single climb check with a -5 penalty. You cannot run while climbing. You retain your Dexterity bonus to armor class (if any) while climbing and opponents get no special bonuses on their attacks against you. 

If you already have a climb speed, increase it by 10ft instead.

Plains

Your land movement speed rises by 10ft. This stacks with other bonuses to movement speed, such as a monk's fast movement.

Underground

You gain darkvision out to 60ft. This stacks with any darkvision you already possess.

Planar Terrain Masteries

Fiery

This kind of planar terrain mastery provides you with resistance to fire 30.

Weightless

You gain a fly speed equal to your land speed with perfect maneuverability. When you are on planes with no gravity or subjective gravity, you use the plane's fly speed but gain a +30ft bonus to it.

Cold

This kind of planar terrain mastery provides you with resistance to cold 30.

Transitive

You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds.

This is a supernatural ability.

Aligned

You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane and spells and abilities that harm those of the opposite alignment don't affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related class features you have are unaffected.

Cavernous

You gain tremorsense with a 30ft range.

Positive

You gain fast healing 2. This stacks with any fast healing you have from other permanent sources. You are not at risk of being blinded in a major positive dominant plane and you do not gain temporary hit points from fast healing on the plane.

Negative

You gain immunity to negative levels. You do not take damage each round on a minor or major negative dominant plane.

Watery

You gain the ability to breathe water as if it were air.

QuoteApplying Planar Terrain Masteries

Where planar terrain masteries apply may not be immediately clear. Several examples for each mastery are provided below.

Fiery: Fire dominant planes such as the Elemental Plane of Fire, Ysgard's layer of Muspelheim and Baator's layer of Phlegethos.
Weightless: Planes such as the Astral Plane and the Elemental Plane of Air.
Cold: Planes with intense cold, such as Baator's layer of Stygia and Cania as well as the Para-Elemental Plane of Ice.
Transitive: Any transitive plane, such as the Astral Plane or the Infinite Stairway.
Aligned: Any plane with an elemental alignment of any strength. This applies to almost all outer planes and deific domains.
Cavernous: Any plane centered around caverns, such as the Elemental Plane of Earth or all of Pandemonium.
Positive: Any plane with the positive dominant trait, such as the Positive Energy Plane, Ysgard or Elysium.
Negative: Any plane with the negative dominant trait, such as the Negative Energy Plane or the Abyss's layer of Thanatos.
Watery: Any plane that is water dominant, such as the Elemental Plane of Water.

When in doubt, the DM should use his best judgment.
Title: Re: Homebrew
Post by: Anastasia on May 23, 2014, 01:21:38 PM
Epic Horizon Walker

Hit Die

d8

Skill Points at Each Additional Level

6 + Intelligence modifier

LevelBase Attack BonusTerrain BonusSpecial
11+11+3-
12+12+3-
13+13+3Bonus feat
14+14+3-
15+15+4-
16+16+4Bonus feat
17+17+4-
18+18+4-
19+19+4Bonus feat
20+20+5-

Bonus Feats

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

Epic Horizon Walker Bonus Feat List

Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical, Dire Charge, Energy Resistance, Epic Endurance, Epic Prowess, Epic Skill Focus, Epic Toughness, Extra Terrain, Fast Healing, Fire Terrain Master, Improved Combat Reflexes, Improved Darkvision, Improved Terrain Bonus, Legendary Climber, Overwhelming Critical, Penetrate Damage Reduction, Planar Travel Master, Spellcasting Harrier, Superior Initiative, Water Terrain Master.

Extra Terrain [Epic]
Prerequisite: Any planar terrain mastery
Benefit: You may select a new planar or non-planar terrain mastery.
Special: You may select this feat more than once. Each time you take this feat, select a new mastery.

Fire Terrain Master [Epic]
Prerequisite: Desert terrain mastery, fiery planar terrain mastery
Benefit: You no longer require water to survive.

Improved Terrain Bonus [Epic]
Prerequisite: Terrain bonus+2
Benefit: Your terrain bonus increases by 1.
Special: You may select this feat more than once. Its benefits stack.

Planar Travel Master [Epic]
Prerequisite: Aligned planar terrain mastery, transitive planar terrain mastery, weightless terrain mastery, 3 other planar terrain masteries, cha 19
Benefit: You have figured out how outsiders cross distance in the blink of an eye. You may use greater teleport in place of dimension door with your transitive planar terrain mastery.

Water Terrain Master [Epic]
Prerequisite: Aquatic terrain mastery, marsh terrain mastery, watery planar terrain mastery
Benefit: You are treated as being under the effects of freedom of movement in regards to dealing with liquids. This also applies to your ranged attacks, such as arrows, but not to spells and supernatural abilities.
Title: Re: Homebrew
Post by: Anastasia on May 23, 2014, 11:42:14 PM
Various new poisons, rules for poisons and revised epic poisons. To get sourcing out of the way first, the rules for increasing the DCs of poisons are from Kingdoms of Kalamar. I revised and adjusted them for Balmuria. Likewise, epic poisons are from an epic insights article, there's a link in the epic poisons section. Notes as follows.

- The essence poisons are extrapolated variants of Complete Scoundrel's elemental rime poison. These haven't changed much and follow the same pattern. Meanwhile, the two enchanter's poisons are ways to allow poisons to loosen up other avenues of attack. A solo enchanter can trick targets into ingesting foods or drink with them. Alternately, a party rogue could use this to make the party mage's enchantments work better.

- Wizardbane is a result of epic poisons and stem from researching those. The high DC and spell-destruction makes it the bane of many a spellcaster. Meanwhile, anyone setting up dungeon or looking to force some resource attrition on a spellcaster will love it. Unfortunately it's not cheap. Speaking of, the prices and craft DCs for these poisons were eyeballed. As far as I can tell, that's how 3.5 did poisons anyway.

- The purchase of upgraded poisons is possible. The exact possibility varies, so ask the DM. Generally, poisons boosted to up to +10 DC can be found. Anything higher requires epic skill focus, and is thus correspondingly rare. That usually takes finding a poisoner of rare skill or investing in the resources to do it yourself.

- Quick design notes about epic poisons. The base DC is no lower than 40 for an epic poison. I had a soft cap of 60 while designing examples, but there's likely stronger ones out there. For instance, making a poison out of the true Jormungandr's breath would likely do it. The craft DC is the save DC + 10. I wanted a stable way of calculating them rather than throwing numbers together. Finally, the price is save DC*crafting DC*10. Remember the price is per dose.


New Poisons

PoisonTypeCraft DCInitial DamageSecondary DamagePrice
Air EssenceInjury DC 16181d4 Dex + special1d4 Dex200 gp
Fire EssenceInjury DC 16181d4 Str + special1d4 Str200 gp
Water EssenceInjury DC 16181d4 Con + special1d4 Con200 gp
Earth EssenceInjury DC 16181d4 Int + special1d4 Int200 gp
Enchanter's FriendInjury/Ingested DC 1623SpecialSpecial800 gp
Enchanter's SlaveInjury/Ingested DC 1926SpecialSpecial2500 gp
WizardbaneInjury DC 27331d4 spells1d6 spells5000 gp

Enchanter's Friend

Enchanter's friend is a mix of several calming herbs and essences that induce a state of mental weakness. The poison appears of a similar color and consistency of soft soap, though it smells and tastes of herbs. A creature that fails the initial saving throw from this poison suffers a -4 penalty to all Will saves against enchantment effects for 1 hour, as well as the secondary damage saving throw of this poison. If the secondary saving throw is failed, the penalty increases to -8. Multiple doses of this poison do not stack.

Enchanter's Slave

Enchanter's slave is an enhanced version of enchanter's friend poison. It appears, smells and tastes just like that poison. It functions as enchanter's friend, except the duration of the Will save penalties are 24 hours. In addition, creatures under a dominate person or dominate monster effect do not gain a +2 bonus to saving throws granted by an order against its nature.

Elemental Essence

This substance is poisonous to most creatures. It is the essence of the elemental planes condensed into a toxic paste. The paste moves slightly of its own accord; water essence sloshes about, fire essence crackles and burns, air essence constantly stirs as if in a wind and earth essence appears to break down into smaller pieces before reforming. In addition to the listed ability damage for each essence, the victim suffers vulnerability to a type of energy damage if it fails the initial saving throw. This vulnerability lasts for 10 rounds. Air essence gives vulnerability to electricity, fire essence inflicts vulnerability to fire, water essence causes vulnerability to cold and finally earth essence results in vulnerability to acid.

In addition to the craft(poisonmaking) check, creating a dose of elemental essence requires a DC 15 knowledge (planes) check.

Wizardbane

The creation of epic poisons involves various anti-magical compounds as as a sealant. These compounds can be used to create a poison that destroys a spellcaster's prepared spells or spell charges. Wizardbane appears as a clear liquid and is easily mistaken for water. However, it is sticky to the touch. Creatures poisoned by wizardbane lose prepared spells or spell charges. For instance, a victim who suffers 2 lost spells on initial damage loses 2 spells. The victim loses their highest available spells or spell charges. Spells lost in this way are considered expended for the day. Creatures who are not spellcasters suffer no effect from this poison.

Despite the name, this poison works equally well on divine spellcasters as it does on arcane spellcasters. While the creation of this poison involves some of the compounds used to make epic poisons, it is not an epic poison.

This poison can affect psionic characters, but they only lose power points equal to the manifestation cost of their highest available power as initial and secondary damage.

Increasing the DC of poisons

A poison's DC may be increased during the crafting phase. You may choose to increase the save DC of a poison you create. For each point you choose to do so, the craft check's DC rises by two. Raising the DC of a poison increases the market price of the poison by 10% for each point you increase the DC by. The price rises are cumulative. The save DCs stack with bonuses from various other abilities, such as the poison specialization feat.

A poison's DC may not be increased by more than 5 in this manner. A character with skill focus (craft:poisonmaking) may increase the DC up to 10. A character with epic skill focus(craft:poisonmaking) may increase the DC up to 20.

Epic Poisons

Epic poisons are designed to be effective on extraordinary threats, ones that may laugh off normal poison. Epic poisons function as normal poisons, but with several modifications listed below. This is largely unchanged from how epic poisons work in the following article (http://www.wizards.com/default.asp?x=dnd/ei/20021110a), save for a few clarifications. The epic poisons below supersede the epic poisons in that article.

It's best to think of epic poisons as the worst of the worst poisons, encased in anti-magic to keep them from afflicting anything but the target of the poison as much as an offensive measure. Unlike normal poisons, epic poisons tend to be conceptual in nature, having more diverse effects or effects tied to the outer planes. By this point, mundane and magical poisons aren't enough to put down epic threats; epic poisons are meant to be used against threats that shrug off normal poisons.

- Epic poisons are inherently anti-magical. They ignore any magical defenses against poison, such as spells like delay poison or neutralize poison. Supernatural resistances or immunities to poison likewise fail. Even magical items that grant bonuses to saving throws fail against epic poisons, such as a periapt of proof against poison or a cloak of resistance. Even non-permanent bonuses to ability scores are not counted to saves against epic poisons. Exception: Deities, being naturally immune to anti-magic, are not subject to this condition of epic poisons.

- Magical means to heal the ability damage from these poisons fail. Only rest or the personal intervention of a deity can heal this damage.

- Heal checks to tend wounds from epic poisons still function as normal. Alchemical antitoxin functions against epic poisons.

- Being anti-magical, epic poisons cannot be created or worked by spells, spell-like abilities or supernatural abilities.

- Creating epic poisons requires 24 or more ranks in craft (poisonmaking). This ties into the epic skill rewrite I'll have done one day. It removes the need to take the epic poison crafter feat.

- The raw materials needed to make each epic poison tend to be rare and difficult to obtain. Obtaining the materials to make these poisons is half the battle. As such, it's rare to see epic poisons for sale. It does happen on occasion, and a character who has a source of materials to make one can find an eager and willing market.

PoisonTypeCraft DCInitial DamageSecondary DamagePrice
Chaos IchorContact DC 40501d6 Str and Dex2d6 Str and Dex20000 gp
Mertonion*Ingested DC 43532d6 Cha2d6 Cha + special22790 gp
Bloody AloeInjury DC 45552d4 Con2d8 Con + special24750 gp
BloodburnIngested DC 48582d4 Str, Dex and Con2d4 Str, Dex and Con27840 gp
SoulfreezeInjury DC 49592d8 Int3d8 Int + special28910 gp
Purified Jormugandr's Breath*Contact DC 4659**1d8 Con4d8 Con36960 gp**
Jormugandr's BreathContact DC 49591d8 Con4d8 Con28910 gp
Voidchild's EssenceInjury DC 52622d4 all2d6 all + special32240 gp
Nessian SludgeInjury DC 54642d6 Wis + special2d6 Wis + special34560 gp
Sands of Time*Injury DC 56661d4 Str, Dex and Con + special1d6 Str, Dex and Con + special36960 gp
GodsbloodInjury DC 60703d6 Int, Wis and ChaSpecial42000 gp

* Ravage. See BoED as well as houserules.
** The craft DC as well as price of the poison use the baseline price of Jormugandr's Breath. The reduced save DC is a result of the conversion process.

Chaos Ichor

This poison is the brain fluids of white and black slaad mixed with plants from Arborea and the Abyss. The raw chaos and imbalance in the poison results in a rainbow colored, ever-shifting liquid. This poison causes spontaneous and bizarre mutations on anyone who takes initial or secondary damage. While strange, these mutations have no mechanical effect and fade once the ability score damage has healed.

Mertonion

Mertonion is silvery water that resembles runny mercury. It comes from a hidden holy spring deep within Mertion, where the sheer glory of Celestia is so bright as to seep into the stones of the spring. Mertonion is cold and has no taste whatsoever. An evil creature that fails the secondary damage saving throw is afflicted as if by vision of heaven with a permanent duration (CL 43rd). This effect can be dispelled, but only after the Charisma damage has healed. Good aligned creatures are immune to this poison.

Bloody Aloe

In the aftermath of battles between demon lords, only blood and carnage is left behind. In this aftermath grows the bloody aloe plant. Its leaves can be refined into a thin crimson poison that devours a creature's life force. If a creature fails the secondary damage saving throw, they must repeat the secondary damage saving throw every minute, until they pass or die from Constitution damage.

Bloodburn

This curious, stone-like liquid is chilly and tastes like ashes. It is cold magma from the frozen core of a dead Prime Material world. When exposed to the warmth and life of a creature's bloodstream, it ignites and causes considerable overall damage. Creatures immune to fire are immune to this poison, while creatures vulnerable to fire take double the normal ability score damage from it.

Soulfreeze

A liquid poison made of the frozen souls of the defeated enemies of Mephistopheles, Lord of Cania. This poison appears as blue, gummy, semi solid material that smears easily onto weapons. It consumes the intellect of creatures and leaves behind an emotionless husk. A creature that suffers Intelligence damage from this poison loses the ability to feel all emotion until the ability damage has healed. If the creature is reduced to zero Intelligence by this poison, the emotionless state becomes permanent instead. Such creatures ultimately find nothing in life fulfills them.

Purified Jormugandr's Breath

This is Jormugandr's Breath poison (see below), converted to a ravage. While still potent, the save DC is reduced due to the conversion, while the price and craft DC are unchanged despite the lower save DC.

Jormugandr's Breath

A poison made of the breath weapon of Jormugandr's children. It takes form as a roiling brown mist that bursts forth from its container with gale wind force. This poison greatly devastates a victim's health, with the secondary damage being routinely fatal.

Voidchild's Essence

The essence of a voidchild, one of Shar's abominations. It appears as nothing more than a blank space and has no appearance, taste, smell or feel. If applied to the skin it causes immediate and long lasting numbness (and functions as an excellent analgesic). Voidchild's essence weakens a victim's sense of identity and awareness from the inside out, dealing damage to all six ability scores. A creature slain while suffering ability damage from this poison cannot be resurrected by any means, save for a deity with the Gift of Life salient divine ability.

Nessian Sludge

This foul, green paste is only seen in the hands of Nessian Pit Fiends and the most favored of the Lord of the Ninth's assassins. The origins of it are not known, though on rare occasion a dose is known to turn up in elite, secret auctions. Unlike most poisons, Nessian Sludge requires a Will save to resist instead of a Fortitude save. In addition, if the secondary damage saving throw is failed or a victim is reduced to zero Wisdom by the poison, the target's alignment changes to lawful evil. This change is permanent, though a wish or miracle spell can reverse it.

Sands of Time

Sands from the beaches that surround the Womb of Arborea. It appears as sand in all ways. This sand causes instant aging in victims. In addition to the ability damage, a creature that fails the primary or secondary damage saving throw advances one age category. Creatures below middle age become middle aged, while middle aged creatures become old and old creatures become venerable. A venerable creature crumbles to dust and is slain. Aging in this method grants the normal penalties to Strength, Dexterity and Constitution, but none of the bonuses to Intelligence, Wisdom and Charisma; these penalties stack with the ability damage caused by this poison. Living creatures that do not age, such as outsiders, are still affected by this poison. However, they cannot be slain by it, only reduced to venerable age. Undead, constructs and other non-living creatures are not affected by this affliction.

Godsblood

The blood of a deity distilled into its purest form. The exact color depends on the deity the blood was taken from, as does the smell, taste and other defining characteristics. No matter the source, Godsblood destroys mortal and immortal minds by forcibly uniting them with the unknowable power of a deity. A creature that fails the secondary damage saving throw suffers complete mental obliteration. The creature's mental ability scores are permanently reduced to 0 and cannot be raised by any means short of divine intervention. In essence, the creature is now a mindless husk of meat locked in nightmares as long as it lives. Creatures with divine rank are immune to this poison.
Title: Re: Homebrew
Post by: Anastasia on May 23, 2014, 11:53:50 PM
A new area for the Elemental Plane of Water. I'm working up a dungeon in it. It's meant to be a place suited for high/epic level adventurers. The local conditions are sufficiently hostile to scare off most creatures, but the powerful can turn that into the perfect place for a secret lair.

New Elemental Plane of Water Area: Crystal Reef Sea

The places in Water that border Ice are frigid oceans that endlessly churn in wintry storms. Ice, snow and freezing rain swirl amid sub-zero waters. This inhospitable region is lightly populated and seldom traveled. The exception to this is the Crystal Reef Sea, a place where hardy life thrives in city-sized clumps of kelp, great schools of arctic fish, meandering monoliths of coral and creatures uniquely adapted to endure the local conditions.

The Crystal Reef Sea is a lull in the stormy border region, lacking much in the way of currents at all. It is a thick, frozen jungle of massive tangles of kelp, free floating icebergs and masses of coral. Unlike most of Water, the Crystal Reef Sea is considerably filled with solid materials. Exploring it is akin to exploring a rather airy and passage-riddled cave system.

Crystal Reef Sea Traits

All traits of the Elemental Plane of Water apply here, in addition to and modified by the following.

Changes to Existing Traits

- Spells and spell-like abilities that create or use cold are extended and enlarged. Spells and spell-like abilities that create or use both cold and water are double extended and double enlarged, gaining triple the normal duration and increases its normal range by 200%.

- The Spellcraft DC to successfully cast spells and spell-like abilities with the fire descriptor or spells from the Fire domain increases to 30 + double the spell level.
 
New Traits

- Minor Cold-Dominant. Creatures suffer 1d10 points of cold damage per round within the Crystal Reef Sea. Any creature that takes cold damage from this trait immediately becomes afflicted by mild hypothermia (Frost pg 10). Each additional instance of damage advances the hypothermia by one step. Creatures that reach severe hypothermia are disabled and will quickly freeze to death from ongoing cold damage.

- Flash Freezing. Any spell or spell-like ability that deals cold damage within an area of effect instantly freezes the water therein, creating a new free-floating piece of ice. Creatures within this range must make a DC 25 Reflex save. Failure results in the creature being trapped in the ice. The creature is unable to move, though it may attempt a DC 25 Strength check each round to free itself. A creature that succeeds on the Reflex save or Strength check is trapped within the ice, but in a hollow that allows normal actions. Each square of ice has a hardness of 1 and 25 hit points. Any fire damage will instantly melt squares of ice. At the DM's discretion, other abilities may also cause water to flash freeze.

Crystal Reef Sea Inhabitants

Unlike many areas of Water or Ice, there are few elementals within the Crystal Reef Sea. Water elementals find the cold too constrictive, threatening to freeze them. While they are not in danger of taking damage from the minor cold-dominant trait, they find the area uncomfortable. Conversely, ice elementals find the liquidity of the cold water disturbing as it wears against their icy bodies. As a result, there are almost no elementals within the Crystal Reef Sea.

This vacuum has been filled by a motley assortment of creatures from across the planes. There is no central authority and no archomental pays much attention to the area. As a result, it has many redoubts of creatures who wish to avoid attention.

Common creatures found in the area are: crystal reef hunters (http://www.soulriders.net/forum/index.php/topic,101746.msg1049552.html#msg1049552), coral eaters (http://www.soulriders.net/forum/index.php/topic,101746.msg1049554.html#msg1049554), frost lilies (http://www.soulriders.net/forum/index.php/topic,101746.msg1049559.html#msg1049559), ice weirds(Frost pg 126), chilblains*(Frost pg 114), malaysneps(Frost pg 142), ice mephits* and cyrohydras*. Virtually any creature that can endure the cold and breath underwater can find a home in the Crystal Reef Sea.

* These creatures have the aquatic subtype, allowing them to breathe water. They have a swim speed equal to one half of their land movement speed.

Most creatures lair in hollows within larger ice shards or coral caves. The tangled nature of the plane has many suitable nooks and crannies for creatures to call home. More potent creatures may transmute the coral and kelp into other materials or import materials from other places. Fortresses of stone and more exotic materials are not unheard of. These buildings tend to end up covered in kelp, coral and ice without regular maintenance, making them difficult to find. 

Movement and Combat

Movement within the Crystal Reef Sea is slow. Navigating the various formations of kelp, ice, coral and other things slows travel down to a crawl. The travel is closer to an airy cave full of passages in all directions. There is ample sources of cover, including some hollows within ice or coral where there is air. For overland travel through the Crystal Reef Sea, treat the travel rate as trackless jungle.

The exact size of the Crystal Reef Sea is uncertain and likely variable in any event. It is generally no less than 6,000 miles in diameter, as large as some Prime Material worlds. Creatures can wander for years within it. As such, the area makes a poor place to travel from Water to Ice. Travelers who seek to map and understand the region are advised to remember that staggering distances mean nothing on planes that are infinitely large.

In addition, movement and combat both suffer the same problems as within Water. In particular, the difficulties of underwater fighting still exist. Creatures without effective swim speeds find themselves at a severe disadvantage to natives. Not only are natives generally faster underwater, but the ample terrain encourages ambushes and hit and run tactics. The more intelligent inhabitants of the area rely on these against creatures that do not look well suited to underwater combat.

Features of the Crystal Reef Sea

The basic rules of Water apply to the Crystal Reef Sea. Water pressure stays within safe tolerances, creatures made of fire take 1d10 damage per round (stacks with the minor cold-dominant trait) and so forth.

Food is abundantly available. There are many types of edible fish and kelp to be found. Likewise, water is no problem to obtain. The water of the area is fresh water despite the name; creatures normally native to salt waters have no difficulty here in regardless of that.

Unlike Water, the Crystal Reef Sea is bright. The natural luminosity of the waters is refracted by the free floating ice and joined by the arrays of coral. This results in a generally whitish-blue glow to everything, with ranges of coral pinks and reds near great concentrations of coral. Often times the nature of the light seems like an array of light refracted through a prism and is the source of the region's name.

Existing Features of Water

- Hot spots and ice pockets do not occur. The proximity to Ice results in sub-zero water temperatures all throughout.

- Likewise, the normal currents of Water are still. There are few currents, tides or bores. This is due to the stilling effect of Ice's cold.

- There are no red tides within the Crystal Reef Sea. There are other contagions, see below.

- There are weeds and coral, in particular kelp. While coral tends to take on irregular shapes, it still forms beds that are prime fishing locations. The majority of these are uninhabited.

- There are no established marid communities within the Crystal Reef Sea. The Padisha and most leading Marids do not consider the resources there worth the trouble. Further, several powerful marid have secluded lairs there, which they prefer to stay secluded. A few marids have been known to mount expeditions to varying levels of success.

New Features for the Crystal Reef Sea

Ice Lakes

The larger pieces of free floating ice in the Crystal Reef Sea often have a liquid center. This water is of perfect purity and coldness, kept in liquid form through a quirk of the plane. These lakes are known as ice lakes.

Ice lakes are ruled by conclaves of ice weirds, who value the purity of the water to make exceptionally powerful scrying pools. They build homes around them and burrow paths in the glaciers. These paths are patrolled by water elementals and ice para-elementals held in thrall by the elemental command ability of the ice weirds.

The waters of the lake make a powerful weapon. A vial of water from an ice lake can be used like a vial of acid or holy water. It deals 1d6 points of cold damage to a target and 1 point of cold damage to all adjacent creatures through splash damage. Total immersion in the the waters of an ice lake deals 20d6 damage per round of immersion. The corpse of a creature slain by ice lake water transforms, as if affected by a flesh to ice spell. An ice to flesh spell reverses this, but it does not revive the slain creature.

The ice lakes may be used as powerful scrying pools. Any creature capable of casting scrying as a spell or spell-like abilities (or more advanced versions such as greater scrying) may use the surface of an ice lake to augment the spell. This replaces the focus for the spell, if one is needed for the caster. Using an ice lake grants a +3 bonus to the caster level of scrying as well as a +3 bonus to the scrying's save DC. Ice weirds seldom let other creatures use an ice lake and favors or gifts are expected for the privilege.

Border Instability

The borders between elemental planes and para-elemental planes are areas of great flux. While the Crystal Reef Sea is unusually calm for a border area, there are still sections where magic reacts chaotically due to the competing elemental influences. These areas affect spells and spell-like abilities profoundly.

An area of instability has no visual hints or signs. Creatures who can cast spells or spell-like abilities are entitled to a DC 40 Spellcraft check to notice entering one and a DC 20 Spellcraft check to notice when detecting magic or using similar divinations. A creature with the cold or water subtypes halves these DCs to 20 and 10, respectively. Once detected, a DC 30 Knowledge(Arcana) or Knowledge(Planes) check is required to identify the properties of the area of instability.

An area of instability affects magic cast. Any time a spell or spell-like ability is cast and it does not have the water or cold descriptors, the caster must make a DC 40 Spellcraft check. A successful check results in the spell being cast as normal. If this check fails, the spell gains those descriptors. Any damage the spell does is converted to cold damage and apply the flash freeze trait. If the spell creates or conjures things, the objects are made of ice and water instead. Summoned creatures are treated as being summoned by a conjure ice beast spell and gain the ice beast template. Generally, if a spell has a suitable cold or water themed equivalent, use it in place of the spell. For example, a wall of stone may turn into a wall of ice.

A spell that already has the water or the cold descriptors is not in danger of being altered. Instead, if the Spellcraft check is failed, the spell's potency is reduced. Treat the caster level as 1/2 of its normal value to determine all variables of the spell. The energies taken from the spell are not lost. Instead, one round after the spell is cast, the energies coalesce into a newborn elemental. If the spell only has one of the two descriptors, it is an elemental of that type. If the spell has both the water and cold descriptors, choose which type it is randomly. It appears adjacent to the area of effect or one of the targets of the spell as suitable. Should neither of these apply, it appears adjacent to the caster instead. The newborn elemental is neutral to all creatures there and quickly realizes a desire to head towards the plane that better suits it.

For the strength of the elemental created, see the following table.

Spell LevelElemental Type
0-3Small
4-6Medium
7-9Large
10+Huge

Frigid Algae

On occasion, the Crystal Reef Sea is plagued by a particular type of algae. This snowy algae is noted for carrying a virulent disease that causes death via freezing the bloodstream.  This disease is commonly known as Auril's Revenge. It was named by a traveling aasimar and Auril has nothing to do with it. Nonetheless, the name stuck.

Frigid algae blossoms rapidly over kelp before spreading. It looks like nothing more than large snowflakes in the water. The exact size of an outbreak varies, but usually covers a diameter from 1000ft to no more than 10000ft. It is not difficult to see coming and only requires a DC 10 Spot check to notice before swimming into it. However, a DC 30 Knowledge(Planes) or Knowledge(Local:Water) check is required to identify it as frigid algae rather than snow.

Creatures who inhale frigid algae are at risk of infection, as are creatures who touch it with unprotected skin. Each round that contact occurs requires a saving throw against the disease.

DiseaseInfection DCIncubationDamage
Auril's RevengeContact/Inhalation 261 day2d6 Con

Auril's Revenge

The result of exposure to frigid algae, which carry the disease. Causes the bloodstream to freeze and can result in death via slow hypothermia and oxygen deprivation.
Title: Re: Homebrew
Post by: Anastasia on May 23, 2014, 11:55:20 PM
Soul Eater. Revised and toned down a bit. While it's nasty and open to abuse, the fact that it's an evil PrC in a book mainly meant for DMs makes it reasonable enough to me. Nonetheless, I did tweak it down a little bit and altered some parts to fit Balmuria better, as well as clearing up a few weak points in the text.

Change log is as follows.

- Increased the soul eater's hd to d10s. It's a bit of a buff since the class gets a few nerfs later on.
- Replaced alertness with vile natural attack. Alertness doesn't fit into anything the class does. Vile natural attack fits much better with the class and is in the same sourcebook.
- Streamlined the class's special requirement.
- Gained K:A as a class skill, as it requires it in the pre-reqs. It's only fair.
- Rewrote energy drain to work with natural attacks. The previous version is not written well, and let's be honest, people take the class only to stack negative levels on their natural attacks. May as well remove the ambiguity about it.
- Added a save DC for the Fortitude save to remove the negative level. The default save DC calculation for negative levels uses a creature's racial HD, so that doesn't quite work for the class.
- Added a ravenous ability at level 1. This is meant to enable the fluff about soul eaters needing to feed on souls. Now soul eaters have an unavoidable reason to bestow negative levels, making the class a self-perpetuating cycle. It also makes it a slightly less attractive dip option. While the disadvantage isn't hard to work around(oh no, you have to use your awesome class feature every day), it's a concrete drawback to the class.
- Soul blast made multiple times per day as you level up and is now an immediate action to use.
- Soul radiance reworked to not be a polymorph mess. It augments other class features instead.
- Energy drain 2 replaced with soul subsistence. This a deliberate decision. The class is already really good with the energy draining and various bonuses. Upping it to 2 negative levels a hit just makes the class that much deadlier. This is an open attempt to tone down the class a bit.
- There's now a limit to the number of wights a soul eater may command.


Soul Eater

Hit Die

d10

Requirements

Alignment

Any vile

Base Attack Bonus

+5

Skills

Knowledge (Arcana) 2 ranks

Feats

Vile Natural Attack, Weapon Focus (Any natural weapon)

Special

The aspiring soul eater must have sold their soul to a fiend or evil deity, or have sought out and performed a profane ritual of damnation.

Class Skills

The soul eater's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str) and Use Rope (Dex)

Skill Points at Each Level

4 + Intelligence modifier.

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+2+2Energy drain, ravenous
2+2+3+3+3Soul strength
3+3+3+3+3Soul blast 1/day
4+4+4+4+4Soul enhancement
5+5+4+4+4Soul endurance
6+6+5+5+5Soul blast 2/day, soul radiance
7+7+5+5+5Soul subsistence
8+8+6+6+6Soul agility
9+9+6+6+6Soul blast 3/day, soul slave
10+10+7+7+7Soul power

Energy Drain (Su)

A soul eater gains the ability to drain energy, bestowing negative levels upon its victims. Beginning at 1st level, the natural weapons of a soul eater bestows one negative level on its target. The Fortitude save DC to remove one of these negative levels is 10 + 1/2 your hit dice + your Charisma modifier.

A soul eater can't give itself negative levels with this ability.

Ravenous (Ex)

A soul eater is beholden to the forces of darkness and its own urges. If not satisfied, the soul eater's powers will turn on itself to sate itself. A soul eater must bestow a negative level on a living creature each day. If it does not, it suffers a negative level as its own soul satisfies the hunger within it. Negative levels gained in this way never result in permanent level loss. Multiple negative levels from failing to bestow a negative level result in stacking negative levels. If the soul eater gains negative levels equal to its current hit dice, it dies. Once the soul eater bestows a negative level on a living creature, all of the negative levels vanish.

Negative levels gained as a result of this ability cannot be prevented in any way, as the soul eater's own essence is devouring itself. Even creatures normally not subject to negative levels are affected by this.

Soul Strength (Su)

When a 2nd level soul eater uses its energy drain ability, it gains a +4 enhancement bonus to Strength for 24 hours.

Soul Blast (Su)

When a 3rd level soul eater uses its energy drain ability, it may project a 100ft ray of force as an immediate action. This ray deals 1d6 points of damage per soul eater level against one target. The target is allowed a Reflex saving throw to avoid the damage (DC 10 + soul eater's class level + soul eater's Cha bonus). This supernatural ability can be used once per day per three soul eater levels.

Soul Enhancement (Su)

When a 4th level soul eater uses its energy drain ability, it gains a +2 enhancement bonus on all saving throws, ability checks, and skill checks for 24 hours. This bonus stacks with any enhancement bonuses gained to ability scores that apply to saves or checks.

Soul Endurance (Su)

When a 5th level soul eater uses its energy drain ability, it gains +4 enhancement bonus to Constitution for 24 hours.

Soul Radiance (Su)

If a 6th level soul eater kills a creature by inflicting negative levels equal to its hit dice, its powers swell. The bonuses from soul strength, soul enhancement and soul endurance rise by 2. When the soul eater gains the soul agility and soul power abilities, they likewise gain a 2 point bonus from this ability.

Soul Subsistence (Su)

When a 7th level soul eater uses its energy drain ability, it does not need to eat, drink or sleep for 24 hours. This satiates the soul eater and removes any previous thirst, hunger or fatigue.

Soul Agility (Su)

When an 8th level soul eater uses its energy drain ability, it gains a +4 enhancement bonus to Dexterity for 24 hours.

Soul Slave (Su)

If a 9th level soul eater completely drains a creature of energy, the victim becomes a wight under the command of the soul eater. It may command as many wights as it has levels in soul eater. Any excess wights are free-willed and are neutral towards the soul eater.

Soul Power (Su)

After a 10th level soul eater had drained energy, all spell-like and supernatural abilities gain a +2 profane bonus to their saving throw DC for 24 hours. Further, and and all spell-like or supernatural abilities the soul eater possesses may be used twice as often as normal during that 24-hour period. For example, if an aboleth soul eater drains energy, it may use its enslave power six times per day rather than three times per day.
Title: Re: Homebrew
Post by: Anastasia on June 07, 2014, 11:10:48 AM
Epic Knight

Hit Die

d12

Skill Points at Each Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
21+21-
22+22-
23+23Bonus feat
24+24-
25+25Fighting challenge+5
26+26Bonus feat
27+27-
28+28-
29+29Bonus feat, shield block+4
30+30-

Note: Shield block is houseruled to apply to all targets at all times, in the same way dodge now grants a flat +1 dodge bonus to armor class rather than against a single target.

Knight's Challenge (Ex)

An epic knight continues to gain knight's challenges equal to 1/2 her level plus her Charisma modifier.

Fighting Challenge (Ex)

At 25th level and every 6 levels thereafter, the morale bonus to Will saves, attack rolls and damage rolls increases by 1.

Shield Block (Ex)

At 29th level and every 9 levels thereafter, the bonus to shield AC from shield block rises by 1.

Bonus Feats

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

Epic Knight Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Epic Shield Ally, Epic Toughness, Improved Combat Reflexes, Improved Whirlwind Attack, Knight's Defense, Knight's Endurance, Knight's Presence, Knight's Will, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Shield Barrier, Shield Evasion, Spellcasting Harrier, Superior Initiative, Two-Weapon Rend.

Knight's Presence [Epic]
Prerequisite: Fighting Challenge (Daunting Challenge), cha 19
Benefit: The DCs from your various fighting challenge abilities rises by 2. In addition, you may reduce the minimum Intelligence for your fighting challenge abilities to work by 1.
Special: You can select this feat more than once. The bonus to DCs stack. The bonus to minimum Intelligence stacks, to a minimum of 1.

Knight's Defense [Epic]
Prerequisite: Shield Block+3, Shield Evasion
Benefit: Your bonus from shield block rises by 2 and you gain a 25% miss chance whenever you use a shield. This applies to all attacks that target you, including spells, but not effects such as a spread or area attack.
Special: You can select this feat more than once. The bonus to shield block stacks. The miss chance stacks twice, to a maximum of 50%.

Knight's Will [Epic]
Prerequisite: Fighting Challenge (Loyal Beyond Death), con 25
Benefit: You may use your Loyal Beyond Death ability to delay the effects of abilities that would utterly destroy you, such as disintegration. While you are under the effect of loyal beyond death, effects that would destroy your body do not do so until you cease to use loyal beyond death. You still take the damage these effects would deal, and sufficient healing will still prevent your death.

Knight's Endurance [Epic]
Prerequisite: One of Epic Fortitude, Reflexes or Will, Impetuous Endurance
Benefit: Instead of automatically failing a saving throw on a natural 1, you treat the result as a 10 instead.

Epic Shield Ally [Epic]
Prerequisite: Improved Shield Ally
Benefit: You may now absorb all the damage directed at an adjacent ally. You need not use an immediate action to use your shield ally ability and may choose to absorb an attack as a free action. In addition, you now have the ability to absorb damage from spells and other effects (but not ongoing effects, such as being on fire or poisoned).
Title: Re: Homebrew
Post by: Anastasia on June 08, 2014, 08:09:12 PM
Epic Shadowbane Stalker

Hit Die

d8

Skill Points at Each Additional Level

6 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+8Discover subterfuge+8+1 divine
12+9Sneak attack+4d6+1 divine
13+9Sacred stealth+12+1 divine
14+10Bonus feat, discover subterfuge+10+1 divine
15+11Sneak attack+5d6+1 divine
16+12-+1 divine
17+12Discover subterfuge+12+1 divine
18+13Bonus feat, sneak attack+6d6+1 divine
19+14Sacred stealth+16+1 divine
20+15Discover subterfuge+14+1 divine

Sacred Stealth (Su)

At 13th level and every 6 levels thereafter, the epic shadowbane stalker's bonus from Sacred Stealth rises by 4.

Discover Subterfuge (Ex)

At 11th level and every 3 levels thereafter, the epic shadowbane stalker's bonus from Discover Subterfuge rises by 2.

Sneak Attack (Ex)

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

Bonus Feats

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

Epic Shadowbane Stalker 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.
Title: Re: Homebrew
Post by: Anastasia on June 10, 2014, 01:01:40 PM
Changelog:
Spoiler: ShowHide


- K:P ranks prerequisite reduced to 12.
- Now requires greater spell focus (conjuration) as a prerequisite feat.
- Replace energy substitution with epic spell focus (conjuration) as a prerequisite.
- Slightly reworded the spellcasting requirements.
- Added all knowledge skills as class skills, to better suit wizards who select this class.
- Increased the prerequisite number of planes visited to 5.
- Improved to a 7/10 casting class instead of 5/10.
- Naturalization's gain rate decreased to +1 every 5 levels.
- Naturalization's benefits expanded.
- Cosmic connection gained 3 levels earlier.
- Doubled the damage for each +1 cosmic connection provides.

There's no really huge changes as much as a lot of little tweaks.


Cosmic Descryer

Hit Die

d4

Requirements

Skills

Knowledge (Planes) 12 ranks

Feats

Spell Focus (Conjuration), Greater Spell Focus (Conjuration)

Epic Feats

Epic Spell Focus (Conjuration)

Spells

Able to cast gate and either greater planar ally or greater planar binding.

Special

Must have traveled to at least five planes that are not your native plane.

Class Skills

The cosmic descryer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
1+0Superior planar summoning (+4 HD)-
2+1Naturalization (1 plane)+1 level of existing class
3+1Enduring gate (1 day)+1 level of existing class
4+2Cosmic connection 1/day-
5+2Bonus feat, superior planar summoning (+8 HD)-
6+3Enduring gate (2 days)+1 level of existing class
7+3Naturalization (2 planes)+1 level of existing class
8+4Cosmic connection 2/day+1 level of existing class
9+4Enduring gate (3 days), superior planar summoning (+12 HD)+1 level of existing class
10+5Bonus feat+1 level of existing class

Superior Planar Summoning (Ex)

Beginning at 1st level, the cosmic descryer can increase the power of any of the following spells-elemental swarm, gate, greater planar ally, greater planar binding, summon monster IX, or summon nature's ally IX-to affect or summon outsiders of 4 Hit Dice higher than the spell's normal limit or conjure creatures with 4 Hit Dice of advancement. Every four levels thereafter, the cosmic descryer can increase the number of extra Hit Dice by 4.

Naturalization (Ex)

Starting at 2nd level, the cosmic descryer develops a natural affinity for one plane that she has visited. She chooses a plane she has visited. While on that plane, she is treated as being a native of that plane. She is immune to the natural conditions and traits of that plane unless she chooses otherwise. She may use her own alignment or the alignment of the plane (if any) for effects that target while on the plane. For example, a neutral evil cosmic descryer who chooses Arborea could have her alignment count as good and chaotic or evil for effects while on Arborea. She may choose which applies to her for each effect. At 7th level and every 5 levels thereafter, the cosmic descryer may choose another plane to gain these benefits on.

Enduring Gate (Su)

Starting at 3rd level, as a full-round action, the cosmic descryer can make any casting of the gate spell remain for a full day, rather than disappearing after 1 round per caster level. Every three levels thereafter, the cosmic descryer can increase the duration of gate by one additional day.

Cosmic Connection (Su)

At 4th level, the cosmic descryer may join with the massive energy of the multiverse once per day, plus one additional time per day every five levels thereafter. The cosmic descryer can remain connected for a number of minutes equal to his or her class level. While connected, the character is immune to critical hits, is a native on any plane he or she visits, and can use dimension door at will as a 20th-level caster. The cosmic descryer can draw off excess energy from the multiverse itself to increase his or her effective caster level or enhance any attack roll, saving throw, skill check, or ability check. Drawing off excess energy from the multiverse is dangerous, and it deals the cosmic descryer 10 points of damage for each +1 bonus applied to a single roll or +1 caster level on a single spell.

Bonus Feats

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

Cosmic Descryer Bonus Feat List

Automatic Metamagic, Efficient Item Creation, Enhance Spell, Epic Crafting, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Mastery, Spell Opportunity, Spell Stowaway, Spontaneous Spell, Tenacious Magic.

Easier Management of Advanced Summons

The time and effort to generate advanced summons can be prohibitive. For quicker generation, the following bonuses can be applied. These bonuses are not perfectly accurate but summarized and condensed for ease of use.

- Increase maximum hit points by the following, depending on the summoned creature's hit dice: 10 (d4s), 14 (d6s), 18 (d8s), 22 (d10s), 26 (d12s). Then multiply the summoned creature's Constitution modifier by its hit dice (including the ones provided by this ability) and add that number to its maximum hit points as well.
- Increase all attack rolls by the following, depending on the summoned creature's base attack bonus progression: +2 (if as a wizard), +3 (if as a cleric), +4 (if as a fighter). If the summoned creature uses a weapon capable of iterative attacks, add this bonus and the creature's BAB together to determine iterative attacks. This increase to attack rolls also applies to CMB and CMD.
- Increase all save DCs that use the creature's hit dice in the calculation by 2.
- Increase the caster level of any spell-like abilities of the summoned creature by 4.
- If the creature's is a non-epic creature (below 21 hit dice), increase good saves by 2 and bad saves by 1.
- If the creature is an epic creature (21 or more hit dice), increase all saves by 1.
- Increase all the creature's skills by 4.

In addition, the following can be applied as well, but they take more time to properly apply.

- Increase one of the summoned creature's ability scores by 1. Recalculate any relevant values if this increases the creature's ability modifier. An ability of null (0) cannot be raised, nor can an ability that would cause the creature's type to change (such as increasing an animal's Intelligence to 3 or higher).
- Add a new feat to the creature. For the sake of ease, it's recommended to choose simple feats such as toughness, improved initiative, great fortitude and so forth.

For each additional 4 hit dice of advancement, apply these bonuses again.
Title: Re: Homebrew
Post by: Anastasia on June 29, 2014, 07:38:40 PM
Epic Frenzied Berserker

Hit Die

d12

Skills at Each Additional Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Frenzy 6/day
12+12Inspire frenzy 4/day
13+13Bonus feat, frenzy 7/day
14+14Inspire frenzy 5/day
15+15Frenzy 8/day
16+16Bonus feat, inspire frenzy 6/day
17+17Frenzy 9/day
18+18Inspire frenzy 7/day
19+19Bonus feat, frenzy 9/day
20+20Inspire frenzy 8/day

Frenzy (Ex)

At 11th level and every two levels thereafter, the epic frenzied berserker gains another daily use of frenzy.

Inspire Frenzy (Ex)

At 12th level and every two levels thereafter, the epic frenzied berserker gains another daily use of inspire frenzy.

Bonus Feats

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

Epic Frenzied Berserker Bonus Feat List

Note: For the feats Chaotic Rage, Incite Rage, Ruinous Rage, Terrifying Rage and Thundering Rage, it's recommended to allow them to also apply to frenzy.

Armor Skin, Chaotic Rage, Damage Reduction, Deathless Body, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Fast Healing, Incite Rage, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Legendary Wrestler, Mighty Frenzy, Mindless Fury, Overwhelming Critical, Ruinous Rage, Terrifying Rage, Thundering Rage.

Deathless Body [Epic]
Prerequisite: Deathless Frenzy, con 25
Benefit: You are much harder to kill. Lower the amount of damage needed to kill you by 40 points. For example, taking this feat means that you do not die until you reach -50 hit points, rather than -10 hit points. All other rules for being reduced to below zero hit points continue to apply.
Special: You may select this feat more than once. Its benefits stack.

Mighty Frenzy [Epic]
Prerequisite: Greater Frenzy, str 21
Benefit: Your bonus to strength during a frenzy increases to +14 from +10.

Mindless Fury [Epic]
Prerequisite: Greater Frenzy, Iron Will
Benefit: While in a frenzy your mind can only perceive violence and rage. As a result of this, you are immune to mind-affecting effects, save for those that directly lead to more violence. You would be immune to calm emotions or charm person, but not to a suggestion to kill a nearby goblin. You are still entitled to any saving throw as normal for abilities that still affect you.
Title: Re: Homebrew
Post by: Anastasia on July 08, 2014, 03:11:25 PM
This is just generally tweaked up for epic.

Legendary Dreadnought

Hit Die

d12

Requirements

Base Attack Bonus

+21

Skills

Intimidate 15 ranks

Feats

Toughness, Improved Bull Rush

Epic Feats

Great Ability (Strength or Constitution)

Class Skills

The legendary dreadnaught's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and Swim (Str).

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
1+1Unstoppable 2/day
2+2Unmovable 2/day
3+3Shrug off punishment
4+4Thick skinned
5+5Bonus feat
6+6Unstoppable 4/day
7+7Unmovable 4/day
+8+8Shrug off punishment
+9+9Thick skinned
+10+10Bonus feat

Unstoppable (Ex)

At 1st level, the legendary dreadnought can concentrate his or her power, gaining a +20 bonus on his Strength check to break or burst a door or item twice per day, plus two additional times per day every five levels thereafter. As a special use of this ability, the legendary dreadnought can attempt to break a wall of force (Strength DC 32, and the character applies his or her unstoppable bonus to this check as well). Alternatively, the legendary dreadnought can apply the +20 bonus to a single attack roll.

Unmovable (Ex)

At 2nd level, the legendary dreadnought can concentrate his or her power, making him or herself unmovable twice per day, plus two additional times per day every five levels thereafter. This power grants the character a +20 bonus on any one of the following:

A CMD check made to avoid being grabbed with the improved grab ability.

A CMD check to avoid the effects of a bull rush, trip attempt, or similar effect.

A CMD check against any effect that would move the character either physically or magically.

Any one saving throw. If an effect that would move the character either physically or magically does not normally allow a saving throw, the legendary dreadnought can use this ability to gain a Will saving throw. He or she still gains the +20 bonus on the saving throw in such a case.

Shrug off Punishment (Ex)

The legendary dreadnought gains a +2 bonus to Constitution at 3rd level and +2 more every five levels thereafter.

Thick Skinned (Ex)

At 4th level, the legendary dreadnought gains damage reduction 5/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, the Damage Reduction feat, and this ability itself. The damage reduction improves by 5 points every five levels thereafter.

Bonus Feats

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

Legendary Dreadnaught Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Fortitude, Epic Prowess, Epic Toughness, Epic Will, Fast Healing, Force Breaker, Great Ability (Strength or Constitution only), Overwhelming Critical, Penetrate Damage Reduction

Force Breaker [Epic]
Prerequisite: Unstoppable 2/day, str 25
Benefit: You can break walls of force and similar force effects without using unstoppable. The DC to do so remains the same, though you do not gain unstoppable's +20 bonus when doing so. In addition, a successful melee attack against a creature with a force effect granting it a bonus to armor class automatically ends the effect.
Title: Re: Homebrew
Post by: Anastasia on August 22, 2014, 01:04:35 AM
Combining Damage Reductions

Note: These rules are meant for high to epic level games where damage reduction is common. These characters can deal with damage reduction in myriad ways. As such, these rules are best used with caution in low level games.

When a creature already possesses permanent damage reduction and gains a new source of damage reduction, the two types combine. This follows the rules outlined below. Note that certain types of permanent damage reduction, such as taking the Damage Reduction epic feat more than once, stack with themselves. In those cases these rules aren't used.

* Damage reduction/- never combines. Unlike other types of damage reduction, it is possible to have this with another type of damage reduction. If damage reduction/- is the highest damage reduction a creature possesses, the other type of damage reduction is lost.
* The higher number is used. A creature with damage reduction 5/cold iron and damage reduction 10/magic takes the ten and discards the five.
* A creature's damage reduction can comprise of several conditions. Conditions stack with the following exceptions. A creature may only have one material (such as silver or cold iron) in its damage reduction. When there is a choice of more than one material, choose whichever fits the current creature better. A creature may only have one damage type (such as piercing, slashing or bludgeoning) in its damage reduction. A creature may not have conflicting alignment types in its damage reduction (such as good and evil or anarchic and axiomatic), choose whichever fits the creature best.  Damage reduction/magic is superseded and replaced by damage reduction/epic.
* Creatures with unique types of damage reduction do not lose them, even when the rules above would dictate otherwise. For instance, a creature with damage reduction of cold iron and silver would maintain both of those.
* In otherwise unusual cases, use your best judgment.

Examples:

Damage reduction 5/cold iron + damage reduction 10/magic = damage reduction 10/cold iron and magic
Damage reduction 15/magic and evil + damage reduction 15/epic = damage reduction 15/epic and evil
Damage reduction 3/- + damage reduction 15/anarchic and cold iron = damage reduction 15/anarchic and cold iron AND damage reduction 3/-
Damage reduction 5/slashing + damage reduction 10/silver + damage reduction 5/axiomatic = damage reduction 10/axiomatic, silver and slashing.
Title: Re: Homebrew
Post by: Anastasia on September 07, 2014, 09:58:04 PM
This is a variant of invisible blade that Merc made. I'm posting it here for the sake of easy reference. Any comments should be directed at him.

Invisible Blade

Hit Die

d8

Requirements

Skills

Balance 6 ranks, Bluff 8 ranks, Sense Motive 6 ranks

Feats

Combat Expertise, Point-Blank Shot, Weapon Finesse

Special

Must have the sneak attack special attack

Special

Must defeat a worthy opponent in single combat with only daggers

Class Skills

The invisible blade's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleigh of Hand (Dex), Spot (Wis) and Tumble (Dex)

Skill Points at Each Level

6 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveInspiration PointsSpecial
1+1+0+2+0-Dagger aptitude, dagger sneak attack+1d6
2+2+0+3+01Inspiration, ricochet daggers
3+3+1+3+11Dagger sneak attack+2d6, uncanny feint
4+4+1+4+11Bleeding wound
5+5+1+4+11Dagger sneak attack+3d6, unfettered defense
6+6+2+5+22Improved ricochet
7+7+2+5+22Dagger sneak attack+4d6, fearless
8+8+2+6+22Master of skullduggery
9+9+3+6+32Dagger sneak attack+5d6
10+10+3+7+33Storm of flying daggers

Note: For the sake of this class, a dagger can also mean any dagger-like weapon, such as a punching dagger or kukri. Other weapons may qualify at the DM's discretion.

Dagger Aptitude (Ex)

You have focused all of your weapon training towards daggers and as a result you may gain great skill with these specific weapons.

You may treat levels in invisible blade as if they were fighter levels for the purpose of qualifying for feats requiring a minimum number of fighter levels (such as Weapon Specialization), but only for daggers.

You may also apply feats that apply to daggers to any weapon that also counts as a dagger for this class. For example, Weapon Focus (Dagger) would also apply to kukris.

Dagger Sneak Attack (Ex)

You gain the sneak attack ability (see the description of the rogue class for more details) if you do not already have it, but the extra damage only applies to sneak attacks made with a dagger.

This extra damage is 1d6 at the 1st level, and it increases by 1d6 every two invisible blade levels thereafter.

Inspiration

At 2nd level and every four invisible blade levels thereafter, you gain a point of inspiration. Refer to the factotum class ability of the same name for how this ability works.

Ricochet Daggers (Ex)

You understand the intricacies of daggers so well that not only can you hurl any dagger as if it was meant to be thrown, but the weapon will ricochet right back into your hands after the attack has completed.

At 2nd level, you may spend 1 inspiration point to treat your weapons as if they have the Returning and Throwing magical weapon special properties until the start of your next turn. You may use this ability as a free action on your turn.

You may only use Ricochet Daggers when wielding daggers.

Uncanny Feint (Ex)

At 3rd level, you gain the ability to feint in combat as a move action instead of a standard action. If you also have the Improved Feint feat, you may instead feint in combat as a swift action.

You may only use Uncanny Feint when wielding daggers.

Bleeding Wound (Ex)

At 4th level, when you make a successful dagger sneak attack you may choose to sacrifice 1d6 points of dagger sneak attack damage to deal a bleeding wound. Such an attack deals damage as normal in the round when the attack hits. Thereafter, the wound bleeds for 1 point of damage per round on the wounded target's turn. Multiple wounds result in cumulative bleeding loss.

The bleeding can only be stopped by a DC 15 Heal check or the application of any healing spell or ability. Creatures immune to sneak attack damage are immune to bleeding wounds as well.

Unfettered Defense (Ex)

Beginning at 5th level, you gain your Intelligence bonus as a bonus to Armor Class. If you are caught flat-footed or are otherwise denied the Dexterity modifier to Armor Class, you also lose this bonus.

Unfettered Defense only functions when wielding daggers and wearing no armor.

Improved Ricochet (Ex)

Beginning at 6th level, any time you make a ranged attack with a thrown dagger, the weapon immediately returns to you and you can catch it as a free action (as opposed to returning to you at beginning of your next turn). This ability allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.

In addition, whenever you make an attack with a thrown dagger from a threatened square, you do not provoke attacks of opportunity.

Fearless (Ex)

Beginning at 7th level, your confidence in your abilities makes it difficult to influence you. Add a +4 bonus to will saves against fear and compulsion effects when wielding daggers.

Master of Skullduggery (Ex)

Beginning at 8th level, you gain your Intelligence bonus as a modifier on Bluff, Intimidate, Sense Motive and Sleigh of Hand skill checks. Additionally, you may take 10 on these skill checks, even if stress and distractions would normally prevent you from doing so.

Storm of Flying Daggers (Ex)

At 10th level, your mastery over daggers has become unparalleled. As a full round action, you may spend three inspiration points to hurl one or more daggers and attack as many targets as you wish that are within 50 feet of you (as thrown weapons have a maximum range of five range increments).

You must make a ranged attack at your highest attack bonus against each target, calculating range and cover penalties from your position in the battlefield. If you are using multiple weapons with different enchantments, you must state which weapon is being used against which target before attacking.

You may only target each individual foe once per use of this ability.
Title: Re: Homebrew
Post by: Anastasia on September 28, 2014, 12:24:53 AM
This class is tied to the group described in this post. (http://www.soulriders.net/forum/index.php/topic,103088.msg1052271.html#msg1052271) It's a more hands on take for the Fleshknowers, but sometimes you need that sort of approach. Anyway, it's a quirky little class that does its own thing rather than building on another class. It feels like something a Races of Stone based PC would take.

Acolyte of the Fleshknowers

Hit Die

d8

Requirements

Creature Type

Giant, Humanoid or Monstrous Humanoid

Base Attack Bonus

+5

Skills

Knowledge (Planes) 4 ranks

Feats

Endurance, Toughness

Special

Must speak Terran

Special

Must not have the air subtype

Class Skills

The acolyte of the fleshknower's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Planes) (Int), Ride (Dex) and Swim (Str).

Skill Points at Each Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Elemental mind, skin of Earth (+1)
2+2+3+0+0Elemental eyes
3+3+3+1+1Skin of Earth (+2)
4+4+4+1+1Manifest elemental (large), push
5+5+4+1+1Mettle, skin of Earth (+3)
6+6+5+2+2Damage reduction 2/-
7+7+5+2+2Earth's vitality, skin of Earth (+4)
8+8+6+2+2Earth mastery, manifest elemental (huge)
9+9+6+3+3Damage reduction 4/-, skin of Earth (+5)
10+10+7+3+3Earth glide

Elemental Mind (Ex)

An acolyte of the fleshknowers is possessed by an earth elemental, who learns from the acolyte and in turn shares his own wisdom with him. The acolyte gains a bonus equal to his acolyte of the fleshknowers level to Concentration checks, as well to as Appraise, Craft and Profession checks related to gems, metals, stone or anything that comes from the earth. The acolyte also gains this bonus to Use Magic Device checks when the check would use an item that would invoke a spell or similar ability with the earth descriptor; the acolyte may make this check untrained.

This power comes at a price. The elemental within the acolyte studies the acolyte's knowledge of mortal affairs. This slowly drains the acolyte's knowledge while the knowledge of the elemental warps the acolyte's mindset. The acolyte suffers a penalty equal to his acolyte of the fleshknowers level to all Charisma based skill checks (except for Use Magic Device checks as described above). This penalty does not apply when dealing with creatures with the earth subtype or natives from Earth.

Skin of Earth (Ex)

At 1st level and every 2 levels thereafter, the skin of the acolyte's becomes more like stone. This increases the natural armor bonus of the creature by 1. This stacks with any existing natural armor bonus the acolyte has.

Elemental Eyes (Ex)

At 2nd level, the acolyte's vision improves so that he can see in darkness. He gains darkvision 60ft. If he already has darkvision, increase the range of that darkvision by 60ft instead.

Manifest Elemental (Sp)

The acolyte of the fleshknowers can manifest the elemental that possesses it. As a standard action, the acolyte can have a large earth elemental appear within 30ft. The elemental is friendly to the acolyte and fights to the best of its ability. The elemental can be manifested once per day and for a number of rounds equal to the acolyte's hit dice. If reduced to zero hit points or otherwise slain, the elemental cannot be manifested for 24 hours. This is the equivalent of a 6th level spell.

At 8th level, the acolyte can instead manifest a huge earth elemental. This is the equivalent of a 7th level spell.

Push (Ex)

At 4th level, the acolyte gains improved bull rush as a bonus feat. If he already has this feat, he may select another feat that he qualifies for.

Mettle (Ex)

Once the acolyte reaches 5th level, if he makes a successful Fortitude or Will save that would normally reduce (rather than negate) a spell's effect, he suffers no effect from the spell at all. Only those spells with a saving throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Damage Reduction (Ex)

At 6th level, the acolyte's body becomes even more like an earth elemental's. They gain damage reduction 2/-. This rises to 4/- at level 9.

Earth's Vitality (Ex)

At 7th level, so long as the acolyte is in contact with the ground, he does not need to breathe.

Earth Mastery (Ex)

The acolyte gains a +1 bonus to attack and damage rolls if both he and his target are on the ground. If his target is air or waterborne, he suffers a -4 penalty to attack and damage rolls instead.

Earth Glide (Ex)

A master acolyte of the fleshknowers can go through dirt or stone as easily as a fish swims through water. This is identical to an earth elemental's earth glide ability.
Title: Re: Homebrew
Post by: Anastasia on September 29, 2014, 07:24:23 PM
Nothing fancy here. Earth elementals are direct and unimaginative, and thus so are the benefits here.

Epic Acolyte of the Fleshknowers

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Elemental mind, skin of Earth (+6)
12+12Damage reduction 6/-
13+13Bonus feat, skin of Earth (+7)
14+14-
15+15Damage reduction 8/-, skin of Earth (+8)
16+16Bonus feat
17+17Skin of Earth (+9)
18+18Damage reduction 10/-
19+19Bonus feat, skin of Earth (+10)
20+20-

Elemental Mind (Ex)

The various bonuses and penalties to skills from elemental mind continue to equal your acolyte of the fleshknowers level.

Skin of Earth (Ex)

At 11th level and every 2 levels thereafter, the acolyte's natural armor bonus increases by 1.

Damage Reduction (Ex)

At 12th level and every 3 levels thereafter, the acolyte's damage reduction increases by 2.

Bonus Feats

An acolyte of the fleshknowers gains an epic bonus feat at level 13 and every 13 levels thereafter.

Acolyte of the Fleshknowers Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Energy Resistance, Epic Endurance, Epic Prowess, Epic Toughness, Fast Healing, Improved Combat Reflexes, Improved Darkvision, Improved Manifest Elemental, Overwhelming Critical, Perfect Health, Spellcasting Harrier.

Improved Manifest Elemental
Prerequisite: Manifest Elemental (Huge)
Benefit: When you use your manifest elemental ability, you may instead summon a greater earth elemental. This is the equivalent of an 8th level spell.
Title: Re: Homebrew
Post by: Anastasia on October 04, 2014, 01:33:08 PM
This is a classic case of a good class that provides nothing to work with for an epic PrC. I use this PrC enough that I'm sure later NPCs will have custom epic feats that draw on it, so more will be coming then.

Epic Church Inquisitor

Hit Die

d8

Skill Points at Each Additional Level

4 + Intelligence modifier



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

Bonus Feats

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

Epic Church Inquisitor 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, Improved Spell Capacity, Intensify Spell, Permanent Emanation, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.
Title: Re: Homebrew
Post by: Anastasia on November 07, 2014, 02:51:17 PM
Defiant is a PrC that does not deliver with its mechanics and overall package. There's not much to work with for an epic progression either. I may rewrite defiant some day, and if I do, this will be revised as well.

Epic Defiant

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8-
12+9-
13+9Bonus feat
14+10-
15+11Aligned strike 3/day
16+12Bonus feat
17+12-
18+13-
19+14Bonus feat
20+15Aligned strike 4/day

Aligned Strike (Su)

At 15th level and every 5 levels thereafter, the epic defiant gains another daily use of aligned strike.

Bonus Feats

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

Epic Defiant Bonus Feat List

Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical, Dire Charge, Divine Rejection, Energy Resistance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Will, Extended Life Span, Fast Healing, Improved Aligned Strike, Improved Divine Cancellation, Overwhelming Critical, Penetrate Damage Reduction, Perfect Health, Polyglot, Spellcasting Harrier.

Divine Rejection [Epic]
Prerequisite: Divine Interference, cha 19
Benefit: The DC to cast a divine spell within 30ft of you increases by 4. If a divine spell fails due to this ability, the caster is momentarily stunned and drops his defenses. Treat this as the caster provoking an attack of opportunity.
Special: This feat may be taken more than once. The increase to the DC to cast a divine spell stacks.

Improved Aligned Strike [Epic]
Prerequisite: Aligned Strike 2/day, cha 19
Benefit: When you align a weapon with align strike, you may choose two alignments (chaotic, evil, good or lawful) for the weapon to count as. You may not choose opposing alignments (good and evil, lawful and chaotic). In addition, the duration of aligned strike is doubled.

Improved Divine Cancellation [Epic]
Prerequisite: Divine Cancellation, cha 21
Benefit: You may use your divine cancellation ability without readying an action to do so. You may use it as many times per round as you wish, even if you are flat footed. Doing so does not count against your next turn's actions.
Title: Re: Homebrew
Post by: Anastasia on January 20, 2015, 10:49:11 AM
Alternate Class Feature: Practical Defense

Some healers rely on a supernatural aura of sanctity to protect them. Others learn how to defend themselves in a more direct manner.

Class: Healer.

Level: 3rd.

Replaces: If you select this alternate class feature, you do not gain aura of protection.

Benefit: You may add your Wisdom modifier as a sacred bonus to armor class. This bonus applies even when you wear armor.
Title: Re: Homebrew
Post by: Anastasia on January 27, 2015, 10:14:06 PM
As always, Shar offers great power. This alternate class feature is designed to be strong, as in Balmuria Shar's power is waxing in accordance to the prophecy of Primus.

Alternate Class Feature: Shar's Wisdom

Those that follow Shar do not gain a companion, but rather a glimpse into her destructive knowledge.

Class: Hexblade.

Deity: Shar

Level: 4th.

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

Benefit: Choose one of the domains that Shar offers. You gain the granted power of that domain. If the granted power references your cleric level, you may use your hexblade level in place of it. Add your chosen domain's spells as bonus hexblade spells known.

Shar offers the following domains: Beguilement, Cavern, Darkness, Envy, Evil, Knowledge, Loss, Night, Pride and Vile Darkness.
Title: Re: Homebrew
Post by: Anastasia on February 20, 2015, 07:22:30 PM
Alternate Class Feature: Strongman

You inspire loyalty not through managing people and bold encouragement, but rather through sheer terror.

Class: Marshal.

Level: 1st.

Replaces: If you select this alternate class feature, you do not gain skill focus(diplomacy).

Benefit: You gain skill focus(intimidate) as a bonus feat.
Title: Re: Homebrew
Post by: Anastasia on March 04, 2015, 07:38:22 PM
New Demiplane: Sylica

It is a realm of paradise.

It is where wounds are a passing memory.

It it where angels tread.

Sylica is a finite demiplane of many sections, mimicking various good aligned planes. The high mountains and fjords of Ysgard can be found next to the cities of Brightwater and Dweomerheart, while the planes of Elysium are a few miles away, with sylvan forests around the next bend in the road. Each realm is represented in it's way, all merging together to form a complete world of paradise.

More than anything else, Sylica is a place of glory and peace.

Sylica Traits

- Normal gravity

- Normal time

- Finite size: Sylica is a circular realm about 300 miles in diameter. It's edges are a sea of brilliant light that block all attempts to go further. As Alicia and Syala grow into their divine power, the demiplane will likely increase in size as they perfect their divine realm.

- Divinely morphic : Certain powerful creatures (Alicia and Syala) can alter Sylica with a thought. Normal creatures find Sylica as easy to alter as the Prime Material Plane.

- No elemental traits

- Minor positive dominant: Pain and suffering is a passing memory in Sylica. All creatures within the demiplane gain fast healing 2.

- Mildly good aligned: Evil creatures in Sylica suffer a -2 penalty to all Charisma based checks.

- Enhanced magic: Spells and spell-like abilities from the healing subschool are cast at +1 caster level. Spells or spell-like abilities with the good descriptor gain the same benefit. This bonuses rises to +3 total for a spell or spell-like from the healing subschool with the good descriptor.

- Impeded magic: Spells and spell-like abilities from necromancy school are cast at -1 caster level. Spells or spell-like abilities with the evil descriptor suffer the same penalty. This penalty rises to -3 total for a necromantic spell with the evil descriptor.

Sylica Links

Sylica borders Ysgard as an attached demiplane. The only entrance is a single, semi hidden portal on Ysgard. At the sea of light at the edges of Sylica, it is possible to plane shift out, but not in.

Sylica Inhabitants

Sylica is dominated by celestial wild animals of all types, as the realm's development is largely centered on Mercia. Celestials of all types can be found, as well as mortals exploring the realm. There is a smattering of odder creatures yet, including a rather large colony of phase spiders. These spiders were aided and rescued by Alicia and Syala, an unlikely addition to the realm that has borne fruit. Phase spiders since born in Sylica have the celestial creature template and are more pleasing to look at than a typical spider.

Movement and Combat

Movement on Sylica is the same as on the Prime Material Plane, as is combat. The only exception is that the realm's fast healing can prolong battles.

Features of Sylica

Mercia

The only true city in Sylica, Mercia is an open city of wide roads and expansive plazas, most structures lying low to the ground with the exception of the occasional tower built either for defense or aesthetic. A wide and fast river cuts through the middle of the city, spanned by several arcing bridges - boat races are a common pastime for the inhabitants, and they're often joined by celestial dolphins who gambol playfully in the waters and are quick to come to the aid of any who fall overboard. The palace of Liberton lies near the East bank of the river, set apart from its surroundings by a large courtyard where parades and celebrations are often held. Most of Alicia and Syala's court reside here, and they are generally quite available to petitioners.

Opal Mountain

The tallest mountain in Sylica, this striking peak stabs into the sky almost like a needle, it's summit perpetually wreathed in opalescent magical fire that gives it it's name. Many archons have made their homes here since moving to Sylica, dividing the peak into layers that imitate the holy mountain of Celestia. Antenora, the Opal Angel of Redemption holds dominion over the summit, safeguarding newly arrived souls before they fall down onto the surrounding landscape like shooting stars upon their rebirth.

Wychwood

The largest forest in Sylica, covering several thousand square miles, this trackless forest is mostly uninhabited except by celestial wildlife. A single elder treant has made his home deep in the forest, enjoying the chance for silent contemplation in this new realm after tiring of his more populated forest in Elysium. A band of enterprising fairies have set themselves to the task of exploring and mapping the forest, but careful observers note their maps change constantly - whether this is due to the whimsical nature of the explorers or of the forest's shifting nature is left unanswered.

Felic Gate

At present the only portal to and from Sylica, this sixty foot wide gateway is set into the sheer cliff-face of an upthrust mountain, surrounded by a gently curved valley that slopes downwards, framing a view of Mercia in the near distance and the surrounding plains and rivers, with the Opal Mountain clearly visible on the horizon. Befitting Sylica's welcoming nature, the valley is well traveled with a clearly laid out path guiding those coming or going from the plane from Mercia to the Gate itself. However, it is also well defended against attack, with a Grandchild of Jormugandr making his lair here and the area frequently patrolled by the Felis Knights, a group primarily made up of bralani eladrin who ride celestial tigers - individuals can generally pass unopposed unless they appear clearly hostile, but larger groups can expect to be approached by the guardians to determine their intentions.

Notable People of Sylica

Alicia Reynes: Queen (http://www.soulriders.net/forum/index.php/topic,103072.msg1054636.html#msg1054636)

Alicia is the unmistakable ruler of Sylica. She has the final say in all that transpires there and maintains an active presence to see to those who dwell under her rule. She is a ruler unafraid to involve herself and strives to improve both Sylica and those that follow her. As her divine realm is new, she seeks to bolster it whenever possible. Her dedication has lead to her being a respected queen.

Syala: Queen-Consort (http://www.soulriders.net/forum/index.php/topic,103072.msg1054098.html#msg1054098)

In contrast to Alicia, Syala prefers to let Alicia take the spotlight. She is the nurturing mother to Alicia's role of commanding father. When she is not away with Alicia, she focuses her attention on Sylica's defenses. Her long experience as guardian of the Tree of Idun gives her an appreciation for creatively vicious defenses. This appreciation extends far, as she is quite the capable warrior in spite of her more passive role.

Antenora: Warden of the Opal Mountain (http://www.soulriders.net/forum/index.php/topic,103072.msg1053558.html#msg1053558)

Antenora is Alicia's most stalwart ally and serves as a strong symbol of the potential in all beings. Aside from her guardianship of the Opal Mountain, she acts as Alicia's personal bodyguard. She possesses the right abilities and tenacity to protect Alicia and thwart those would do her harm. She is a stern crusader who does not hesitate to vanquish evil - or to redeem it.

Latha: Marshall of the Diamond Armory (http://www.soulriders.net/forum/index.php/topic,103072.msg1054434.html#msg1054434)

Latha serves as Sylica's armsmaster. Her role is to ensure that all who wish to serve Sylica are properly equipped for the battles ahead. Magical artisans from Dweomerheart and smiths from across the Heavens report to her. In turn she directs their efforts to craft the weapons and armor needed for Sylica's armies.

Marielle: Mistress of Liberton (http://www.soulriders.net/forum/index.php/topic,103072.msg1054870.html#msg1054870)

As Alicia's familiar and proxy, Marie is uniquely placed to know the heart of Sylica's ruler. She uses this insight to efficiently run the royal palace and organize appointments, feast and parties as befits her whims. She is assisted by a small host of fairies and lantern archons who carry out her commands with a mixture of playfulness and diligence, even when Marie herself is dealing with business outside of Liberton.

Naeys: Keeper of the Amethyst Library

Naeys serves as an emissary of Mystra and adviser to Queen Alicia, a bridge between Alicia's new duties and her former service under the Mother of All Magic. He is recognized as the premiere archmage and lorekeeper in Sylica and oversees those departments. He rarely acts directly, as he prefers to use a soft touch and see to his own magical research in his free time, but his wisdom is respected by all when given.

Strength of Light: General of the Amber Army

While Sylica's army marches and fights at Alicia's command, and she is ever one to lead from the front, Strength of Light maintains the training and disposition of her forces. He frequently arranges mass mock battles across Sylica's plains, combined with the constant development of new tactics and strategies. He forges the various disparate new arrivals to the realm into a unified fighting force.

Sylica Encounters

Use this tables to determine random encounters within Sylica. Random encounters do not occur in Mercia or Liberton, but can occur almost anywhere else.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
d%EncounterNumber
1-10Felis knights*2d6
11-20Celestial template animal (1-4 HD)2d4
21-30Astral devas1d4+1
31-40Celestial template animal (5-8 HD)1d6
41-50Sylican phase spiders**4d4
51-60Celestial template animal (9+ HD)1d3
61-64Lantern archons1d6+1
65-67Cherubs1d6+1
68-70Courre eladrin1d6+1
71-80Mortal pilgrim***1
81-90Lesser celestial**** (5-10 HD)1d6+1
91-95Celestial**** (11-20 HD)1d4
96-99Greater celestial**** (21+ HD)1
100Unique encounter*****Special

* Each Felis Knight is a bralani eladrin riding a trained celestial tiger.
** Sylican phase spiders are phase spiders with the celestial creature template.
*** Mortal pilgrims are mortals on a pilgrimage to Sylica. Typical examples are paladins or clerics of Alicia or Syala.
**** The DM chooses the particular type of celestial to use. If there is more than one, mixed groups can be encountered.
***** A unique encounter is one where a notable personalty of Sylica is met. As Sylica is a small and new realm, it's even possible to encounter Alicia and Syala in this manner.

Sylica Miscellanea

New Optional Material Components



   
   
   
   
ComponentPrice
Sunlight Diamond500 gp
Sylican Opal300 gp
Unbreakable Amber400 gp

Sunlight Diamond

These small diamonds grow like plants on the surface of Sylica, in places where the light of the sun is particularly strong. When used with a daylight spell, the light generated by the spell counts as true daylight for the sake of creatures that are negatively affected by it.

Sylican Opal

This is an opal from the Opal Mountain of Sylica. When used with an atonement, break enchantment, dispel evil or similar spell to remove evil or redeem a creature, it grants a +2 bonus to the caster level of the spell.

Unbreakable Amber

This amber comes from trees deep in the Wychwood. When used with an abjuration spell (as well as mage armor, greater mage armor and other spells of that line), the spell grants a +1 sacred bonus to armor class in addition to whatever other defenses it offers. The spell also gains the good descriptor.

New Ravage



   
   
PoisonTypeCraft DCInitial DamageSecondary DamagePrice
Sylican Phase Spider VenomInjury DC 17221d8 Con1d8 Con1,000 gp

Sylican Phase Spider Venom

This venom comes from celestial phase spiders that reside in Sylica. It is a transparent and ghostly liquid that is tasteless, scentless and indistinguishable from water. A weapon coated in this poison is treated as having the ghost touch special property, this ends once the ravage has been used. This is a side-effect of the ethereal nature of phase spiders.
Title: Re: Homebrew
Post by: Anastasia on March 08, 2015, 10:32:09 PM
New Demiplane: The Cauldron

It is where water and fire are born into steam.

It is where heat burns eternal within the Silver Sea.

It is where rivers of gold are whispered to flow.

The Cauldron is a finite demiplane modeled after a vast volcano. It's slopes rise high, into great terraced areas within, the entire Cauldron criss-crossed with caves.

Cauldron Traits

- No gravity: Movement in The Cauldron is as per the Astral Plane.

- Normal time

- Finite size: The Cauldron is about 50 miles in diameter. The edges lead back into the Astral Plane. As Seira is a burgeoning power, The Cauldron's size may change as she sees fit.

- Divinely morphic : Certain powerful creatures (Seira) can alter The Cauldron with a thought. Normal creatures find The Cauldron as easy to alter as the Prime Material Plane.

- Minorly fire and water dominant: The Cauldron was designed to be fire dominant by the hand of Imix. Seira's rulership of The Cauldron has introduced water to the demplane, which has lessened this to a pervasive heat that can be tolerated by creatures, rather than one that burns most creatures.

- Enhanced magic: Spells and spell-like abilities with the fire or water descriptors are cast at +1 caster level.

- Impeded magic: Spells and spell-like abilities with the cold descriptor are cast at -1 caster level. As Seira's studies of elemental harmony advance, it is likely both the enhanced and impeded magic traits of The Cauldron will further change.

The Cauldron Links

The Cauldron is linked with the Astral Plane. Creatures flying from The Cauldron can pass into the Astral. Creatures who reach The Cauldron from the Astral can enter as well.

The Cauldron Inhabitants

The Cauldron is dominated by elementals of all types. Seira has recruited elementals from the various elemental planes, para-elemental planes and quasi-elemental planes, as well as from pacts with various archomentals of elemental good. Celestials and Seira's servants can also be found here, as well as a contingent of travelers and traders at all time.

Movement and Combat

Combat is similar to combat on the Astral Plane, with three dimensional combat and flight playing a large role. Unlike the Astral Plane, time flows and wounds heal naturally.

Features of The Cauldron

Steam's Reach

The outer walls of The Cauldron are dotted with hidden caves, fortified into defensive zones. Illusions and favorable terrain give defenders a defensive advantage. These cave are death traps of oozes, animated objects and elementals. These defenses are meant to stymie an indirect attack around The Cauldron's main defenses in the volcano's maw. These caves are also full of veins of gold and even rivers of liquid gold superheated by The Cauldron's natural affinity for fire, a fact made to tempt a greedy invader right into the teeth of Seira's defenses.

Rising Heat

The highest terraces of The Cauldron are dedicated to defense. Animated statues of adult red dragons are about and ready to come to life to defend the realm. The first ten terraces are heavily fortified. A garrison of elementals, Seira's clerics and allied forces constantly mans them, serving as border guards in times of peace and a potent defense in times of war. True seeing and magic circles against evil are used to ensure that fiendish trickery does not gain them entry to The Cauldron.

The Market

The middle section of The Cauldron's terraces are dedicated to trade and visitors. It is an ensnaring pattern of walkways and labyrinthine passages, all leavened by the fact that flight is normal here. Gold banners adorn the market area, Waukeen's portraits mingling with shields bearing the image of a majestic golden dragon. Seira's efforts and connections to Brightwater (for Seira followed Waukeen in her mortal life) ensure that the marketplace is full of goods from across the planes, as well as The Cauldron's own offerings.

Temple of the Golden Flame

The second to last terrace holds the Temple of the Golden Flame. An immense phantom flame burns eternal at its center, as Seira wills it, encouraging all those who pass through it as though Seira had shared a fragment of her power directly with them. It harms none, even fiends, though fiends would experience a profound emptiness should they attempt to defile these sacred grounds. The temple is just above the final terrace, which is dominated by a massive lake of lava. This lake is hallowed and in spite of the heat it sheds, everything around is bearable even to those without protection against fire.

Innocence

Seira's abode rests besides the lake of lava in the final terrace. It is a gingerbread palace of whimsy and wonder, where Seira and Amaryl reside. It houses essential functions and receptions for important guests. The design of the palace is not tied to normal physics and it often goes on wondrous, impossible designs.

Notable People of The Cauldron

Seira Aryn: The Dragon Princess (http://www.soulriders.net/forum/index.php/topic,103072.msg1054616.html#msg1054616)

Seira is the ruler of The Cauldron and its founder. She is forever busy seeing to The Cauldron and its continued growth. She is an optimistic bundle of energy combined with draconic vigor. She is not weighed down by her new duties and instead embraces them. She is known as a passionate leader who is not afraid to buck against normal trends to do what she feels is right.

Amaryl Gaial: Princess-Consort (http://www.soulriders.net/forum/index.php/topic,103072.msg1054067.html#msg1054067)

Amaryl is Seira's lover and partner. She aids Seira as she continues to grow into her own role and divinity. She is a rising quasi-power, following the path Seira forged decades ago. She organizes things for Seira and ensures The Cauldron's affairs flow smoothly. She runs a more even keel than Seira, but tends to defer to her.

Donald Smurth (http://www.soulriders.net/forum/index.php/topic,103072.msg1054112.html#msg1054112)

The Cauldron gathers a great deal of intelligence about all the planes. It falls to Donald to manage this as well as The Cauldron's various espionage efforts. While Donald is something of a fool and has a knack at saying the wrong thing at the wring time, he is strikingly competent in this field. Notably, Donald eschews any sort of title nor does he seem to care overmuch about propriety.

Lady Sanzha: Mistress of the Elements (http://www.soulriders.net/forum/index.php/topic,103072.msg1054934.html#msg1054934)

Lady Sanzha is a former Padisha of the Marid who now serves Seira. She is a calm and confident woman who oversees much of The Cauldron's research into elemental harmony. Her role has her deal with elemental magic most of the time, though she is a capable guide and hostess when circumstances require, for her previous experience as Padisha trained her well in diplomacy and people skills.

Oraga, Fallen

A fallen angel who was reached by Seira and as a result of a long, complicated situation, was put into the body of a mortal elf female. Since then, Oraga sees to the defenses of The Cauldron and savagely trains those that would defend it. While he is not fully fallen anymore, Oraga does not mind the title of such.

The Cauldron Encounters



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
d%EncounterNumber
1-10Fire Elementals*1d6
11-20Water Elementals*1d6
21-30Earth Elementals*1d6
31-40Air Elementals*1d6
41-50Mercane + Elemental Bodyguards**1d4 + 1d4+1
51-60Mortal pilgrim***1
61-63Ice Para Elemental*1d6
64-66Ooze Para Elemental*1d6
67-69Magma Para Elemental*1d6
70-72Smoke Para Elemental*1d6
73-74Lightning Quasi Elemental*1d6
75-76Vacuum Quasi Elemental*1d6
77-78Steam Quasi Elemental*1d6
79-80Salt Quasi Elemental*1d6
81-82Mineral Quasi Elemental*1d6
83-84Dust Quasi Elemental*1d6
85-86Radiance Quasi Elemental*1d6
88-90Elemental Monolith****1
91-94Githyanki2d6
95-99Adult metallic dragon*****1
100Unique encounter******1

* The exact type of elemental varies from small to elder. Mixed groups are common and lead by the biggest elemental present.
** Mercane are guarded by large earth elementals.
*** Mortal pilgrims are mortals on a pilgrimage to The Cauldron. Typical examples are paladins or clerics of Seira. Waukeenites are also common.
**** The DM may choose which type of elemental (or para or quasi elemental) monolith is encountered. Fire and water monoliths are the most common.
***** The DM may choose which type of metallic dragon is encountered. Copper and gold dragons are the most common.
****** A unique encounter is one where a notable personality of The Cauldron is met. As The Cauldron is a small and new realm, it's even possible to encounter Seira in this manner.

The Cauldron Miscellanea

New Alchemical Items



   
   
   
SubstanceCraft (Alchemy) DCCost
Liquid Fire Bomb30500 gp
Sticky Bomb35850 gp

Liquid Fire Bomb

This bomb is composed of fire forced into the form of liquid water, encased in a glass sphere. This combination is inherently unstable and explodes once exposed to air. This bomb can be throw up to 100ft and is a special splash weapon, so it requires a ranged touch attack roll to hit a target. It deals 5d6 fire damage to the target and 2d6 fire damage as splash damage to all creatures within 10ft of the target.

Sticky Bomb

This is identical to a liquid fire bomb, except that a bit of earth energy has been added to the mix. This adds stickiness to the compound. Creatures damaged by a sticky bomb find themselves on fire and take an additional 2d6 points of fire damage per round for 1d4+1 rounds. A creature set on fire can take a full round action to extinguish the flames, this requires a successful DC 20 Reflex save. Immersion in water or 10 or more points of cold damage automatically extinguish the flames.

New Special Material

Cauldron Steel

This rare iron is forged in The Cauldron, heated by elemental fire, cooled with elemental water, shaped with elemental air and hardened with the spirit of elemental earth. Weapons and armor made of cauldron steel are 25% heavier than normal steel, but have a hardness 5 points higher than steel. Further, weapons made of this material count as cold iron and retain some elemental power. They deal one point each of acid, cold, electricity and fire damage on each hit. Armor made of cauldron steel grans resistance to acid, cold, electricity and fire 3.

Cauldron steel equipment costs the same as adamantine equipment.

New Weapon and Armor Special Abilities

Elemental Harmony

This special weapon ability can only be applied to a weapon made of cauldron steel and that has a special property that deals energy damage (such as flaming, frost, shock and so forth). Whenever a weapon enchanted with this ability deals energy damage, all of the energy damage becomes whichever type is most beneficial to the wielder. For example, a creature immune to acid and cold, with resistance to electricity 30 and vulnerability to fire would take all fire damage from the weapon's energy damage.

Moderate transmutation; CL 12th; Craft Magic Arms and Armor; Price +2 bonus.
Title: Re: Homebrew
Post by: Anastasia on March 15, 2015, 03:36:34 PM
Alternate Class Feature: Divine Leader

Some marshals specialize in rallying the faithful, just like a cleric or paladin.

Class: Marshal

Level: 4th

Special Requirement: You must worship a deity or power.

Replaces: If you select this alternate class feature, you do not gain grant move action.

Benefit: You gain true believer as a bonus feat. When you wear or wield a relic of your deity, your ability to inspire the faithful rises. The bonuses your auras grant rise by 2 for followers of your deity. This applies to both your major and minor auras.
Title: Re: Homebrew
Post by: Anastasia on March 15, 2015, 11:57:01 PM
Alternate Class Feature: Grant Rage

Most marshals focus on precision, command and control. However, a rare few prefer to inspire sheer fury.

Class: Marshal

Level: 4th

Replaces: If you select this alternate class feature, you do not gain grant move action.

Benefit: You can inspire overwhelming fury in your allies. Once per day as a standard action, the marshal may cause all willing allies within 30ft to fall into a rage. This is identical to a rage spell, except that it lasts for a number of rounds equal to the marshal's Charisma modifier (minimum 1) and does not require the marshal to concentrate on the effect.

When you would gain another daily use of grant move action, you instead gain another daily use of grant rage.
Title: Re: Homebrew
Post by: Anastasia on March 17, 2015, 02:18:46 PM
Alternate Class Feature: Rally Attack

A marshal may specialize in sharp and sudden strikes rather than that strategic maneuverability.

Class: Marshal

Level: 4th

Replaces: If you select this alternate class feature, you do not gain grant move action.

Benefit: You can provoke a sudden rally of attacks in your allies. Once per day as a standard action, the marshal can allow all allies within 30ft to immediately make a single melee or ranged attack (but not a spell or spell-like ability). This counts as a creature's attack of opportunity for the round, so a creature cannot make an extra attack if they have already made their maximum number of attacks of opportunity in a round. The marshal is not affected by his own use of rally attack.

When you would gain another daily use of grant move action, you instead gain another daily use of rally attack.
Title: Re: Homebrew
Post by: Anastasia on March 20, 2015, 01:32:16 PM
This class was a design experiment. It didn't work out, so it's not really canon. It's posted as a curiosity and for the sake of discussion.

The idea behind the class is interesting (at least to me), but on reflection it's overly meta and I don't think it works out. That happens sometimes, not every idea bears good fruit. By the way, the class didn't go past a first draft, some wording issues, balance and overall presentation may have issues. They won't get corrected.

Fundamentally, who wants to play a class about waiting around? I suppose it may have some passing merit as an NPC class, but not nearly enough.


Patient Warrior

Hit Die

d12

Requirements

Base Attack Bonus

+5

Feats

Combat Reflexes, Endurance

Skills

Concentration 4 ranks, Knowledge (History) 2 ranks

Class Skills

The patient warrior's class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Listen (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+0Patient stance+2
2+2+3+0+0Offensive gathering
3+3+3+1+1Bonus hit points, patient stance+3
4+4+4+1+1Perfect chance
5+5+4+1+1Patient stance+4, slow
6+6+5+2+2Defensive gathering
7+7+5+2+2Patient stance+5
8+8+6+2+2Delay effect
9+9+6+3+3Patient stance+6
10+10+7+3+3Imprisonment

Patient Stance (Ex)

You are at your best when you delay or ready an action in combat. You gain a +2 bonus to armor class, saving throws, attack rolls and weapon damage rolls while you are delaying or while you have an action readied but not yet executed. This bonus ends at the start of your turn or when you take your readied action. Attacks of opportunity may be made without forfeiting these bonuses.

This bonus rises by 1 at level 3 and every 2 levels thereafter.

Offensive Gathering (Ex)

When you take no actions at all for a round, you take that chance to gather your internal energies. When you delay your actions until your next turn and thus take no actions at all in a round, you gain a +4 bonus to Strength. Any save DCs for attacks you make likewise gains a +4 bonus, this bonus stacks with the bonus to Strength for a total of +6 if the attack's save DC is Strength based.

This bonus lasts until the end of the encounter. You can benefit from this bonus only once per encounter. For the sake of the save DC boosting aspect of this ability, an attack is anything that would deal damage, inflict an unfavorable condition on your enemies or otherwise be considered a hostile action against them.

Bonus Hit Points (Ex)

The nature of a patient warrior is to wait. As a result of this, being able to survive as you wait is paramount. You gain bonus hit points equal to your patient warrior class level.

Perfect Chance (Ex)

Your bonus from patient stance now lasts until the end of your delayed turn or until just after you take your readied action. For this bonus to apply, at least one enemy has to have taken a turn while you delayed or had an action readied.

Slow (Sp)

Your control over the ebb and flow of combat and your own patience pays dividends, as you learn to control the speed of others in combat to better suit your own plans. You can cast slow as a spell-like ability. You may use this spell like ability a number of times per day equal to your level in this class. Additionally, you may use this in place of an attack of opportunity while you are delaying or readying an action. Using slow in this way does not provoke an attack of opportunity, and it still takes up one of your attacks of opportunity for the round as normal.

While you may use slow an attack of opportunity, it can still affect multiple targets as normal when used as such. One of the targets must be the creature that provoked the attack of opportunity.

Defensive Gathering (Ex)

When you gain the benefits of offensive gathering, you also gain a +4 bonus to Constitution and Dexterity. These bonuses follow all the rules for the Strength bonus of offensive gathering.

Delay Effect (Su)

You can control your own timing so well that you can even delay when something affects you. As an immediate action three times per day, you can cause any one instance of damage or condition to be delayed. You delay it for a number of rounds equal to your level in this class.

Imprisonment (Sp)

You can delay an opponent forever now. Once per day you can cast imprisonment as a spell like ability.
Title: Re: Homebrew
Post by: Anastasia on March 20, 2015, 02:56:35 PM
The Bleeding Temples

These gallant knights serve Empress Sulia as dashing, noble protectors. They exemplify Empress Sulia's dedication to noble martyrdom.

To take an bleeding temples substitution level, a character must worship Empress Sulia and be about to take his 2nd, 5th or 10th level of knight.

Hit Die

d12

Class Skills

Bleeding Temples have the same class skills as a standard knight.

Skill Points per Level

2 + Intelligence modifier

2nd: Lose Shield Block, gain Offer Life
5th: Lose Vigilant Defender, gain Defensive Sacrifice
10th: Lose Bonus Feat, gain Jaela's Gambit

Offer Life (Su)

Knights who serve Empress Sulia learn to sacrifice themselves to save those in peril. As a standard action, the bleeding temple may touch a creature (a melee touch attack is required if the creature is unwilling) to heal 1d12 points of damage. The bleeding temple takes 3 points of damage when this ability is used. At 4th level and every 2 levels thereafter, the damage healed increases by 1d12 and the damage to the bleeding temple rises by 3. For example, an 8th level knight heals 4d12 points of damage and takes 12 points of damage to do so.

Offer life may be used a number of times per day equal to the bleeding temple's Constitution modifier. Bleeding temples cannot use this ability on themselves. Undead creatures take damage from this ability, just as they take damage from cure spells and the like.

The damage the bleeding temple takes from this ability manifests as a cut on their temple, hence the name of the order and substitution levels.

Defensive Sacrifice (Ex)

By offering themselves to the blade, bleeding temples can stop opponents from slipping past them. If an creature attempts to use the Tumble skill to slip through an adjacent square a bleeding temple threatens or a square the bleeding temple occupies, he can choose to stop them. They stop in the adjacent square and cannot advance further. If the creature attempted to pass through a square the bleeding temple occupied, they are forced back into the closest square adjacent to the bleeding temple.

Doing this puts the bleeding temple directly in harms way. This provokes an attack of opportunity from the creature stopped, as well as any other creatures that threaten the bleeding temple. The bleeding temple is flat footed against these attacks of opportunity.

Jaela's Gambit

A 10th level bleeding temple gains Jaela's Gambit as a bonus feat. If he already possesses this feat, he may choose another instead.
Title: Re: Homebrew
Post by: Anastasia on April 22, 2015, 06:47:29 PM
Alternate Class Feature: Eldath's Mercy

Rangers who follow Eldath can forsake traditional weapon mastery in exchange for skill in subduing foes without slaying them.

Class: Ranger

Deity: Eldath

Level: 2nd

Replaces: If you select this alternate class feature, you do not gain combat style, improved combat style or combat style mastery.

Benefit: You gain subduing strike as a bonus feat. If you already have this feat, you may choose another that you qualify for.

At 6th level, you gain stunning fist as a bonus feat. Additionally, you may choose a single melee weapon (such as a scimitar, longsword, heavy mace and so on). You may use stunning fist with that weapon, but only when you deal nonlethal damage.

At 11th level, you may treat your ranger level as your monk level to determine daily uses of stunning fist. If you have levels in monk, your monk and ranger level stack to determine daily uses of stunning fist.
Title: Re: Homebrew
Post by: Anastasia on April 27, 2015, 03:46:06 PM
This is a variant of pyrokineticist from the SRD. It's unrelated to the conversion in Frostburn. Anyway, Cor wanted this for his B5 character, so here it is.

Cryokineticist

Hit Die

d8

Requirements

Alignment

Any chaotic

Skills

Concentration 8 ranks, Craft(Alchemy) 1 rank, Knowledge(Arcana) 2 ranks

Special

Must be capable of casting 1st level spells

Special

Must have survived 24 hours in freezing cold without protection

Class Skills

The cryokineticist's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int) and Spellcraft (Int)

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+2+2+0Ice spear
2+1+3+3+0Cold adaptation, frozen hand
3+2+3+3+1Snowball
4+3+4+4+1Frost weapon
5+3+4+4+1Nimbus
6+4+5+5+2Frostwalk
7+5+5+5+2Fear no cold
8+6+6+6+2Greater frost weapon
9+6+6+6+3Heat death
10+7+7+7+3Snowstorm

Ice Spear (Sp)

A cryokineticist gains the ability to fashion a 15-foot-long spear of ice from moisture in the air as a move action. She takes no damage from the icy weapon she creates, and if she releases her hold on it, the spear immediately dissipates. The spear deals 1d8 points of cold damage to a target within 15ft on a successful ranged touch attack. A cryokineticist can take weapon focus, weapon specialization and other feats related to a spear for the ice spear, so long as she otherwise meets the prerequisites. This spear remains in existence as long as the cyrokineticist holds it.

Cold Adaptation (Ex)

At 2nd level, a cryokineticist becomes resistant to cold, gaining a +4 bonus on all saving throws against cold and ice spells and effects. In addition, she gains resistance to cold 10.

Frozen Hand (Sp)

A cryokineticist of 2nd level or higher can activate this ability as a move action. Frost creeps up one of the cyrokineticist's hands all the way up to her wrist (but does her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of cold damage.

Snowball (Sp)

Starting at 3rd level, as a standard action, a cryokineticist can launch a snowball at any target in line of sight within 60ft. This effect is treated as a ranged touch attack and deals 1d6 points of cold damage for each class level the cryokineticist has.

Frost Weapon (Sp)

At 4th level and higher, a cryokineticist can activate this ability as a move action. Ice that harms neither her nor the weapon engulfs one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of cold damage on a successful hit. The weapon retains this effect for as long as the cryokineticist wields it.

Nimbus (Sp)

Beginning at 5th level, a cryokineticist can activate this ability as a move action. A torrent of snow that harms neither the cryokineticist nor her equipment engulfs her entire body. While she is surrounded by dancing snowflakes, the character's Charisma score increases by 4, she can make a melee touch attack for 2d6 points of cold damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of cold damage. This ability lasts for up to 1 minute per cryokineticist level and is usable once per day.

Frostwalk (Su)

Beginning at 6th level, as a free action a cryokineticist can expend her magic to form icy bridges over any substance and even walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A frostwalking cryokineticist leaves snowflake-shaped footprints in the air that disperse in 2 rounds, but her tread does not deal damage.

A cyrokineticist must pay 1 spell level per round spent traveling in this fashion. She may spend one spell or multiple lower level spells to pay this cost. She cannot move in this way longer than her available spells would allow her to.

Fear No Cold (Ex)

At 7th level, a cryokineticist becomes highly resistant to cold, gaining a +8 bonus on all saving throws against cold and ice spells and effects and also gaining resistance to cold 20.

Greater Frost Weapon (Sp)

At 8th level, when a cryokineticist activates her frozen hand ability or her frost weapon ability, her unarmed attack or weapon deals an extra 4d6 points of cold damage instead of 2d6. Touch attacks made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6.

Heat Death (Sp)

A cryokineticist who reaches 9th level can take a full round action to briefly lower the internal temperature of one living creature within 30ft to absolute zero. The target must succeed on a Fortitude saving throw (DC 10 + 1/2 the cyrokineticist's hit dice + cyrokineticist's Cha modifier) or be paralyzed for 2d4 rounds. Even on a successful save, the target takes 6d8 points of cold damage.

Snowstorm (Sp)

At 10th level, a cryokineticist gains the ability to create a massive storm of snow and ice around herself as a standard action. The storm deals 15d6 points of cold damage in a 30ft radius emanating from herself, and moves with her when she does. Any creature or object caught in the storm can make a Reflex saving throw (DC 10 + 1/2 the cyrokineticist's hit dice + cyrokineticist's Cha modifier) for half damage. The storm lasts for up to 1 round per cryokineticist level and is usable once per day.
Title: Re: Homebrew
Post by: Anastasia on April 28, 2015, 03:52:32 PM
Dragonborn Paragon

Hit Die

d12

Requirements

Race

Dragonborn

Class Skills

The dragonborn paragon's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis)

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+2Improved aspect
2+2+3+0+3Frightful roar
3+3+3+1+3Ability boost (Cha+2)

Weapon and Armor Proficiency

Dragonborn paragons are proficient with all simple weapons and the scimitar. Dragonborn paragons gain no proficiency with armors or shields.

Improved Aspect (Ex)

At 1st level, the chosen draconic aspect of the dragonborn improves as follows.

Heart

The DC of the Reflex save increases by 2.

Mind

The darkvision of the dragonborn improved by 30ft.

Wings

Flight speed increaes by 30ft.

Frightful Roar (Ex)

At 2nd level, a dragonborn can channel a small amount of a dragon's frightful presence through a roar. As a move action, the dragonborn's roar may unsettle all creatures within a 60ft cone. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragonborn's hit dice + dragonborn's Cha modifier) remains immune to a frightful roar for 24 hours.

On a failure, creatures become shaken for 1d6 rounds. Creatures immune to fear or to a dragon's frightful presence also ignore a dragonborn's frightful roar.

Ability Boost (Ex)

At 3rd level, a dragonborn paragon's Charisma score increases by 2 points.
Title: Re: Homebrew
Post by: Anastasia on June 19, 2015, 12:55:23 PM
Alternate Class Feature: Survivalist

It is not unknown for a scout to forsake trapfinding in favor of better self-sufficiency.

Class: Scout

Level: 1st

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

Benefit: You gain self-sufficient as a bonus feat. Replace Disable Device with Heal on your scout class skill list.
Title: Re: Homebrew
Post by: Anastasia on June 25, 2015, 12:10:12 AM
For the monk that believes SMASH is the epitome of effective combat.

Alternate Class Feature: Brutish Monk

A typical monk learns techniques to indirectly defeat his foe. You eschew those in favor of a more direct approach.

Class: Monk.

Level: 6th.

Replaces: If you select this alternate class feature, you do not gain improved disarm or improved trip as bonus feats.

Benefit: You may select improved overrun or improved sunder as a bonus feat.
Title: Re: Homebrew
Post by: Anastasia on July 08, 2015, 12:54:31 PM
Feat Booster: Exalted Feats

This is a collection of exalted feats, designed to offer extra options to PCs of exalted alignment. These feats are sometimes tied to Balmuria related fluff. In those cases, a link is provided for more information.

Angelic Lore [Exalted]
Prerequisite: Skill Focus (Knowledge: Planes)
Benefit: You gain a +5 bonus on knowledge checks about evil outsiders and undead, as well as the lower planes. This bonus also applies to bardic knowledge, lore and similar class features.

Arch-Angel's Mystery (http://www.soulriders.net/forum/index.php/topic,103088.msg1052237.html#msg1052237) [Exalted]  Second relevant link (http://www.soulriders.net/forum/index.php/topic,103088.msg1052588.html#msg1052588)
Prerequisite: Knowledge (Planes) 15 ranks, Words of Creation, int 17, cha 17
Benefit: You study the secret lessons of the 77+7 arch-angels of Elysium and learn how to hide yourself from detection. This allows you two ways to use the Words of Creation, ways pioneered by them as they sought to escape the notice of all.

Obscurity: You can hide yourself from the detections of others, creating an effect that shields you while allowing the glories of others to be humbly seen instead. This is identical to a nondetection spell with a caster level equal to your hit dice. Using the Words of Creation in this way deals 14d4 points of nonlethal damage to you.
Invisibility: You can create a cloak that turns aside the eyes of the wicked. This is equivalent to an invisibility spell, except that it only affects evil creatures. Using the Words of Creation in this way deals 7d4 points of nonlethal damage to you.

Eladrin Joy (http://www.soulriders.net/forum/index.php/topic,103072.msg1054660.html#msg1054660) [Exalted]
Prerequisite: Participated in a revel or celebration in Arborea, cha 15
Benefit: Once per day as a standard action, you can infuse yourself and any allies within 30ft with the zest for life of the eladrin host. This is identical to a good hope spell with a caster level equal to your hit dice. This is a supernatural ability.
Special: Deities who offer the joy domain offer variants of this feat. The exact revel prerequisite and name of the feat vary, but it is otherwise the same. The best known example is Lliira's Laugh.

Exalted Endurance [Exalted]
Prerequisite: Endurance, con 13
Benefit: You gain a +4 bonus to saving throws against pain based effects, such as symbol of pain, wrack and physical torture. Additionally, you gain 2 hit points for every exalted feat you have, including this one.

Exalted Glow [Exalted]
Prerequisite: Aura of Courage, Nimbus of Light, cha 17
Benefit: Creatures within the radius of the light shed by your nimbus of light (10ft) are immune to fear. This replaces the +4 morale bonus your aura of courage grants.
Special: If you have another aura that grants you immunity to an effect or condition and nearby allies a bonus (such as the aura of sanctity alternate class feature), creatures within the radius of your nimbus of light are also immune to what that aura protects against.

Exalted Healer [Exalted]
Prerequisite: Heal 10 ranks
Benefit: Creatures under long term care from you (by the heal skill) can heal vile damage as if it were normal damage. This requires complete rest. Additionally, creatures under your long term care can heal ability drain at the rate of one point per ability score per day of complete rest. This requires that you succeed on a DC 25 Heal check.

Exalted Protection [Exalted]
Benefit: You gain a +2 bonus on saves against spells and spell-like abilities with the evil descriptor, as well as the supernatural abilities of evil outsiders.

Exalted Weapon Mastery [Exalted]
Prerequisite: Weapon Mastery (Melee or Ranged)
Benefit: Weapons that are affected by your weapon mastery feat are infused with righteousness. Any such weapon counts as good aligned to overcome damage reduction. Further, when wielding a weapon affected by your weapon mastery feat, you gain an additional +2 bonus to attack and weapon damage rolls against evil creatures. This stacks with weapon mastery, weapon focus, weapon specialization and similar feats.
Special: A fighter may select exalted weapon mastery as a fighter bonus feat.

Favored of Nature [Exalted]
Prerequisite: Animal Friend
Benefit: No animal will attack you unless compelled by mind-affecting abilities or if they are of evil alignment. If you are in the wild, small animals will stay around you, offer you food, provide warmth and other such things.

Guardian Angel [Exalted]
Prerequisite: Any other exalted feat
Benefit: Once per day as an immediate action, you gain can any one of the following benefits: A +4 sacred bonus to a single saving throw, a +4 sacred bonus to armor class against one attack or a protection from evil effect for 1 minute.

Holy Terror [Exalted]
Prerequisite: Intimidate 5 ranks, cha 15
Benefit: You gain a +4 bonus to Intimidate checks against evil creatures.

Ilmater's Resolve (http://www.soulriders.net/forum/index.php/topic,103072.msg1051957.html#msg1051957) [Exalted]
Prerequisite: Exalted Endurance, con 17
Benefit: You are immune to pain based effects, such as symbol of pain, wrack and physical torture. You can bear any pain without the slightest noise or reaction, should you need to. You gain an additional hit point per exalted feat you have, this stacks with the benefit from exalted endurance.

Lathander's Rites [Exalted]
Prerequisite: Vampire Hunter
Benefit: Vampires and vampire spawn reduced to zero hit points and gaseous form by you have the time they have to reach their coffin home before death reduced to a half hour. As a standard action, you can sense the location of any vampire or vampire spawn so afflicted, as well as what direction they are traveling in.

Preacher [Exalted]
Prerequisite: Diplomacy 7 ranks
Benefit: You gain a +3 bonus on Charisma based checks to spread the world of your deity, attract new faithful, gather tithes and promote your church. If you have a Profession skill that accomplishes the same thing, such as profession (preacher), it applies to checks with that skill as well.

Ravagesmith (http://www.soulriders.net/forum/index.php/topic,103074.msg1050890.html#msg1050890) [Exalted]
Prerequisite: Craft(Poisonmaking) 5 ranks
Benefit: You gain a +4 bonus to Craft(Poisonmaking) checks to create ravages. You can increase the DC of a ravage by up to 10, as if you have skill focus(craft:poisonmaking).

Reveal Evil [Exalted]
Prerequisite: Sense Motive 5 ranks, Detect Evil class feature, paladin level 5th, cha 17
Benefit: At will, you may use blessed sight as a spell-like ability. You gain a +2 bonus to any caster level checks to overcome nondetection or similar effects that would prevent you from detecting a creature's evil. If you detect an evil aura, it becomes visible to all creatures within sight. This lasts until the end of the encounter.

Shining Example [Exalted]
Prerequisite: Sacred Vow
Benefit: You strive to be the best you can. You gain a +2 bonus on Charisma-based checks when you attempt to inspire, lead or instill hope in others. If you perform an act of good while attempting such a check (such as relieving a suffering enemy's pain while you try to negotiate with them), this bonus increases to +4 until the end of the encounter. 
Title: Re: Homebrew
Post by: Anastasia on July 19, 2015, 02:33:09 PM
This is meant to be an alignment, fluff and even gender/race agnostic take on a temptress. These things exist in D&D already, but tend to be tied to particular patrons who have influence on it. There's no unaffiliated take on this out there, so this seeks to remedy it. It also doesn't touch on more sexual takes on the temptress. You can read into it and add that if you please, but you're also free to keep it away from that if you like. This class is about tempting, not about sleeping around. It's an important distinction to remember, just like how succubi are more than just high Charisma floozies.

It's about manipulation, charming and influencing people. Despite the feminine name of the class, it's not restricted to women.


Temptress

Hit Die

d4

Requirements

Skills

Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 8 ranks

Feats

Persuasive

Special

Sneak attack+2d6

Class Skills

The temptress's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis) and Use Magic Device (Cha).

Skill Points at Each Level

6 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0+2+2Temptation (honeyed words)
2+1+0+3+3Sneak attack+1d6
3+2+1+3+3Temptation (charm)
4+3+1+4+4Tempting body
5+3+1+4+4Sneak attack+2d6, temptation (suggestion)
6+4+2+5+5Passionate aura
7+5+2+5+5Temptation (adjust morality)
8+6+2+6+6Sneak attack+3d6
9+6+3+6+6Temptation (domination)
10+7+3+7+7Eternal control

Temptation

A temptress is a master of manipulating, charming and controlling her foes. This ability is represented by temptation points. At the start of each encounter, a temptress gains temptation points equal to her temptress level + her Charisma modifier. They may be used to power the various abilities below. If a saving throw is allowed by any power, it equals 10 + 1/2 the temptress's hit dice + the temptress's Charisma modifier. If the temptation mimics a spell, the caster level is equal to the temptress's hit dice.

Honeyed Words (Su)

As a swift action, the temptress may spend 1 temptation point to gain a bonus to a Bluff, Diplomacy or Gather Information check equal to one half of her temptress level (round up, not down, to determine the total bonus). She may use this ability as often as she has temptation points to power it, but if she fails a Charisma based skill check against a creature when using honeyed words, she suffers a -5 penalty to any further Charisma based skill checks against them for the rest of the encounter.

Charm (Sp)

As a standard action, the temptress may spend 2 temptation points to affect a creature as if by a charm monster spell. A creature that succeeds on the save is immune to further charm attempts from that temptress for the rest of the encounter.

Suggestion (Sp)

As a standard action, the temptress may spend 3 temptation points to affect a creature as if by a suggestion spell. A creature that has been successfully charmed by the temptress suffers a -2 penalty to the saving throw.  A creature that succeeds on the save is immune to further suggestion attempts for the rest of the encounter.

Adjust Morality (Sp)

As a standard action, the temptress may spend 4 temptation points to affect a creature as if by a morality undone spell. Unlike a normal morality undone spell, the creature's alignment changes to that of the temptress, including the law/chaos axis. The alignment descriptor of the spell changes to match the alignment of the temptress. A creature that has been charmed or that is under a suggestion from the temptress suffers a -2 penalty to the saving throw (these stack to -4 if the creature is under both). A creature that succeeds on the save is immune to further adjust morality attempts for the rest of the encounter.

Domination (Sp)

As a standard action, the temptress may spend 5 temptation points to affect a creature as if by a dominate monster spell. A creature that has been charmed, under a suggestion from the temptress or has had its morality adjusted by the temptress suffers a -2 penalty to the saving throw (these stack, to a maximum of -6). A creature that succeeds on the save is immune to further domination attempts for the rest of the encounter.

Sneak Attack (Ex)

This is identical to the rogue ability of the same name. Sneak attack from this class and other classes stack.

Tempting Body (Ex)

A temptress is a master of using her looks to distract her foes. She may apply her Charisma modifier as a bonus to armor class.

Passionate Aura (Su)

Creatures the temptress manipulates enjoy the experience, so enthralled by her charms. When a creature affected by any of the temptress's temptations fights with her as an ally and is within 30ft of the temptress, they gain a +2 morale bonus to attack rolls, weapon damage rolls and saving throws.

Eternal Control (Ex)

A master temptress can enthrall a creature forever, caught in a web of manipulation that allows no escape. She must spend 1 hour with a creature already affected by her charm, adjust morality or domination ability, plying them with the sweetest words and promises. At the end of this, the creature is allowed a second save against the temptation(s) they are under. If they succeed, the temptations end. If they fail, the duration of the temptations becomes permanent.

A temptress can use this ability at will, but can only have up to two creatures affected at a time. If she affects a third with this, one of the other two (chosen at random) is released from the effect of the temptations they are under. A temptress can release a creature from eternal control as full round action. The temptress must be in the creature's presence to do so.

A creature is allowed only one save no matter how many temptations they are affected by. This save covers success or failure for all of the temptations they are under.
Title: Re: Homebrew
Post by: Anastasia on July 19, 2015, 02:35:21 PM
Epic Temptress

Hit Die

d4

Skill Points at Each Additional Level

6 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8Sneak attack+4d6, temptation
12+9-
13+9-
14+10Bonus feat, sneak attack+5d6
15+11-
16+12-
17+13Sneak attack+6d6
18+14Bonus feat
19+15-
20+15Sneak attack+7d6

Temptation

The epic temptress's temptation points continues to rise, as normal.

Sneak Attack (Ex)

The epic temptress's sneak attack increases by 1d6 at level 11 and every 3 levels thereafter.

Bonus Feats

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

Epic Temptress Bonus Feat List

Blinding Speed, Divine Temptation, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Extra Thralls, Improved Combat Reflexes, Improved Passionate Aura, Improved Sneak Attack, Improved Temptation, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative.

Extra Thralls [Epic]
Prerequisite: Eternal Control, cha 25
Benefit: The number of creatures you can affect at one time with eternal control rises by 2.
Special: You may select this feat more than once. Its benefits stack.

Divine Temptation [Epic]
Prerequisite: Eternal Control, cha 25
Benefit: Your charm, suggestion, adjust morality and domination temptation abilities can affect creatures immune to mind-affecting abilities. They gain a +5 bonus to any saving throw the ability allows.

Improved Passionate Aura [Epic]
Prerequisite: Passionate Aura, cha 23
Benefit: The morale bonuses to attack rolls, weapon damage rolls and saving throws from your passionate aura increase to +6.

Improved Temptation [Epic]
Prerequisite: Temptation (Adjust Morality), cha 21
Benefit: Add +2 to the save DC of your temptation abilities.
Special: You may select this feat more than once. Its benefits stack.
Title: Re: Homebrew
Post by: Anastasia on July 31, 2015, 12:05:46 AM
This prestige class is centered around a group of archon-blooded sorcerers. They study the mysteries of Celestia, focusing on Jovar and what they can glimpse of Chronias. They have built a temple dedicated to this research. Some are more paladins than sorcerers and others only dip a single level of paladin. The exact make up varies, but all are champions of good who seek to study the greatest mysteries of Celestia.

This class is designed for paladin/sorcerers. Ideal entry is sorc 4/paladin 1, though delaying it a level for divine grace isn't uncommon. If you can get smite evil from another source (celestial creature template, celestial domain), you can get a non-standard entry. If you do that, I presume you know what you're doing.


Mage of the Illuminated Temple

Hit Die

d4

Requirements

Alignment

Axiomatic exalted or lawful exalted

Skills

Knowledge (Religion) 8 ranks, Knowledge (Planes) 5 ranks

Feats

Servant of the Heavens, Spell Focus (Good)

Spells

Able to cast 2nd level arcane spells

Special

Smite evil ability.

Special

Must have studied the mysteries of Jovar and Chronias at the Illuminated Temple for 7 years. Alternately, visiting Jovar and staying 7 days also qualifies for this prestige class.

Class Skills

The mage of the illuminated temple's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Wis).

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+1+2+0+2Nimbus of light+1 arcane
2+2+3+0+3Glorious spellcasting+1 arcane
3+3+3+1+3Smite evil 1/day+1 arcane
4+4+4+1+4Glorious spellcasting+1 arcane
5+5+4+1+4Paladin's spellcasting (1-2)+1 arcane
6+6+5+2+5Glorious spellcasting+1 arcane
7+7+5+2+5Glorious smiting+1 arcane
8+8+6+2+6Glorious spellcasting, smite evil 2/day+1 arcane
9+9+6+3+6Holy radiance+1 arcane
10+10+7+3+7Glorious spellcasting, paladin's spellcasting (3-4)+1 arcane

Nimbus of Light

At 1st level, the mage of the illuminated temple learns to be covered with the light of Celestia. He gains nimbus of light as a bonus feat.

Glorious Spellcasting (Su)

The mage of the illuminated temple can infuse a tiny bit of the light of Chronias into chosen spells, making them far more potent. At 2nd level and every two levels thereafter, the mage of the illuminated heaven selects any one spell they know. This spell is forever changed when he casts it. The spell's effect is suffused with dazzling light, and spells that produce no visible effect instead cause a glow of light around the area or creature affected. Light generated by this spell sheds illumination equal to a torch and lasts for the duration of the spell plus one round thereafter.

A spell changed in this way gains the good and light descriptors. Evil creatures affected by the spell are dazzled by the light for seven rounds, a separate Fortitude save negates the dazzling. If the spell deals damage, half of the damage becomes divine damage, as if the spell was consecrated.

When the mage of the illuminated temple casts a spell affected by this ability, he can choose to expend a daily use of his smite evil ability. If he does so, he adds the normal bonus to hit from the smite attempt as a bonus to the DC of the spell and any caster level check to overcome spell resistance. In addition, evil creatures are instead blinded for seven rounds by the spell's light, rather than dazzled.

Smite Evil (Su)

At 3rd level and again at 8th level, the mage of the illuminated temple gains another daily use of his smite evil ability. This stacks with uses of smite evil from other classes.

Paladin's Spellcasting (Ex)

A mage of the illuminated temple peers deeply into the mysteries of Jovar, seeking to gleam secrets from the light of Chronias. This results in a great spiritual and magical cleansing, which spreads to his spellcasting. A mage of the illuminated temple gains access to paladin spellcasting. At 5th level he gains access to first and second level paladin spellcasting, and at 10th level he gains access to third and fourth level paladin spellcasting.

If the mage of the illuminated temple is a wizard or another prepared spellcaster, he can add spells from the paladin list to his spellbook. They are added to his spell list and treated as arcane spells.

If he a sorcerer or other spontaneous caster, he may select two spells from each paladin spell level he has gained access to. He gains those spells as bonus spells known. In addition, he can choose spells from the available levels of the paladin spell list when he gains new spells known. The paladin spells are added to his spell list and treated as arcane spells.

Glorious Smiting (Su)

The smites of the mage of the illuminated temple shine with the light of Chronias from 7th level and on. When he smites evil (but not when he expends a use of smite evil for glorious spellcasting) and successfully hits an evil creature, that creature must make a Fortitude save (DC 10 + 1/2 your hit dice + your Charisma modifier) or be dazzled for seven rounds. In addition, one half of the total damage you deal with the smite is divine damage and thus not subject to damage reduction or energy resistance.

Holy Radiance

At 9th level, the mage of the illuminated temple gains holy radiance as a bonus feat.
Title: Re: Homebrew
Post by: Anastasia on July 31, 2015, 02:52:59 PM
Custom epic feats for this will come when I design someone who uses this PrC.

Epic Mage of the Illuminated Temple

Hit Die

d4

Skill Points at Each Additional Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+11-+1 arcane
12+12Glorious spellcasting+1 arcane
13+13Smite evil 3/day+1 arcane
14+14Bonus feat, glorious spelcasting+1 arcane
15+15-+1 arcane
16+16Glorious spellcasting+1 arcane
17+17-+1 arcane
18+18Bonus feat, glorious spellcasting, smite evil 4/day+1 arcane
19+19-+1 arcane
20+20Glorious spellcasting+1 arcane

Glorious Spellcasting (Su)

At 12th level and every 2 levels thereafter, the epic mage of the illuminated temple may choose another spell to be affected by glorious spellcasting.

Smite Evil (Su)

At 13th level and every 5 levels thereafter, the epic mage of the illuminated temple may smite evil another time per day.

Bonus Feats

An epic mage of the illuminated temple gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Mage of the Illuminated Temple Bonus Feat List

Armor Skin, Automatic Metamagic, Enhance Spell, Epic Reputation, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Familiar Spell, Great Smiting, Holy Strike, Ignore Material Components, Improved Aura of Courage, Improved Combat Casting, Improved Metamagic, Intensify Spell, Legendary Rider, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.
Title: Re: Homebrew
Post by: Anastasia on August 09, 2015, 10:43:17 PM
Death's Metal (Bleakarum)

This black metal is ice cold to the touch and pitch black. It is incredibly dense and heavy, with a typical ingot of it weighing 3,000 pounds. This metal is in reality concentrated negative energy combined with rare metals into an alloy. It is technically known as bleakarum, though most that know of it call it death's metal. The origins of it are not clear, though it seems that only powers and deities with control over undead are able to create it. This is actually not true, a mistaken assumption based on the difficulty of successfully synthesizing death's metal. Bleakarum has four times the hardness of steel but the same hit points as steel.

A weapon made of death's metal deals 1d6 points of negative energy damage per round to living creatures that hold it, while undead creatures heal 1d6 points of damage instead. Such weapons deal an extra 3d6 points of negative energy damage per successful strike. On a critical hit, both the wielder and target instead take 6d6 points of negative energy damage (9d6 if the weapon's critical multiplier is x3, 12d6 if the weapon's critical multiplier is x4 and so forth). Finally, the weapon's critical hit multiplier increases by 1. Weapons made of death's metal instinctively seek to slay all living creatures, seemingly driven of their own volition to find the most devastating and lethal blows.

Armor made of death's metal deals 10d6 points of negative energy damage per round to the wearer, with undead creatures heal 10d6 points of damage instead. However, the wearer is immune to all negative energy damage (barring what the armor and any other weapons or armor made of bleakarum inflicts) and negative levels. Additionally, the armor's armor bonus applies to incorporeal touch attacks.

Weapons and armor made of death's metal weigh 8 times as much as normal. While heavy, the dense metal's weight lessens when the metal is worked further.

Weapons and armor not primarily composed of metal cannot be made with death's metal.

The exact price for a weapon or armor made of death's metal varies. The rarity of the material makes obtaining it difficult, as it is seldomly offered for sale. Nonetheless, it is approximately +50000 gold for a weapon and +100000 gold for armor.
Title: Re: Homebrew
Post by: Anastasia on September 18, 2015, 11:14:59 PM
Spell-Less Bard

Some bards focus not on magic, but instead on bardic music and a few roguish tricks.

Gain

Evasion (as rogue), uncanny dodge, improved uncanny dodge (both as rogue), bonus feats at level 1, 2, 4, 7, 10, 13 and 16 (any bardic music feat, Extra Music, Song of the Heart and Words of Creation).

Lose

Spells.
Title: Re: Homebrew
Post by: Anastasia on December 11, 2015, 03:25:10 PM
This updates epic psion to this campaign's houserules. Most of the feats can be found in the EPH or CPsi.

Epic Psion

Hit Die

d4

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialPower Points/DayPowers KnownMaximum Power Level Known
21+10-3763710th
22+11-4103810th
23+11Bonus feat4453910th
24+12-4814011th
25+12-5184111th
26+13Bonus feat5564211th
27+13-5954312th
28+14-6354412th
29+14Bonus feat6764512th
30+15-7184613th
31+15-7614713th
32+16Bonus feat8054813th
33+16-8504914th
34+17-8965014th
35+17Bonus feat9435114th
36+18-9915215th
37+18-10405315th
38+19Bonus feat10905415th
39+19-11415516th

Powers

At 21st level and every level thereafter, the epic psion's manifesting improves. His manifester level increases as normal. Further, once the epic psion obtains the Epic Manifesting feat, he gains powers of 10th level and higher. See the table above for his progression. Until he gains Epic Manifesting, he cannot select powers of 10th level or higher. He may select powers of 9th level or lower as normal.

Bonus Feats

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

Epic Psion Bonus Feat List

Automatic Metapsionics, Epic Crafting, Epic Expanded Knowledge, Epic Manifesting, Epic Overchannel, Epic Power Penetration, Epic Psionic Endowment, Epic Psionic Focus, Improved Combat Manifestation, Improved Metapsionics, Multiaction, Power Knowledge, Psicrystal Power

Automatic Metapsionics [Epic, Metapsionic]
Prerequisite: Four or more metapsionic feats
Benefit: Choose a non-epic metapsionic feat you possess. All of your 1st, 2nd and 3rd  level powers are automatically affected by this metapsionic feat without using additional power points or expending your psionic focus.
Special: You may select this feat more than once. Each time you take this feat, you may either select a different metapsioinc feat you possess and apply it to your 1st, 2nd and 3rd level powers or apply it to the next three levels of powers of a metapsionic feat that you already possess this feat for. For example, a psion with automatic metapsionics (extend power) x2 would automatically extend all powers of 1st through 6th level.

Epic Crafting [Epic]
Prerequisite: Any two item creation feats.
Benefit: You can create items that exceed 200,000 gold or items that exceed the normal limits for non-epic equipment. You must still have the normal, non epic feat to create an item in the first place, such as Craft Wondrous Item, Craft Ring and so on.

Epic Overchannel [Epic, Psionic]
Prerequisite: Overchannel, int 19
Benefit: You may now increase your manifester level by four when manifesting a power. If you do, you take 7d8 points of damage.
Special: You can select this feat more than once. Each time you do, you can increase your manifester level by 1 more at the cost of 2d8 additional damage (+5 manifester level and 9d8 damage, +6 maniester level and 11d8 damage and so forth).
Title: Re: Homebrew
Post by: Anastasia on January 06, 2016, 12:34:52 AM
Epic vow of poverty. This was originally posted by one of the designers over on the WoTC boards and has been adapted for this campaign. The majority of the work here comes from that, this is just streamlining it to work for us.

Some of this (the ability score boosters in particular) may break down at higher levels. We'll cross that bridge when we get to it.


Epic Vow of Poverty [Epic, Exalted]
Prerequisite: Vow of Poverty
Benefit: You gain epic level benefits for your Vow of Poverty. See the table below. All conditions of Vow of Poverty continue to apply.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
LevelBenefit
21AC bonus+11, resistance+4
22Holy wake
23Ability score enhancement +10/+8/+6/+4/+2, bonus feat, exalted strike+6 (epic)
24AC bonus+12, damage reduction 15/epic and evil, deflection+4, natural armor+3
25Holy aura, resistance+5
26Bonus feat, Exalted strike+7 (cold iron or silver)
27Ability score enhancement +12/+10/+8/+6/+4/+2, AC bonus+13
28Energy resistance 30
29Bonus feat, damage reduction 20/epic and evil, exalted strike+8, resistance+6, timeless body
30AC bonus+14, deflection+5
31Ability score enhancement +14/+12/+10/+8/+6/+4
32Bonus feat, exalted strike+9 (holy), fast healing, natural armor+4
33AC bonus+15, resistance+7
34Damage reduction 25/epic and evil
35Ability score enhancement +16/+14/+12/+10/+8/+6, bonus feat, energy immunity (first), exalted strike+10
36AC bonus+16, deflection+6
37Resistance+8, swiftness
38Bonus feat, exalted strike+11 (holy power)
39Ability score enhancement +18/+16/+14/+12/+10/+8, AC bonus+17, damage reduction 30/epic and evil, tongues
40Energy immunity (second), natural armor+5

AC Bonus (Su)

An epic ascetic's exalted bonus to AC continues to increase by +1 for every 3 character levels beyond 18th (+11 at 21st level, +12 at 24th level, +13 at 27th level, and so forth).

Resistance (Ex)

An epic ascetic's resistance bonus to saving throws increases by +1 for every 4 character levels beyond 17th (+4 at 21st, +5 at 25th, +6 at 29th, and so forth).

Holy Wake (Ex)

Once he attains 22nd level, an epic ascetic character does not need to sleep and is immune to all natural and magical sleep effects.  An epic ascetic spellcaster still requires eight hours of rest before he can replenish his spells, usually spending the time in a meditative trance.

Exalted Strike (Su)

An epic ascetic's exalted strike ability continues to increase as he gains levels.  The enhancement bonus to attack and damage rolls increases by +1 for every 3 character levels beyond 20th.  At 23rd level, any weapon the character wields effectively becomes a +6 weapon, and can overcome the damage reduction of a creature as though it were an epic weapon.  At 26th level, the ascetic's attacks are considered to have been made with a silver or cold iron weapon, whichever would be more beneficial.  At 32nd level, any weapon the character wields is considered to have the holy ability, dealing extra damage to evil creatures.  At 41st level, any weapon the character wields is considered to have the holy power ability.

Ability Score Enhancement (Ex)

An epic ascetic's ability score enhancements continue to increase beyond 20th level.  At 23rd level, his existing bonuses increase by +2 and he gains a +2 bonus to a fifth ability score.  At 27th level, he gains a +2 bonus to those five scores and a +2 bonus to a sixth ability score.  The bonus for each ability score then increases by +2 for every 4 character levels he achieves.

Damage Reduction (Su)

At 24th level, the epic ascetic's damage reduction improves to 10/epic and evil.  For every 5 levels the ascetic gains beyond 24th, his damage reduction improves by 5 points (15/epic and evil at 29th, 20/epic and evil at 34th, etc.).

Deflection (Su)

An epic ascetic's deflection bonus to AC increases by +1 at 24th level, and every 6 levels thereafter.

Natural Armour (Ex)

An epic ascetic's natural armour bonus to AC increases by +1 for every 8 character levels beyond 16th (24th, 32nd, 40th, and so forth).

Holy Aura (Su)

An epic ascetic of 25th level and above is surrounded at all times by the effects of the holy aura spell.  This aura provides all of the usual benefits of the spell to any good creature within 20 feet of the ascetic.

Energy Resistance (Ex)

At 28th level, an epic ascetic's energy resistance increases to 30.  Beginning at 35th level, an epic ascetic chooses one energy type (acid, cold, electricity, fire or sonic).  The epic ascetic is now immune to that energy type.  An epic ascetic chooses another energy type for every 5 levels beyond 35th (40th, 45th, 50th and 55th).

Timeless Body (Ex)

Upon attaining 29th level, an epic ascetic no longer takes penalties to his ability scores for aging and cannot be magically aged.  Any such penalties that he has already taken, however, remain in place.  Bonuses still accrue, and the ascetic still dies of old age when his time is up.

Fast Healing (Ex)

Upon reaching 32nd level, an epic ascetic's regeneration ability improves.  He gains the fast healing ability, healing an amount of damage per round equal to (ascetic's level -5)/5, rounded down.

Swiftness (Su)

Upon reaching 36th level, the epic ascetic's speed doubles (this does not stack with any magical or supernatural enhancements to speed) and he gains the evasion ability (as the monk class feature).  He also gains a +20 competence bonus on Balance, Climb, Jump and Tumble checks.  Three times per day, he can act as though under the effects of a haste spell for 20 rounds.

Tongues (Ex)

At 39th level, an epic ascetic can communicate with any creature, as though under the effects of a tongues spell.

Bonus Feats

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

Armor Skin, Bonus Domain, Damage Reduction, Energy Resistance, Epic Toughness, Extended Life Span, Fast Healing, Great Ability, Great Smiting, Ignore Material Components, Improved Alignment-Based Casting (good), Improved Aura of Courage, Improved Spell Resistance, Music of the Gods, Penetrate Damage Reduction, Perfect Health, Spontaneous Domain Access, Widen Aura of Courage. An epic ascetic can also select any epic or non epic exalted feat.
Title: Re: Homebrew
Post by: Anastasia on January 06, 2016, 03:19:17 AM
Quick note: This one's barebones due to WotC's epic warlock going in a feat-based direction for new invocations and boosts. Any oddities can be written down to that. More feats for this will come.

Epic Warlock

Hit Die

d6

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialInvocations Known
21+15Invocations12
22+16Eldritch blast 10d613
23+17Bonus feat, damage reduction 6/cold iron, fiendish resilience 813
24+18Eldritch blast 11d614
25+18-14
26+19Bonus feat, eldritch blast 12d615
27+20Damage reduction 7/cold iron15
28+21Eldritch blast 13d6, fiendish resilience 1116
29+21Bonus feat16
30+22Eldritch blast 14d617

Invocations

At 21st level and every level thereafter, the epic warlock's invocations improve. His invocation's caster level continues to equal his warlock level and continues to gain new invocations as noted on the table above. Further, once the epic warlock obtains the Epic Invocations feat, he gains access to epic invocations.

Warlocks face an additional restriction with epic invocations. A 21st level warlock must select an epic invocation with a level equivalent of 10th or lower. This limit rises by 1 at level 24 and every 3 levels thereafter (11th at 24th level, 12th at 27th level and so on).

Eldritch Blast (Sp)

At 22nd level and every 2 levels thereafter, the epic warlock's eldritch blast's damage increases by 1d6.

Damage Reduction (Su)

At 23rd level and every 4 levels thereafter, the epic warlock's damage reduction increases by 1.

Fiendish Resilience (Su)

At 23rd level and every 5 levels thereafter, the epic warlock's fast healing from fiendish resilience increases by 3.

Bonus Feats

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

Epic Warlock Bonus Feat List

Additional Magic Item Space, Armor Skin, Energy Resistance, Epic Crafting, Epic Eldritch Blast, Epic Invocations, Epic Spell Penetration, Extended Lifespan, Extra Invocations, Fast Healing, Improved Combat Casting, Spellcasting Harrier, Superior Initiative.

Epic Eldritch Blast [Epic]
Prerequisite: Eldritch Blast 5d6
Benefit: The damage from your eldritch blast increases by 1d6.
Special: You can select this feat more than once. Its benefits stack.

Epic Invocations [Epic]
Prerequisite: Ability to use invocations of the normal maximum level in at least one invoking class.
Benefit: You can select epic invocations when you gain new invocations.

Extra Invocations [Epic]
Prerequisite: Able to use greater invocations
Benefit: You gain an extra invocation. This may be any invocation you qualify for.
Special: You can select this feat more than once. You gain another extra invocation.
Title: Re: Homebrew
Post by: Anastasia on March 11, 2016, 02:40:33 PM
This PrC is an epic continuation to war weaver. Iddy was interested in it, so here you go.

Quiescent weaving wasn't continued due to balance concerns on my end. Honestly, if you can't prepare the party with 4 free spells, you're screwed anyway.


Grand Weaver

Hit Die

d4

Requirements

Skills

Craft (Weaving) 15 ranks, Knowledge (Arcana) 15 ranks, Spellcraft 15 ranks

Feats

Enlarge Spell

Epic Feats

Improved Tapestry

Special

War Weaver level 5th

Class Skills

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

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
1+0Advanced tapestry+1+1 arcane
2+1Adaptable tapestry+1 arcane
3+1Bonus feat+1 arcane
4+2Advanced tapestry+2+1 arcane
5+2Adaptable tapestry, flexible tapestry+1 arcane
6+3Bonus feat+1 arcane
7+3Advanced tapestry+3, swift tapestry+1 arcane
8+4Adaptable tapestry+1 arcane
9+4Bonus feat+1 arcane
10+5Advanced tapestry+4, expanded tapestry+1 arcane

Advanced Tapestry (Su)

The grand weaver can add spells to an eldritch tapestry that lesser wizards cannot. At 1st level and every three levels thereafter, he increases the maximum level of spells he can cast into an eldritch tapestry by 1. The level of spell you can add to your tapestry cannot exceed the maximum level of spell you can cast.

Adaptable Tapestry (Su)

Grand weavers are noted for being able to learn to integrate unusual spells into their tapestry. At 2nd level and every three levels thereafter, he may select a spell that would not normally qualify for eldritch tapestry. He may now cast that spell into an eldritch tapestry. Spells with a range of personal and a target of you are not eligible unless you have the means to change the spell's range.

The DM may rule a spell chosen is not suitable for eldritch tapestry. In that case, the grand weaver must choose another.

Flexible Tapestry (Su)

At 5th level, the grand weaver gains a greater control over his eldritch tapestry. When a spell requires decision making on your part, you may make the choice separately for each member of the tapestry.

Swift Tapestry (Su)

An expert grand weaver can set up an eldritch tapestry faster than usual. At 7th level, it only takes 1 minute to create an eldritch tapestry.

Expanded Tapestry (Su)

At 10th level, a grand weaver's tapestry reaches even farther. Triple the final range of any spell cast through your eldritch tapestry. This is applied after enlarged tapestry's modifier to range is applied, as well as any other modifiers for range. For example, spell with a range of medium (100ft + 10ft/level) cast by a grand weaver with a caster level of 35 would have a base range of 450ft, which would be tripled to 1350ft when cast in the tapestry.

The benefits of this ability stack with enlarge spell and other metamagics that increase the range of a spell.

Bonus Feats

Automatic Metamagic, Enhance Spell, Epic Crafting, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Extra Adaptable Tapestry, Familiar Spell, Ignore Material Components, Immediate Tapestry, Improved Metamagic, Improved Tapestry, Intensify Spell, Monitor Tapestry, Permanent Emanation, Planar Tapestry, Spell Stowaway, Spontaneous Spell, Tenacious Spell.

Extra Adaptable Tapestry [Epic]
Prerequisite: Adaptable Tapestry
Benefit: Choose two spells that you cannot normally add to your eldritch tapestry. You may now add them into your eldritch tapestry. This follows all the rules as described in adaptable tapestry, including that the DM may choose to rule that a spell is not suitable for eldritch tapestry.

Immediate Tapestry [Epic]
Prerequisite: Swift Tapestry
Benefit: It now only takes you 1 standard action to create an eldritch tapestry.

Improved Tapestry [Epic]
Prerequisite: Eldritch Tapestry
Benefit: Increase the maximum level of spells you can cast into your eldritch tapestry by 1. This stacks with the benefits of advanced tapestry. The level of spell you can add to your tapestry cannot exceed the maximum level of spell you can cast.
Special: You can select this feat more than once. Its benefits stack.

Monitor Tapestry [Epic]
Prerequisite: Advanced Tapestry
Benefit: You are aware of the condition of those in your eldritch tapestry. This is identical to a status spell, except that the duration lasts until the eldritch tapestry ends.

Planar Tapestry [Epic]
Prerequisite: Expanded Tapestry, Immediate Tapestry, Monitor Tapestry
Benefit: The range of spells cast through your eldritch tapestry is infinite. You can cast spells on those in your eldritch tapestry no matter the distance or normal range of the spell, so long as they are on the same plane as you.
Title: Re: Homebrew
Post by: Anastasia on May 01, 2016, 12:55:01 PM
Spiritual Wounds

Spiritual wounds are the result of the presence of epic outsiders on the Prime Material Plane. The mortal world is unable to withstand this purity of spirit, and such encounters leave permanent marks on the world. These spiritual wounds cause varying effects, ranging from beneficial to baneful. No matter the type of the effect, the wound frays at the fabric of the Prime.

Overview

As noted above, spiritual wounds are what happens when powerful outsiders come to the Prime. The mortal world is a world of souls encased in bodies of dirt, blood and flesh. Outsiders are beings of pure spirit, alignment and ethos. They are one body and soul united together in perfect and intense harmony. A world designed to hold mortals cannot withstand this and spiritual wounds are the inevitable result. It is akin to tossing powerful acid onto cloth, it is inevitable the cloth will be damaged and ultimately consumed.

Outsiders of all types can cause spiritual wounds. A celestial is no less alien to the Prime Material Plane than a demon. While the wounds they cause are likely to be less onerous than the ones fiends cause, they still weaken the world and bombard it with things mortals are not prepared to handle. Other creatures do not cause spiritual wounds, including elementals. Elementals with an alignment-based template, such as celestial creature (or the other equivalents) or the half-celestial (or again the other equivalents) may be able to cause spiritual wounds at the DM's discretion. If the elemental is able to, count it as one hit dice category lower than it actually is. Thus, an eligible elemental would need to have at least 26 hit dice to cause a spiritual wound and can never qualify for 40+ hit dice effects.

Creatures from the Far Realm do not use these rules. They cause specific maladies as explained in the creature's stat block. Creatures of the Beyond are translated into outsiders with the evil subtype by Creation, but this is merely Creation's attempt to interpret something alien to it. These damages these creatures cause are not limited to the Prime Material in any case.

Note that deities are not covered by these rules. Deities cause terribly powerful spiritual wounds, ones beyond the power of the wounds presented here. Deities that are not outsiders still cause spiritual wounds. For the sake of this, a deity is a creature with divine rank 1 or higher. A deity's wounds are always unique to the deity and fitting of what they represent. Divine avatars are not subject to causing spiritual wounds, no matter how many hit dice they have. Notably, one of the main purposes of avatars is to be able to interact safely with the prime. Likewise, divine proxies also do not cause spiritual wounds.

Finally, outsiders with the native subtype do not cause spiritual wounds. As they are not fully spiritual existences, they do not cause the same strain on the Prime Material.

Rules

There are four categories to determine the power of the spiritual wounds an outsider inflicts. These use the outsider's total hit dice to determine the power of the wound. These are 21 to 25 hit dice, 26 to 30 hit dice, 31 to 39 hit dice and 40 or more hit dice. Additionally, there are modifying factors that influence the power of a wound. See Table 1.1: Modifying Factors for Spritual Wounds, below. Increase or decrease the severity of the wound as noted in the modifying factor, to a minimum of no wound caused. If a wound's power would be increased past 40+ hit dice, increase the power of the wound some other way, such as by increasing the area, difficulty of healing the wound and so forth.

An outsider that decreases the wound caused to no wound cause can exist on the Prime safely, so long as no factor occurs to strengthen the severity of of the wound. Should this happen, the outsider immediately causes a spiritual wound. An outsider below 21 hit dice does not cause a spiritual wound, even if there are modifying factors in favor of causing a more severe wound.

Additional means of modifying spiritual wounds exist, this list is not exhaustive.

Table 1.1: Modifying Factors for Spiritual Wounds



   
   
   
   
   
   
Modifying FactorWound Adjustment
Former Native-1
Elemental Subtype or Template-1
Soothing Presence-1
Divine Rank Zero+1
Destructive Presence+1

Former Native

If the creature was born on the Prime in question, decrease the severity of the wound by one category. This only applies if the creature was not born as an outsider or as an outsider with the native subtype. This also only applies to outsiders that remember their past life, generally only mortals that ascended through their own power or the direct intervention of a divine patron. These creatures retain a tie to the Prime of their birth, which allows them to be there with less strain.

Elemenetal Subtype or Template

If the creature has the air, earth, fire or water subtypes, decrease the severity of the wound by one category. This also applies if the creature has a template tied to the Elemental Planes, such as half fire elemental. This does not apply if the creature already has the elemental type, as the less severe wounds elementals cause is already factored in to them.

Soothing Presence

If the creature has the soothing presence feat, decrease the severity of the wound by one category.

Divine Rank Zero

If the creature has divine rank zero, increase the severity of the wound by one category. This includes creatures that count as divine rank zero for the sake of effects, such as a Duke of Hell or Authority of Celestia.

Destructive Presence

If the creature has the destructive presence feat, increase the severity of the wound by one category. 

Types of Wounds

There are three types of spiritual wounds, alignment, elemental and other. Outsiders usually cause alignment wounds, while elementals usually cause elemental wounds. However, any creature capable of causing spiritual wounds can cause any suitable wound they meet the prerequisites for, no matter the type.

Alignment wounds are tied to the Outer Planes and alignment. These tend to be difficult to heal and require the opposing alignment to heal the wound. These infect the world with the stuff of the afterlife and belief. Some wounds of this type, particularly those from good aligned outsiders, can be appealing to mortals. However, even the ones that appeal to mortals can have negative effects on them.

Elemental wounds are tied to the Inner Planes and the elements. They are usually easier to heal than the other types of wounds, but are also more hostile to mortal life. This is not because the stuff of the Inner Planes is inherently hostile to life, but that too much of it is often dangerous to mortals.

Other wounds are for things that do not fit in either of the two previous categories. Wounds that deal with the breakdown of the boundaries of the planes also go here. It's something of a catchall category.

There is often more than one type of spiritual wound mixed together. A creature can create more than one type of wound at once, should it be appropriate. For example, an angel might cause the align area and glory wounds together. This is more common with outsiders of 26 or more hit dice, those with the destructive presence feat or those with divine rank 0.

Unique outsiders usually have a unique spiritual wound that they cause. This may be a particular combination of wounds or something wholly unique. A few examples of this are provided below.

Identifying Wounds

The effects of a wound may be identified by a Knowledge (Planes) check. The DC is equal to the minimum hit dice required to cause the wound. For example, a wound that has a prerequisite of 21+ hit dice has a DC of 21.

A specific wound caused by a unique outsider can also reveal the identity of the outsider. The Knowledge (Planes) check must match or exceed the hit dice of the creature that caused it + 10 to do so.

Spread of Wounds

If left unchecked, spiritual wounds naturally spread. The speed of this varies from wound to wound (and between different occurrences of the same wound), but the average is by 10ft in area per week. Some wounds expand much faster and other wounds are stable for long periods of time, not expanding at all. Eventually, a spiritual wound left along long enough and that expands far enough collapses into a planar rift spiritual wound (and replaces the previous wounds).

When this happens to a wound is left to the DM's discretion, but a wound must have at least tripled in area before this can happen.

Outsiders and Spiritual Wounds

An outsider is immune to any negative effects of a wound they qualify for or caused, though they enjoy any benefits from it. In the case of spiritual wounds with varying prerequisites, such as align area and requiring the good or evil subtype, they must qualify in the same way the creature that caused it qualified for it. This also applies to any creature also capable of causing spiritual wounds, such as an elemental with an alignment-based template.

Reading the Entries

Type

The type of wound. It is possible for a wound to be more than one type of wound if appropriate, but this is rare and usually the domain of wounds caused by unique outsiders.

Prerequisites

Just like feats, spiritual wounds have prerequisites. All wounds have a prerequisite of a number of hit dice needed. Note that creatures do not need to select spiritual wounds like feats, only qualify for them.

Area

The area affected by the wound. The area extends from all directions from the point of the wound. For example, a 300ft wound extends 300ft in every direction from the wound. Generally, the point a wound is caused at is the point where the creature was when it caused the wound. If the radius of the wound is not a multiple of five, round it to the nearest multiple of five, to a minimum of 5ft.

Means of Healing

The means of which the wound can be healed. A wound has to be healed at the point it was caused, usually where the creature that caused it first appeared on the Prime. The creature(s) healing the wound have to be physically in that space or directly adjacent to it (in cases where the wound requires multiple creatures to close or renders the point of the wound impossible to enter).

Druids and rangers, as champions of the natural world, are able to heal spiritual wounds even when they do not have access to the spells that a wound requires. They may instead substitute an unused spell slot (or an unused spell per day in the case of a spontaneous caster) of a level equal or greater to than the spell that would heal the wound. This only applies if they do not have access to the spell that would normally heal the wound (such as a wish or miracle spell). Doing so expends the slot or spell per day as if a spell was cast with it.

If a druid or ranger spends an unused spell slot or spell per day of a higher level than required to heal the wound, they gain a +1 bonus to any caster level check to heal the wound per level above the minimum required. For example, a druid who uses an empty 11th level spell slot to heal a wound that requires a wish or miracle spell would gain a +2 bonus to any caster level check to heal it.

Saving Throw

If a wound allows a saving throw, the type will be noted here. The saving throw for a spiritual would is 10 + Charisma modifier of the creature that caused it + 1/2 of the creature that caused its hit dice. For example, an creature with 22 hit dice and a Charisma modifier of +10 would result in a save DC of 31.

List of Spiritual Wounds

This list is not exhaustive, but instead a sample of the most common spiritual wounds.

Align Area
Type: Alignment
Prerequisites: 21+ hit dice, good or evil subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A consecrate or desecrate spell, whichever is the opposite of the effect caused. A caster level check equal to the hit dice of the creature that caused it is required.
Saving Throw: None

The presence of the creature causes the area around it to become consecrated (if the creature has the good subtype) or desecrated (if the creature has the evil subtype).

Burning Wound
Type: Elemental
Prerequisites: 21+ hit dice, fire subtype
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A dispel fire spell.
Saving Throw: None

This spiritual wound causes a drastic rise in the temperature within the wound. The temperature within the area rises by two temperature bands (minimum warm). Water evaporates from the area within 10 minutes. Small sources of water such as a stream or a pond are evaporated and destroyed by this wound. Larger sources of water such as a river or lake, suffer a small reduction in mass but are otherwise unaffected. Due to the temperature instability between the wounded area and the surrounding, violent, unpredictable and unnatural weather within and around the wound is common.

Freezing Wound
Type: Elemental
Prerequisite: 21+ hit dice, cold subtype
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A dispel cold spell.
Saving Throw: None

This spiritual wound results in a sharp drop in the temperature within the wound. The temperature within the area falls by two temperature bands (minimum cold). Water within the area freezes within 10 minutes. Sources of water that are only partially in the wound, such as a lake, only have the parts within the wound frozen. Due to the temperature instability between the wounded area and the surrounding, violent, unpredictable and unnatural weather within and around the wound is common.

Final Perfection
Type: Alignment
Prerequisite: 40+ hit dice, lawful subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A wish or miracle spell. A caster level check equal to the hit dice of the creature that caused it is required. Chaotic creatures gain a +4 bonus to this roll.
Saving Throw: Will negates; see text

This ability is a more extreme version of perfected life. Everything affected becomes absolutely lawful and perfect. There are no flaws, everything is symmetrical and connected and all is in order. In fact, the terrain and creatures cannot be affected by any means short of a wish or miracle spell. They are immortal and invincible, incapable of changing. Creatures that are within the wound's area when it is created or that spend an hour's time within the wound must make a Will save or become part of the wound. Spending multiple hours within the wound requires a saving throw for each hour.

Creatures affected gain the axiomatic creature template and change to lawful alignment if they are not already so. They are bound to stay within the area of the wound and cannot leave it, or even think of leaving it, as they are part of perfection. A wish or miracle spell can free a single creature from the wound, remove the axiomatic creature template and restore them to their previous alignment (if it changed). A creature freed remembers their time within the wound fondly, but is under no compulsion to rejoin it.

Some effects of the wound linger after it is healed. Inanimate objects, normal plants and animals within the area keep any traits they have gained but are vulnerable and resume aging. Intelligent plans, animals and creatures keep the axiomatic creature template, though a wish or miracle spell can remove it.

Glory
Type: Alignment
Prerequisite: 26+ hit dice, good subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A dispel good spell. A caster level check equal to the hit dice of the creature that caused it is required.
Saving Throw: Will negates; see text

The area of this spiritual wound is suffused with the eternal glory of the Heavens. The area is bright and full of beauty. Life seems better here and pain, discomfort and misery are far away. Peace reigns within this wound. Plants grow abundantly and animals that stay within the area gain the celestial creature template. However, this glory does not come without effects. Any mortal creature that spends an hour within this wound must make a Will save. Failure results in the creature deciding to stay within the area of the wound. They will resist leaving by any and all means, and if removed, attempt to return with all their power. This effect can be dispelled by dispel good, greater dispel magic or remove enchantment. Creatures that stay within the wound age one year per day they spend there. They feel drawn to what lies beyond, less and less attached to the mortal realm as they age and pass on.

Greater Align Area
Type: Alignment
Prerequisites: 30+ hit dice, good or evil subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A hallow or unhallow spell, whichever is the opposite of the effect caused. A caster level check equal to the hit dice of the creature that caused it is required. Creatures of the opposite alignment of the effect gain a +4 bonus to this roll.
Saving Throw: None

This functions as align area, except that the area is hallowed or unhallowed. A fitting spell may be attached depending on the creature that causes this wound. The spell affects creatures that share the creature's alignment (if positive) or all creatures of the opposing good-evil alignment (if negative).

Intermixing
Type: Alignment
Prerequisite: 26+ hit dice, chaotic subtype, cha 13
Area: A number of miles equal to 2d10 times the creature's Charisma modifier.
Means of Healing: A dispel chaos spell.
Saving Throw: None

Within the bounds of this spiritual wound, newborn life is altered and changed. Any pregnant creature that spends at least 1/4th of her pregnancy within this spiritual wound or that gives birth within it will have a mutated child. These mutations vary wildly from the minor to the impossible. In addition, there is a 25% chance any child affected will be born with the anarchic creature template. The mutations are entirely random in nature and can range from helpful to harmful. Multiple generations born within this spiritual wound soon become nothing like known creatures from the Prime. Such creatures are usually unique magical beasts, aberrations or outsiders.

Mathematical Instability
Type: Alignment
Prerequisite: 26+ hit dice, chaotic subtype, cha 13
Area: 8d10 times creature's Charisma modifier.
Means of Healing: A dispel chaos spell. A caster level check equal to the hit dice of the creature that caused it is required.
Saving Throw: None

This wound causes chance to infuse everything and cause unpredictable results. All attack rolls, damage rolls, checks and saving throws have a -6 penalty and gain a 1d10 bonus. Chaotic creatures reduce this penalty to -5 and increase the bonus to 1d12. For example, an attack roll of 1d20+20 would become 1d20+14+1d10. Effects that eliminate chance, such as spells augmented with the maximize spell feat, fail within this spiritual wound. Due to the unpredictable nature of this wound, any sort of divination to analyze or predict it fails.

Omens
Type: Alignment
Prerequisite: 30+ hit dice, evil subtype
Area: 5ft and 1,000 miles; see text
Means of Healing: Dispel evil spell. A caster level check equal to the hit dice of the creature that caused it is required. Good creatures gain a +4 bonus to this roll.
Saving Throw: Will save; see text

This spiritual wound is a tiny, festering tear. It is usually part of another wound. Regardless, the effects of this wound reach for 1,000 miles. Omens causes macabre omens to sweep over the range of effect. These omens vary but are obvious and foretell great doom. If part of another wound, this wound's omens relate to that. This wound also projects a considerable mental effect that targets seers, diviners and others who deal in divination. Every week, a number of suitable creatures equal to the Charisma modifier of the creature that caused the wound are beset by apocalyptic visions. These visions are omens and warnings. While they provide insight to the problem and wound, these visions are deeply disturbing. A Will save is needed to prevent madness from the vision. Creatures that fail the save are treated as being under the effects of an insanity spell until cured.

Ossification
Type: Elemental
Prerequisite: 26+ hit dice, earth subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A flesh to stone spell
Saving Throw: Fortitude negates; see text

This wound results in all plant life and animals within the wound when it is created to become petrified, as well as any creature that spends an hour or more within the wound. A Fortitude save prevents petrification and grants immunity to the effects of this wound for 24 hours. A creature petrified can be restored as normal, but doing so within the area of the wound requires a caster level check with a DC equal to the hit dice of the creature that caused the wound.

Perfected Life
Type: Alignment
Prerequisite: 21+ hit dice, lawful subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: Dispel law spell.
Saving Throw: None

The presence of the creature causes the natural world to discard chaos and assume rigid order. All plants, natural terrain, buildings and animals are altered to become more perfect. They gain greater symmetry, a healthy if perfectly predictable and regimented growth and a lack of any wear, tear or damages. Animals within the area when the wound is first inflicted gain the axiomatic creature template, as do any animals that lair in or constantly visit the area.

Planar Rift
Type: Other
Prerequisite: 30+ hit dice
Area: Varies; see text
Means of Healing: A dimensional lock spell, wish or miracle. A caster level check equal to the hit dice of the creature that caused it is required.
Saving Throw: Varies; see text

The creation of this spiritual wound causes a direct tear between the Prime and the plane of origin of the creature that caused it. This rift appears as a shimmering tear of varying size, but is usually large and unmistakable. The exact appearance varies and depends on the plane it is connected to. A rift to Fire smokes and burns, a rift to Limbo appears as twisting, undulating chaos and so forth. This rift appears at the point the creature that caused it appeared (as normal) or at the point of the spiritual wound that grew into it (if caused by a weakened boundaries wound).

When first created, a planar rift causes a massive disturbance in nature. Plants and animals within it take 10d6 points of damage; this kills most animals and plants instantly. Fey and other creatures attuned to nature such as druids and rangers take 20d6 points of damage. A Fortitude save halves the damage taken. Creatures slain by this damage have their souls sucked into whatever plane the rift connects to. The exact result of this varies by plane, but usually the soul eventually becomes part of that plane, an outsider of that plane or similar fate. Those connected to the Lower Planes generally have their souls captured by the first capable fiend that chances on them.

One round after that damage is taken, any creature within the wound is at risk of being sucked into the rift. A Reflex save is allowed to negate this. Creatures sucked in find themselves in a random location within the plane the rift connects to and with no immediate means of return. The unstable nature of the rift results in this, rather than appearing on the other side of the rift.

Once created, the rift has the following effects.

Bring creatures

Creatures native to the plane the rift connects to come through it. These creatures appear within 100 miles of the rift. The amount and total hit dice of creatures brought at one time varies, but is no greater than the hit dice of the creature that caused the rift. Bring creatures can occur anywhere from hourly to daily to anything in between.

Elemental discharge

This effect only occurs when the plane the rift is connected to is one of the elemental planes or an elemental plane with an elemental dominant trait. A sudden and massive discharge of elemental energies bombard all creatures within the wound. This deals 20d10 points of damage to all creatures within the rift. A Reflex save is allowed to halve this damage. The type of damage matches the plane (Fire=fire, Water=cold, Earth=acid, Air=electricity) if possible. Particular quasi and para elemental planes may have mixed or unique effects. Elemental discharges generally happen no more than ten times per hour.

Energy discharge

This effect only occurs when the plane the rift is connected to has the positive or negative energy dominant trait. This deals 20d10 points of positive or negative energy damage (matching the plane's trait) to all creatures within the wound. A Fortitude save is allowed to halve this damage. While positive energy heals living creatures, remember that living creatures that absorb more than two times their maximum HP explode and are slain. Energy discharges generally happen no more than ten times per hour.

Alter nature

The energies of the rift invoke a permanent change in the natural world around it. This affects everything within the wound and everything within 100 miles of the wound. The exact effect of this varies and is related to the plane the rift is connected to. Such a change is highly traumatic and kills off approximately one third of all animals and plants within the range. Multiple alter natures will leave the effected areas with alien, otherworldly wildlife and plants surrounded by a largely dead and desolate world. Alter nature generally happens once per two to three days.

Alter weather

The energies of the rift permanently alters the weather of the natural world around it. This affects the area of the wound and 100 miles around it. The exact change varies and depends on the plane the rift is connected to. These changes tend to make the world ultimately unsuitable for mortal life, and fully unsuitable after several occurrences. Alter weather generally happens once per week.

Planar crumbling

The area around the wound succumbs, widening the area of the wound by 1000ft. Immediately after the initial effects of the wound repeat, dealing damage to all eligible creatures then attempting to suck in any creatures within range. Planar crumbling happens at a wildly varying rate, but using conjuration (teleportation) spells within the wound or the creation of another spiritual wound within the rift usually provokes an occurrence of planar crumbling (though no more than once per three hours).

Note that even if a planar rift is successfully healed, the effects of alter nature and alter weather remain. The act of a deity or epic magic is required to restore natural weather or nature to the area.

Rainstorm
Type: Elemental
Prerequisite: 21+ hit dice, water subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A dispel water spell.
Saving Throw: None

This wound results in constant rainfall within the wound. Treat this as downpour conditions, soon flooding the wound and the area around it. This changes to blizzard conditions in colder climates and seasons, but otherwise functions identically. If this wound occurs underwater or the wound becomes underwater (such as being due to flooding), water simply flows from the wound at an equivalent rate as the downpour.

Sunlight
Type: Elemental
Prerequisite: 21+ hit dice
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A dispel fire spell.
Saving Throw: None

This spiritual wound causes eternal sunshine in the affected area. It is always high noon within the wound and perfectly sunny, no clouds blocking the sun. It's as warm as a summer day no matter the weather outside of it. Assuming the temperature in the wound is different than the area outside of it, this causes instability resulting in violent, unpredictable and unnatural weather around the wound. Additionally, endless sunshine disrupts some plants, eliminates fungus growth in the area and causes difficulties for many animals and creatures.

Vermincall
Type: Alignment
Prerequisite: 21+ hit dice, evil subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A dispel evil spell.
Saving Throw: None

This wound creates a zone that lures and supports vermin. Within this range, vermin are drawn and thrive. Cockroaches, fleas, bed bugs, spiders and so forth inevitably and inextricably infest this area. Attempts to exterminate the vermin fail, as there always seem to be more. These vermin tend to carry diseases such as filth fever, demon fever and devil chills. Any creature that spends an hour in this wound or is bitten by the vermin must make a Fortitude save or contract one of those diseases. The DC to recover from these diseases is the DC to resist infection.

Weakened Boundaries
Type: Other
Prerequisite: 21+ hit dice
Area: 5ft; see text.
Means of Healing: A dimensional anchor spell.
Saving Throw: None

This spiritual wound causes a small wound 5ft in size. This wound has no visible effects most of the time, but every 24 hours the wound weakens the dimensional bonds of the area. This causes extraplanar creatures to be appear within 1000ft of the wound. These creatures are treated as having come through an open gate of their own will. The creatures called vary, but match the alignment or elemental subtype of the creature that caused the wound. Any number of creatures may be called, but the total hit dice of all creatures called may be no greater than one half of the creature that caused the wounds hit dice. Once there these creatures will act normally, including returning to whence they came if they have the ability and desire to do so. They are not treated as being summoned or called and are fully on the Prime.

Weakened boundaries are notoriously unstable. For every 100 hit dice of creatures brought to the Prime by this spiritual wound, increase the total maximum hit dice of the creatures summoned by one. Should a set of weakened boundaries summon 5,000 hit dice of creatures, the weakened boundaries are replaced by a planar rift.

Windstorm
Type: Elemental
Prerequisite: 21+ hit dice, air subtype
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A control weather spell
Saving Throw: None

This wound causes constant windstorms within the area. There is a constant wind of at least severe wind force at all times, with the exact wind speed and direction changing periodically and randomly. Greater windstorms, dust storms and tornadoes are common within and near the wound.

Specific Outsider Effects

These are provided as an example and this is not an exhaustive list.

Haze of War
Type: Alignment
Prerequisite: 40+ hit dice, evil subtype, cha 23
Area: A number of miles equal to Gathgorian's hit dice times his Charisma modifier; 405 miles.
Means of Healing: A wish or miracle spell. A caster level check equal to Gathgorian's hit dice is required; DC 45. Creatures with the vow of nonviolence feat gain a +3 bonus to this roll, creatures with the vow of peace feat gain a +6 bonus instead.
Saving Throw: Will negates; see text

Haze of war causes all creatures within the area to fall into a rage unless they succeed on a Will save (DC 41). Affected creatures will attack any creature that is not a friend or ally. This rage persists for as long as the creature is in the area of the wound and 9 rounds thereafter. Creatures who enter the area of the wound are immediately subject to the rage and must make a Will save. Creatures that succeed on the save are immune to the effects of this wound for 24 hours or until they leave and re-enter the area of the wound.

Creatures affected by this rage retain the mental capacity to use spells (except spells that would nullify the effects of the rage), use tactics and to fight intelligently. This rage is a mind-affecting effect, but it is difficult to prevent. A mind blank spell is able to protect a creature from the effects of rage, though lesser magic (such as protection from evil) does not. A calm emotions spell or greater magic can end the rage, though the caster must succeed on a DC 45 caster level check. A creature that is cured of the rage through magic is immune to it for 24 hours, as if they had made the Will save. Creatures immune to mind-affecting abilities through racial or innate abilities are immune to haze of war, as are all devils.

Opal Glow
Type: Alignment
Prerequisite: 26+ hit dice, lawful subtype, good subtype, cha 21
Area: A number of feet equal to Antenora's hit dice times her Charisma modifier; 375ft.
Means of Healing: A wish or miracle spell. A caster level check equal to Antenora's hit dice is required; DC 29. Chaotic evil creatures gain a +4 bonus to this roll.
Saving Throw: None

This wound has the same effect as the glory and perfected life wounds. In addition, the area is suffused with open deposits of Sylican opal (http://www.soulriders.net/forum/index.php/topic,103074.msg1056171.html#msg1056171). These deposits of Sylican opal shed light like a torch and cast an opal blue-green light over the entire area. The total value of the opal within the wound is equal to the number of feet of the radius times fourteen; 5250 gold.

Spiritual Wound Accessories

Destructive Presence [Epic]
Prerequisite: Able to cause spiritual wounds
Benefit: Your presence is more straining on the Prime than normal. You raise the severity of the spiritual wounds you cause by one category. If you already cause the maximum level of spiritual wound available, increase the effect of the wound in some way (see rules, above).

Planar Child [General]
Prerequisite: Born within the area of a spiritual wound, not an outsider or elemental
Benefit: Your type becomes outsider with the native subtype. This grants your darkvision 60ft and immunity to effects that work on humanoids but not outsiders, such as charm person. You gain a +4 bonus to saving throws against the effects of spiritual wounds.
Special: This feat can only be taken at first level.

Soothing Presence [Epic]
Prerequisite: Able to cause spiritual wounds
Benefit: Your presence is less straining on the Prime than normal. You lower the severity of the spiritual wounds you cause by one category, to a minimum of no wound caused.

Wound Healer [General]
Prerequisite: Able to cast 3rd level spells
Benefit: You gain a +4 bonus to any caster level checks to heal a spiritual wound, as well as a +4 bonus to the Knowledge (Planes) check to discover how to heal a spiritual wound. This stacks with the benefit from the wound sense feat.

Wound Sense [General]
Prerequisite: Planar Child or int 13 and wis 13
Benefit: You are unusually sensitive to spiritual wounds. You automatically sense when you enter the area of one. In addition, if you succeed on a DC 16 Intelligence check when you first enter a spiritual wound, you identify the effects of it. If you do, you gain a +5 bonus to the Knowledge (Planes) check to discover how to heal the wound.

Circle of Spiritual Protection
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Area: 30ft radius emanation from touched point
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This spell creates a magic circle that protects the Prime from injury due to the presence of creatures able to cause spiritual wounds. A creature of 30 or less hit dice called into this circle does not cause spiritual wounds so long as it stays within the circle. If the creature leaves the circle, the circle is dispelled while the creature is still in it or the creature is still in the circle when the duration expires, a spiritual wound is immediately created.

This spell can be combined with other spells that call creatures capable of causing spiritual wounds. The spell's casting time is added to the casting time of the calling spell and the duration begins when the calling spell is cast.

This spell is ineffective if a creature has divine rank 1 or higher.

Material Component

A mix of ground up cold iron, silver and diamond dust worth 2,500 gold.

Greater Circle of Spiritual Protection
Abjuration
Level: Clr 14, Sor/Wiz 14
Components: V, S, M

This spell is identical to circle of spiritual protection, except that it affects outsiders of up to 39 hit dice.

Material Component

A mix of ground up cold iron, silver and diamond dust worth 7,500 gold.

Identify Wound
Divination
Level: Clr 4, Drd 2, Rgr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 60ft
Area: Cone-shaped emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell allows you to study an area and identify any spiritual woulds active within it. Studying an area is a standard action.
Title: Re: Homebrew
Post by: Anastasia on May 16, 2016, 01:12:19 PM
This is a small booster for polymorph subschool spells. It runs with the format in Complete Mage and uses this for more forms and options. Notes as follows.

- When selecting a good polymorph subschool spell for yourself, you need to choose something that's relevant at your power level and that gives something worthwhile in exchange for what you give up. The most likely reasons are for raw combat power, for versatility of abilities beyond your normal grasp or for mobility. A wise choice options up a new realm of options for the caster, while a poor choice leaves them shorn of their spellcasting when they need it the most.

- The drawback of these spells is more pronounced in gestalt, while the strength of them is watered down. Versatility is less needed and most people aren't pure casters. This isn't to say that these spells are worthless in gestalt, but they are less useful.

- At heart, these spells are useful but situational. They're far less powerful than standard polymorph or shapechange. Imagine each as a single tool versus the full tool kit of polymorph or shape change.

- The secondary purpose of this is to establish some epic polymorph spells, help feel that out. Bear in mind those are a little tentative as a result of that. Any changes will be shown in the spell collection changelog.

- Each spell will have some italicized text to note what the purpose of the spell is from a design standpoint.


---

Jokes aside, this one is meant to complement the spells from Complete Scoundrel. There's spells that turn you into a fish and a bird there, so one with a burrow speed covers that aspect of movement.

Badgerform
Transmutation (Polymorph)
Level: Drd 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a badger (MM 268). See the polymorph subschool sidebar (CM 91) for more information.

These elemental form spells can be adapted to other elemental types. Some may not balance precisely and require a different touch, but the skeleton for them is there. T over in B5 may be interested in this spell, actually.

Least Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a small ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052798.html#msg1052798)). See the polymorph subschool sidebar (CM 91) for more information.

This one's offers some spells and a way to go partially dragon for a short period of time.

Draconic Champion
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a dragonborn spirit (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1057748.html#msg1057748)), including the scimitar and breastplate normally used by such creatures. You gain 20 temporary hit points, which expire at the end of the spell. You may use any of the dragonborn spirit's spell-like abilities once per casting of the spell. See the polymorph subschool sidebar (CM 91) for more information.

As least, except it also gives temp HP now. The previous spell's a little too weak for it. +1 level for 1 advancement category of elemental seems about right.

Lesser Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a medium ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052800.html#msg1052800)). You gain 30 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Pixieshape is a prime example of a form that is physically weak but has excellent options nonetheless. How to place and price these forms is tricky. In this case, 4th level to match improved invisibility felt right.

Pixieshape
Transmutation (Polymorph)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a pixie (MM 236), including the bow and arrows normally used by such creatures. You may use each of the pixie's once per day spell-like abilities once per casting of the spell, except for irresistible dance, which you cannot use. You have a supply of 2 memory loss and 2 sleep special arrows, which vanish when the spell ends. See the polymorph subschool sidebar (CM 91) for more information.

No great change from the last one. No one really needs all of these spells, but the various form allows casters of greatly varying power to access a level-appropriate elemental form.

Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a large ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052805.html#msg1052805)). You gain 30 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

See the last ice spirit spell. Same here, not much to add yet.

Greater Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a huge ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052807.html#msg1052807)). You gain 40 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

This one's to note that it's possible to use templated creatures for these spells. At least basic templates, anyway.

Heavenly Hunter's Form
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a celestial dire tiger (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1068007.html#msg1068007)). You gain 50 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Another ice elemental spell. 7's about right for a greater elemental or maybe even a bit weak for it.

Least Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a greater ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052810.html#msg1052810)). You gain 50 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Specialized forms can be harder to place. In this case, the crystal reef hunter is really good at what it does, but that only applies underwater. If you need this, it's a great option. If you don't, it's worthless. I generally aim for it to be reasonably balanced assuming that you need it.

Predator of the Crystal Waves
Transmutation (Polymorph)
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a crystal reef hunter (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1055191.html#msg1055191)). You gain 60 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

The temp HP of these forms continue to rise. I've been eyeballing those, since I didn't notice any rhyme or reason to the amount of temp HP the canon spells give.

Lesser Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of an elder ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052812.html#msg1052812)). You gain 60 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

This form is all about the unusual options. Its SLAs give a normal wizard access to things he normally wouldn't have, as well as a host of special abilities. In this case, the sheer variety pushes it up to 9th level.

Body of the Astral Deva
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of an astral deva (MM 11), including the mace normally used by such creatures. You gain 30 temporary hit points, which expire at the end of the spell. You may use each of the astral deva's at will spell-like abilities once per casting of the spell, and you may not use it's once per day spell-like abilities. See the polymorph subschool sidebar (CM 91) for more information.

This one's both experimental and possibly subject to being moved. That's okay since it's not a spell any of y'all are going to use. An undead, incorporeal polymorph is unorthodox (and RAW illegal as I understand it, could be wrong), so consider this one an experiment. Likewise, I'm not sure about the level of this spell. It's not quite as good as the other 9th level polymorph subschool spells, but it gives incorporeality and a good suite of abilities, so eh.

Sharran Avenger
Transmutation (Polymorph) [Evil]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a face of loss (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1054968.html#msg1054968)). You gain 50 temporary hit points, which expire at the end of the spell. Spawn that you create are no longer under your control once the spell ends, though they are friendly towards you. See the polymorph subschool sidebar (CM 91) for more information.

This spell is an exception to the rule that incorporeal creatures are immune to polymorph subschool spells. You are able to take this form and maintain it for the spell's duration; you do not die for having no Constitution score.

Who wouldn't like to take the form of a pit fiend? Well, anyone not a lawful evil jerk, anyway. This form's like the astral deva one above, except a bit stronger and without the versatility. Still not a bad option for what it is.

Champion of the Pit
Transmutation (Polymorph) [Evil, Lawful]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a pit fiend (MM 57). You gain 90 temporary hit points, which expire at the end of the spell. You may use any of the pit fiend's at will spell-like abilities once per casting of the spell, you cannot use its once per day or once per year spell-like abilities. See the polymorph subschool sidebar (CM 91) for more information.

This one's bumped to 10th level. I feel it's borderline but reasonable. It may not be quite as good as dragonshape, though dragonshape's one of those 9th level spells that's a little too strong, like they wanted to cram a concept into non-epic game play. Sort of like summon elemental monolith, which is certainly appropriate to mention here.

Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of an ice para-elemental monolith (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052835.html#msg1052835)). You gain 100 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Planetars are meant to show that you can choose a creature with innate spellcasting, but that you don't get to use it. As such, the spell needs to be properly discounted since you're not getting that aspect of the creature.

Planet Defender
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a planetar (MM 11), including the greatsword normally used by such creatures. You gain 70 temporary hit points, which expire at the end of the spell. You do not gain the normal spellcasting ability of your new form. You may use any of the planetar's at will or three times per day spell-like abilities once per casting of the spell, you cannot use its once per day spell-like abilities. The planetar's always active spell-like abilities function as normal. See the polymorph subschool sidebar (CM 91) for more information.

As planet defender, except a solar. Resurrection's barred on purpose, as it's campaign limited. This might be a 13th level spell, it fell on the border and I opted to keep it at 12th for now.

Star Defender
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a solar (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1050385.html#msg1050385)), including the greatsword, bow and arrows and breastplate normally used by such creatures. You gain 140 temporary hit points, which expire at the end of the spell. You do not gain the normal spellcasting ability of your new form. You may use any of the solar's at will or three times per day spell-like abilities once per casting of the spell, you cannot use its once per day spell-like abilities or its resurrection spell-like ability. The solar's always active spell-like abilities function as normal. See the polymorph subschool sidebar (CM 91) for more information.

I have no idea if this one's at the right level, since primal magic's so hard to price. Even cut down to one use it offers a shot of amazing versatility. This one will see revision in the future, it's mostly a placeholder to finish the elemental forms.

Greater Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 15
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a primal ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052844.html#msg1052844)). You gain 200 temporary hit points, which expire at the end of the spell. You may use the primal ice para-elemental's primal magic spell-like ability once per casting of the spell. See the polymorph subschool sidebar (CM 91) for more information.
Title: Re: Homebrew
Post by: Anastasia on July 11, 2016, 02:59:54 AM
Epic Divine Oracle

Hit Die

d6

Skill Points at Each Additional Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+5Trap sense+4+1 existing class
12+6-+1 existing class
13+6Bonus feat+1 existing class
14+7Trap sense+5+1 existing class
15+7-+1 existing class
16+8Bonus feat+1 existing class
17+8Trap sense+6+1 existing class
18+9-+1 existing class
19+9Bonus feat+1 existing class
20+10Trap sense+7+1 existing class

Trap Sense (Ex)

At 11th level and every 3 levels thereafter, the epic divine oracle's trap sense increases by 1.

Bonus Feats

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

Epic Divine Oracle Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Ignore Material Components, Improved Alignment-Based Casting, Improved Metamagic, Intensify Spell, Multiaction, Permanent Emanation, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.
Title: Re: Homebrew
Post by: Anastasia on July 11, 2016, 03:11:18 PM
Epic Sentinel

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
21+21Spells
22+22-
23+23Bonus feat
24+24Dispel evil 5/week
25+25Smite evil 6/day
26+26Bonus feat
27+27-
28+28Dispel evil 6/week
29+29Bonus feat
30+30Smite evil 7/day

Dispel Evil (Sp)

At 24th level and every 4 levels thereafter, the epic sentinel gains another weekly use of dispel evil.

Smite Evil (Su)

At 25th level and every 5 levels thereafter, the epic sentinel gains another daily use of smite evil.

Bonus Feats

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

Epic Sentinel Bonus Feat List

Armor Skin, Devastating Critical, Epic Prowess, Epic Reputation, Epic Spell Capacity, Epic Toughness, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.

Spellcasting

At 21st level and every level thereafter, the epic sentinel's spellcasting improves. His caster level increases as normal. Further, once the epic sentinel obtains the Epic Spell Capacity feat, he gains spells of 5th level and higher. See the table below for his progression. The pattern below continues infinitely.

Paladin spells per day



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level5th6th7th8th9th
210----
221----
232----
243----
2530---
2631---
2732---
2833---
29330--
30331--
31332--
32333--
333330-
343331-
353332-
363333-
3733330
3833331
3933332

Just need this somewhere handy for now. The formatting needs a few tweaks, I know, this is temporary.

Spell List

5th: atonement, celestial brillianceBoED, condemnationPHB2, crown of flameBoED, cure critical wounds, dancing bladePHB2, dawnshroudCoV, divine agilitySC, divine retributionCC, life's graceSC, light of purityCC, inner beautyFC1, mass cure light wounds, plane shift, radiancePHB2, renewed vigorPHB2, righteous might, sacred guardianBoED, spell resistance, stalwart pactSC, summon monster 5, telepathy blockBoED, true seeing, vanishing weaponBoED, vulnerabilitySC, wages of sinCC, zone of peacebondCity, zone of respiteSC.
6th: antilife shell, bolt of glorySC, celestial bloodBoED, chasing perfectionPHB2, crown of brillianceBoED, flame strike, greater dispel magic, greater restoration, heal, light of courageCC, mass bull's strength, mass cure moderate wounds, mass eagle's splendor, resurrection, spiritual guardianCC, summon monster 6, touch of adamantineBoED, vengeance haloBoEDvisage of the deitySC, weight of sinCC
7th: bastion of goodBoED, brilliant bladeSC, dictum, greater cloak of braverySC, greater plane shiftSC, holy starSC, holy word, lion's roarSC, mass cure serious wounds, mass restorationSC, mass spell resistanceSC, regenerate, repulsion, rejuvenating lightCC, righteous burstPHB2, summon monster 7
8th: antimagic field, brilliant auraSC, celestial valorHome, crown of gloryBoED, holy aura, mass cure critical wounds, mass death wardSC, shield of law, summon monster 8, tomb of lightBoED
9th: blinding gloryBoED, energy immunityHome, gate, greater visage of the deitySC, miracle of healthHome, mass heal, miracle, righteous exileFC2, summon monster 9, undeath's eternal foeSC

Superscript guide

sc Spell Compendium.
city Cityscape.
cc Complete Champion.
fc1 Fiendish Codex 1.
phb2 Player's Handbook 2.
boed Book of Exalted Deeds.
cov Champions of Valor.
fc2 Fiendish Codex 2.
home Homebrew.
Title: Re: Homebrew
Post by: Anastasia on July 11, 2016, 04:10:03 PM
Master Mentalist

Hit Die

d4

Requirements

Skills

Variable skill 6 ranks; see below

Feats

Expanded Knowledge (see below), any one metapsionic feat

Psionics

Able to manifest 7th level powers

Special

Psion level 1st

Class Skills

The master mentalist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Psicraft (Int).



   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialPowers Known
1+0+0+0+2Discipline study, reciprocal boost+1 psion
2+1+0+0+3Bonus power-
3+1+1+1+3Bonus feat+1 psion
4+2+1+1+4Bonus power-
5+2+1+1+4Discipline mastery+1 psion

Discipline Study (Ex)

On taking the first level of this class, the master mentalist must choose a new psionic discipline. This must be a different one than the one she chose as a 1st level psion. The master mentalist must have at least 6 ranks in any one of that new discipline's class skills granted by choosing that discipline. For example, a master mentalist who selects clairsentience as his new discipline must have 6 ranks in Gather Information, Listen or Spot.

The master mentalist does not gain immediate access to the new discipline (nor does she lose access to her previous discipline). She treats the skills of her new discipline as class skills for this class, as well as any further psion levels she takes. As she gains levels in this class, she gains access to additional abilities from her new discipline.

Additionally, the power chosen by the expanded power feat prerequisite of this class must be from the new discipline chosen.

Reciprocal Boost (Ex)

A master mentalist possesses a mind of great power. She can expend her psionic focus to greatly increase her ability to augment psionic powers for a brief period of time. The next power the master mentalist manifests is manifested with a bonus of 1d6+1 manifestor levels. The mental strain of doing this sickens her for one round. If any metapsionic feats are applied to the power, she is nauseated for one round instead. This ability can be used once per day. At 4th level, it can be used twice per day.

Bonus Power (Ex)

At 2nd and 4th level, the master mentalist's study of new frontiers of her mind bears fruit. She gains an extra power known, as if she had selected the expanded knowledge feat. However, any power selected must be from her new discipline.

Bonus Feat

At 3rd level, the master mentalist gains a bonus feat. This may be any psionic, metapsionic or psionic item creation feat.

Discipline Mastery (Ex)

At the pinnacle of her power, the master mentalist learns to study two different and specialized fields of psionic power. She gains access to her new discipline as well as her old one.
Title: Re: Homebrew
Post by: Anastasia on July 19, 2016, 12:54:10 PM
Anti-Teleportation Booster

One of the greatest tools high and epic level characters have is teleportation. The ability to travel to where you wish instantly solves many problems and greatly reduces the severity of others. It is also a potent weapon, for it allows all manner of traps and defenses to be bypassed and for heroes to directly strike at the threat behind them. This makes measures against teleportation a vital need for powerful creatures of all stripes. This booster provides methods that can stop or manage teleportation, as well as how each measure can be defeated by enterprising characters.

Ways to Stop Teleportation

Spells

Magic provides the most ready and accessible means of stopping teleportation. Spells such as dimensional lock, forbiddance and zone of respite all offer means to stop dimensional intrusions, while anticipate teleport and greater anticipate teleport allow a caster to ready themselves when creatures teleport to them. Regardless, every spell varies in effectiveness and duration, but they can generally be dealt with by dispelling them in person.

New spells to deal with teleportation are provided below.

Ley Lines

A defense native to the Prime Material, a sufficiently strong ley line or ley line cluster can render teleportation dangerous or impossible. The exact effect depends on the strength of the ley line, which is described below.

A moderate ley line renders teleportation magic of 5th level or lower unsafe. These spells have a 20% chance of producing a mishap, which causes 2d10 points of damage to all travelers and results in them being shunted to a random location on that Prime or to the Astral Plane (50% chance of either). In the case of teleport or other spells that have a chance of mishap already, both chances of mishap are rolled and resolved separately. Spells of 6th level or higher are not affected by a moderate ley line.

Strong ley lines disrupt dimensional travel further. Spells of 6th level or lower have a 60% chance of mishap, while greater teleport and greater plane shift both have a 20% chance of mishap. A mishap due to a strong ley line inflicts 4d10 points of damage to all travelers, but is otherwise identical to the above. Gate and other 9th level or higher spells are not affected by a strong ley line.

Overwhelming ley lines prevent all dimensional travel with only a few exceptions. A gate spell can function, but there is a 25% chance the spell fails. This spell failure applies to other 9th level teleportation spells, though epic spells can overcome the risk of failure entirely.

A ley line cluster, which is a convergence of several ley lines into a node, prevents all teleportation and dimensional travel. It is possible for epic magic to make teleportation possible, though such methods are usually known only to a few deities and the fey lords.

Regardless, there's little to be done about ley lines. They're a natural part of the Prime.

Psychic Storm

A psychic storm on the Astral Plane can make teleportation to an area of another plane temporarily impossible. Under normal circumstances this is not a concern, as the odds of one being in exactly the right place at the right time are remote. However, is is possible to create a psychic storm that does not naturally dissipate and stays in place. This provides a powerful defense against teleportation, dooming any efforts to teleport into the area to failure. Any creature that attempts to do so, as well as any passengers, suffer the mental effect of being exposed to a psychic storm (MoP 51).

Setting up a psychic storm in this way requires a great deal of research. Doing so takes one month of research, which consumes 10,000 gold in rare supplies and requires a successful DC 30 Knowledge (Arcana) or Knowledge (Planes) check at the location to be protected. Success allows the researcher to pin point where on the Astral the psychic storm must be. From there, completing the ritual of the howling mind on the Astral Plane creates a permanent psychic storm.

The only remedy to this defense is to travel to the Astral Plane, locate the psychic storm and end it. A wish or miracle spell cast within a psychic storm can stop it, as can specialized magic.

Dead Magic Area

Dead magic areas are areas where magic does not function due to damage to the Weave. As magic does not work there, teleportation and planar intrusion are not possible. There is little to be done about these, short of petitioning Mystra and her faithful to heal the area afflicted. While these areas are an option to stop teleportation, the anti magic nature of them makes them an unpopular option of last resort.

Teleportation Beacon

While not strictly a defense against dimensional travel, a teleportation beacon causes all means of dimensional travel within the area affected to appear at the beacon's focal point. There is no save against this, though weaker teleportation beacons can be overwhelmed by sufficiently powerful magic. As a magical item, a teleportation beacon can be destroyed or dispelled like any other item. Most are protected by various abjurations and guardians to prevent unhappy travelers from doing exactly that.

Sever Astral Links

Finally, the most absolute defense against dimensional travel is to sever an area's connection to the Astral Plane. Doing so makes teleportation - including means such as shadow walk - completely impossible. Severed astral links are rare and are almost always a defensive measure by a deity or planar lord within their realm. The means to restore astral links are difficult, as not even a wish or miracle spell will suffice. A deity can use alter reality to do so (and requires an opposed rank check to do so if it is another deity's plane or divine realm), and there are epic spells to sever and restore astral links.

New Magic Items

Teleportation Beacons

Teleportation beacons range in size from small objects to elaborately carved designs. The exact shape of each one varies and they range in size from a small sphere to a life sized statue of a human. More expensive ones are usually made of sturdy materials such as hard stone, steel or even adamantine, so that they are harder to destroy. Additionally, most are surrounded by wards or protected by creatures.

Teleportation Beacon, Least

This beacon eases teleportation and plane shifting, making them less prone to error. A teleportation beacon must be placed down in an area and allowed to attune for 1 week. Thereafter, it grants several benefits to creatures that teleport to within 100ft of it. The teleport spell treats the affected area as very familiar. A plane shift spell targeted at the affected area will appear there rather than within 5d100 miles. Teleportation spells and powers with similar drawbacks to those two spells are likewise aided at the DM's discretion.

Moderate divination; CL 7th; Craft Wondrous Item, scrying; Price: 10,000 gold.

Teleportation Beacon, Lesser

This has the same properties as a least teleportation beacon except with a range of 1000ft. When placed down, the creature that does so may select a location within 1000ft of the beacon. This location must be able to support creatures and not empty air. All attempts to teleport, plane shift or otherwise use effects of the teleportation subschool appear within the range of the beacon are rerouted to the chosen location instead. If the location chosen is occupied when another creature would appear there, the creature appears in the nearest legal position within the range instead. If there are no legal positions available within the range, the teleportation effect functions normally instead.

Moving the teleport beacon out of the range of the point selected ends the effect and it may be placed down with a new location selected.

Gate and epic spells are capable of bypassing a lesser teleportation beacon, though greater teleport and greater plane shift are not.

Strong divination; CL 15th; Craft Wondrous Item, scrying; Price: 100,000 gold.

Teleportation Beacon

This has the same properties as a lesser teleportation beacon except with a range of 1 mile.

Overwhelming divination; CL 21st; Craft Wondrous Item, greater scrying; Price: 210,000 gold.

Teleportation Beacon, Greater

This has the same properties as a teleportation beacon except with a range of 10 miles. Gate is not able to bypass a greater teleportation beacon, though an epic spell conceivably could.

Overwhelming divination; CL 30th; Craft Wondrous Item, greater scrying; Price: 630,000 gold.

New Spells

Teleportation Scrambler
Evocation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You cause a zone of astral distortion to surround you, which scrambles, distortes and damages any creature that teleports to a point 10ft per caster level of you. Creatures that do so suffer 1d10 points of damage points of damage per caster level (maximum 10d10) when they do so. A successful Fortitude save halves the damage but spell resistance does not apply.

Ley Line Travel
Conjuration (Teleportation)
Level: Drd 6
Components: V, S
Casting Time: 1 standard action
Range: Personal and touch
Targets: You and creatures touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell can only be cast when you are within a ley line. It allows you to instantly travel to any other point on the ley line. This location must be safe and have sufficient space for you and any creatures affected to appear. If cast in a ley line node, you can travel to any point in the node or to any point on the ley lines that connect to the node. Unlike with teleport, you appear with no chance of mishap.

This spell is not subject to the normal disruptions to teleportation that ley lines can cause, but other means to stop teleportation are effective against it.

Restore Astral Links
Abjuration
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 round
Range: Short (25ft + 5ft 2/levels)
Area: 1 100ft cube/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell restores an area's connection to the Astral Plane. Doing so allows teleportation and dimensional magics to function properly in the area affected by a sever astral links spell or by the actions of a deity.

Restoring astral links can be dangerous. While it is possible for astral links to sever through unusual duress or by the sever astral links spell, it is most commonly seen in a deity's divine realm or the plane they rule over. Restoring the astral links a deity has severed in her divine realm or plane is guaranteed to get the attention of the deity, who is free to react as they see fit. Sending powerful servants to smite the offending creature is the most likely course of action, though avatars and even the deity herself may choose to appear.

Focus

A handheld replica of a color pool from the Astral Plane, made with a drop from a real color pool.

Sever Astral Links
Abjuration
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 round
Range: Short (25ft + 5ft 2/levels)
Area: 1 100ft cube/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell severs an area's connection to the Astral Plane. Doing so prevents teleportation and dimensional magics from working in the area affected. An area affected can only be restored by a restore astral links spell or a deity using alter reality.

Severing astral links can be dangerous. While there is little risk if done in most locations, doing so on an outer plane or in a deity's divine realm will attract the attention of the deity or planar lord who rules there. This usually provokes the deity to send powerful servants or even an avatar to ascertain the situation and punish the spell caster. A deity and her avatars are capable of teleportation in their own divine realm, even if the astral links are severed, so this spell offers no defense against that happening.

Focus

A silver knife stained with the blood of an astral dreadnought.

New Incantation

Ritual of the Howling Mind
Evocation
Effective Level: 9th
Skill Check: Knowledge (Arcana) DC 35, 5 successes; Knowledge (Planes) DC 35, 5 successes
Failure: 3d6 points of Intelligence damage
Components: V, S, M, F, B
Casting Time: 100 minutes
Range: Touch
Target: Area touched
Duration: Permanent
Saving Throw: None
Spell Resistance: No

By invoking the ritual of the howling mind, you create a stable, permanent and immobile psychic storm (MoP 51). As such, this ritual may only be cast on the Astral Plane. It creates an psychic storm with a 10ft radius per hit die of the caster around the point touched.

When used to protect a location on another plane from teleportation, each 10ft radius covers a corresponding 100ft radius on that plane. See above for more information.

A psychic storm created by this spell can be dispelled by a wish or miracle spell, or specialized magic to calm Astral storms. Such magic is primarily known to the githyanki.

Failure

If the caster fails two consecutive checks, he suffers 3d6 points of Intelligence damage from the psychic backlash.

Material Component

A quartz crystal specially prepared, which is slowly broken as the ritual goes on and is worth 5,000 gold.

Focus

A drop of blood from a creature with the psionic subtype.

Backlash

The caster is swept away by a psychic storm, though they are not subject to the psychic storm's mental effects.
Title: Re: Homebrew
Post by: Anastasia on August 12, 2016, 02:38:04 AM
Scythe Master

Hit Die

d10

Requirements

Base Attack Bonus

+8

Feats

Improved Critical (Scythe), Weapon Focus (Scythe)

Class Skills

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

Skill Points per Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Focus, weapon specialization
2+2+3+0+0Scytheblock+2
3+3+3+1+1Reaper's fall+2
4+4+4+1+1Circle cut
5+5+4+1+1Greater focus, reaper's reach, scytheblock+3
6+6+5+2+2Greater weapon focus
7+7+5+2+2Horrific critical
8+8+6+2+2Greater weapon specialization, reaper's fall+4, scytheblock+4
9+9+6+3+3Scythe master
10+10+7+3+3Finishing strike, ultimate focus

Focus (Ex)

Such is your devout dedication to learning the art of the scythe that other weapons are neglected. Whenever you wield a weapon that isn't a scythe, you suffer a -2 penalty to attack and damage rolls.

Weapon Specialization

You gain weapon specialization (scythe) as a bonus feat. If you already possess this feat, you may select another feat you qualify for.

Scytheblock (Ex)

You learn how to use a scythe's long handle to parry effectively, giving the benefits of a shield. You gain a +2 shield bonus to armor class. This bonus increases to +3 at 5th level and +4 at 8th level.

Reaper's Fall (Ex)

You learn every trick there is to trip an opponent with your scythe. When you use your scythe to make a trip attempt, you gain a +2 bonus to CMD. This bonus increases to +4 at 8th level. This benefit stacks with the improved trip feat and similar abilities.

Circle Cut (Ex)

Beginning at 4th level, you can make a single attack as a full round action. This attack applies to all squares within your reach and is otherwise identical to the whirlwind strike feat.

Greater Focus (Ex)

At 5th level, your penalty to attacks with weapons that aren't a scythe rises to -4.

Reaper's Reach (Ex)

With the long handle of the scythe, you can strike down foes at a distance. When you wield a scythe, your reach is considered 5ft longer than it usually is. Your scythe is not treated as a reach weapon, you may attack adjacent targets as normal.

Greater Weapon Focus

You gain greater weapon focus (scythe) as a bonus feat. If you already possess this feat, you may select another feat you qualify for.

Horrific Critical (Ex)

When you strike true with your scythe, it is a spectacle that inspires fear into all around you. Whenever you make a critical hit against a target, all enemies within 30ft must make a Will save (DC 10 + 1/2 your hit dice + your Strength modifier) or be shaken for 1 minute.

Greater Weapon Specialization

You gain greater weapon specialization (scythe) as a bonus feat. If you already possess this feat, you may select another feat you qualify for.

Scythe Mastery (Ex)

For any feat that applies to a scythe, you may ignore any requirements that require levels in a character class, such as fighter. For example, you may select weapon supremacy (scythe) without meeting the prerequisite of being an 18th level fighter. Any other requirements for a feat must still be met as normal.

Finishing Strike (Ex)

You have reached a new level of skill in dishing out decisive scythe blows. When wielding a scythe, increase your critical threat range by one and your critical hit multiplier by one. Apply these modifiers after other modifiers to your threat range and critical hit multiplier.

Ultimate Focus (Ex)

By neglecting other weapons, you have increased your own power with the scythe greatly. You gain a +2 bonus to attack and damage rolls with a scythe.
Title: Re: Homebrew
Post by: Anastasia on August 14, 2016, 02:18:45 PM
This prestige class is for those fascinated by destruction, consumption and the nature of oozes. While not inherently evil, the majority of orbahs serve Juiblex. Few good-hearted people will follow a path associated with a demon lord and that involves self mutilation. Many consider it an evil path, though in truth it is more alien and abnormal than evil. Most who take thie prestige class willingly serve the Lord of Slime, though a few outliers see it as a path to power. Those outliers are sometimes targeted by mortal agents of Juiblex, though the Lord of Slime does not care to take action against them.

Quick note on the prereqs. Non-good is explained above plus by the self mutilating nature of the class. BAB is purely a check since this is meant for warrior types. Two of the feats are self evident, though iron will's there because it takes a lot of willpower to willfully harm yourself over and over.

Orbah means slime in Abyssal. At least in some dialects, anyway.


Orbah

Hit Die

d12

Requirements

Alignment

Any non-good

Base Attack Bonus

+5

Feats

Dodge, Iron Will, Toughness

Special

Must have sacrificed a part of your body to an ooze. Most aspirants to this prestige class sever part of a finger to fulfill this requirement. Magic to regrow the lost part afterwards is permissible.

Class Skills

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

Skill Points per Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Ooze body (hit points)
2+2+3+0+0Acid glob
3+3+3+1+1Ooze body (dodge+2)
4+4+4+1+1Poison ooze
5+5+4+1+1Ooze body (slime body)
6+6+5+2+2Slime wave 1/day
7+7+5+2+2Ooze body (dodge+4)
8+8+6+2+2Momentary split 1/day
9+9+6+3+3Ooze body (fast healing), slime wave 2/day
10+10+7+3+3Ooze body (transformation)

Ooze Body (Ex)

An orbah learns how to manipulate his body to flow freely like an ooze's. This grants several benefits.

At 1st level, the orbah's body becomes more slime-like and tougher, requiring more direct force to put down. The orbah gains a bonus to maximum hit points equal to his class level times three. For example, a 5th level orbah has a bonus of 15 to his maximum hit points.

At 3rd level, the orbah's body moves in ways a solid creature's cannot. This allows him to dodge unnaturally well, granting a +2 dodge bonus to armor class. This bonus increases to +4 at 7th level

At 5th level, the orbah's body parts become interchangeable, becoming more like one mass of slime. This grants the orbah a 50% chance to ignore critical hits and sneak attacks.

At 9th level, the orbah's body begins to restore itself and produce more slime to compensate for the nature of the orbah's abilities. This grants the orbah fast healing 1.

At 10th level, the orbah's body completes its transformation and becomes an ooze. His type changes to ooze. Unlike other oozes, the orbah is not mindless and retains his intellect, as well as his ability to see normally. He gains blindsight 30ft and becomes immune to critical hits, paralysis, poison, polymorph, sleep, sneak attacks and stunning. The orbah cannot be flanked. The orbah's body has unnatural flexibility and can contort itself freely, granting him a bonus to Escape Artist checks equal to his orbah level.

Acid Glob (Ex)

A 2nd level orbah can fire globs of acid from his own body. As a standard action, the orbah can hurl a glob of acid at a nearby target. This requires a ranged touch attack roll and has a maximum range of 60ft. The glob of acid deals 1d6 points of acid damage per orbah level.

The orbah must use a little of his own body for the acid glob. This deals 2d6 points of damage to the orbah.

Poison Ooze (Ex)

A 4th level orbah can convert part of his body into an acidic poison. Once per day as a standard action, the orbah can make a touch attack against a single creature. If he succeeds, the touched creature must make a Fortitude save (DC 10 + 1/2 orbah's hit dice + orbah's Constitution modifier) or be poisoned. This poison deals 1d10 points of Constitution damage as its initial and secondary damage.

The orbah must use some of his body to create this poison. This deals 3d6 points of damage to the orbah.

Slime Wave (Ex)

A 6th level orbah can release a wave of slime from his body. This is identical to a slime wave spell (SC 192), except that the spell is centered on the orbah and he is immune to the effects of his slime wave. The save DC is 10 + 1/2 the orbah's hit dice + the orbah's Constitution modifier. The orbah can use this ability once per day at level 6 and twice per day at level 9.

The orbah must use some of his body as the slime wave. This deals 5d6 points of damage to the orbah.

Momentary Split (Ex)

At 8th level, the orbah learns how to split off part of his body in the same manner that slimes split. By focusing his power and expending some of his energy, he is able to produce enough slime to form a short-lasting body identical to his normal body. Once per day when he makes a full attack, the orbah seemingly splits in two. This allows him to make two attacks for every attack he makes. For example, an orbah who attacks three times at +19/+14/+9 would make six attacks, two at +19, two at +14 and two at +9. Once the full attack is completed, the second body collapses into a puddle of slime. This stacks with effects that provide extra attacks, such as haste.

This ability is extremely draining on the orbah. He takes 1d8 points of damage per hit die he has and is fatigued until the end of the encounter.
Title: Re: Homebrew
Post by: Anastasia on August 14, 2016, 05:17:47 PM
Epic Scythe Master

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Scytheblock+5
12+12-
13+13Bonus feat, reaper's fall+6
14+14Scytheblock+6
15+15-
16+16Bonus feat
17+17Scytheblock+7
18+18Reaper's fall+8
19+19Bonus feat
20+20Scytheblock+8

Scytheblock (Ex)

At 11th level and every 3 levels thereafter, the epic scythe master's scytheblock shield bonus to armor class rises by 1.

Reaper's Fall (Ex)

At 13th level and every 5 levels thereafter, the epic scythe master's reaper's fall bonus to trip increases by 2.

Bonus Feats

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

Epic Scythe Master Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical*, Dire Charge, Epic Endurance, Epic Prowess, Energy Resistance, Epic Toughness, Epic Trip, Epic Weapon Focus*, Epic Weapon Specialization*, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Infinite Deflection, Legendary Rider, Overwhelming Critical*, Penetrate Damage Reduction, Reflect Arrows, Spellcasting Harrier, Superior Initiative.

* Scythe only.
Title: Re: Homebrew
Post by: Anastasia on August 15, 2016, 03:23:31 PM
Epic Orbah

Hit Die

d12

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11-
12+12Slime wave 3/day
13+13Bonus feat
14+14-
15+15Slime wave 4/day
16+16Bonus feat
17+17-
18+18Slime wave 5/day
19+19Bonus feat
20+20-

Slime Wave (Ex)

At 12th level and every 3 levels thereafter, the epic orbah gains another daily use of slime wave.

Bonus Feats

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

Epic Orbah Bonus Feat List

Blinding Speed, Damage Reduction, Devastating Critical, Dire Charge, Energy Resistance, Epic Dodge, Epic Prowess, Epic Toughness, Epic Will, Extra Slime, Fast Healing, Improved Acid Glob, Improved Combat Reflexes, Improved Poison Ooze, Improved Slime Wave, Overwhelming Critical, Penetrate Damage Reduction, Perfect Health, Spellcasting Harrier, Superior Initiative.

Improved Acid Glob [Epic]
Prerequisite: Acid Glob, con 19
Benefit: Your acid glob now deals 2d6 points of acid damage per orbah level. Additionally, you only take 1d6 points of damage from using acid glob.

Improved Poison Ooze [Epic]
Prerequisite: Poison Ooze, con 21
Benefit: Your poison ooze now deals 2d6 points of initial and secondary Constitution damage. Additionally, you only take 1d6 points of damage from using poison ooze.

Improved Slime Wave [Epic]
Prerequisite: Slime Wave, con 23
Benefit: The area of your slime wave improves to a 60ft radius spread. Additionally, you only take 3d6 points of damage from using slime wave.

Extra Slime [Epic]
Prerequisite: Ooze Body (Transformation), con 25
Benefit: Your poison ooze, slime wave and momentary split abilities each gain an additional daily use.
Special: You can select this feat more than once. Its benefits stack.
Title: Re: Homebrew
Post by: Anastasia on August 20, 2016, 03:32:06 PM
This booster is for factotums. It's meant to give them more options, since they have few to none in 3.5.

Note that these will be cross-posted, including the things that will also go in this topic in separate posts. Makes finding things easier for me.

Edit note: Updates/adjustments to any of these will be in the individual posts for those, rather than in this booster. For everything but the feats and magic items, see this topic. The feats will go in houserules and the magic items will be updated here, since I don't make enough to have a topic about that.


Factotum Booster

New Feats

Cunning Ascetic [General]
Prerequisite: Inspiration, Improved Unarmed Strike
Benefit: Your factotum and monk levels stack to determine your total inspiration points and unarmed damage. If you have levels in monk that would allow you to add your Wisdom modifier to your armor class, you may instead add your Intelligence modifier. If you have the stunning fist feat, you may use your Intelligence modifier in place of your Wisdom modifier to determine the save DC of stunning fist.

Cunning Mage [General]
Prerequisite: Arcane Dilettante, ability to cast 2nd level arcane spells
Benefit: Your factotum level stacks with your arcane spellcasting class to determine your total caster level, while your arcane casting classes stack with your factotum level to determine the caster level of your arcane dilettante spells. If you have more than one class that grants arcane spellcasting, your factotum level stacks with each of them. This does not increase spells per day, spells known or grant access to more spells, it only increases your caster level. Additionally, once per day as an immediate action, you can sacrifice an arcane spell to regain inspiration points equal to the level of the spell sacrificed. You cannot regain inspiration above your normal maximum.

Cunning Rogue [General]
Prerequisite: Inspiration, Sneak Attack+2d6
Benefit: Your factotum and rogue levels stack to determine your total inspiration points and sneak attack. Additionally, whenever you end your move in a position that flanks an enemy, you may spend 3 inspiration points to immediately make an attack against them.

Cunning Warrior [General]
Prerequisite: Fighter level 2nd, Cunning Defense
Benefit: Your factotum and fighter levels stack to determine your total fighter level for feats that require a minimum fighter level, such as weapon specialization. Additionally, you may use your Intelligence score in place of your Strength or Dexterity modifier for the sake of qualifying for feats. You may do this even when the feat has a separate Intelligence prerequisite.

New Alternate Class Features

Alternate Class Feature: Cunning Counter

Martially inclined factotums learn how to burn inspiration to make sudden and devastating counter attacks.

Class: Factotum

Level: 8th

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

Benefit: You can take the smallest opening and turn it into a chance to strike. By spending 3 inspiration points you can make an immediate counter-attack against an opponent that makes a melee attack against you. Resolve this after the attack resolves but before any other attacks or actions. This ability is an immediate action.

---

Alternate Class Feature: Cunning Expertise

Factotums tend to be jacks of all trades, but some focus on mastery instead.

Class: Factotum

Level: 1st

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

Benefit: Select a skill. You gain a bonus to that skill equal to your factotum level. This bonus is always active, unlike the bonus of cunning knowledge. At 6th, 12th and 18th level, you may select another skill to also gain this bonus.

---

Alternate Class Feature: Cunning Mimicry

The greatest factotums can mimic almost anything. You merely take a different approach to it.

Class: Factotum

Level: 19th

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

Benefit: You can mimic almost any power or ability you see. By spending 4 inspiration points, you can mimic any spell or spell-like ability that has been cast in the last round. This is a standard action. You cannot mimic a spell with a casting time greater than a standard action, though if the casting time is less than a standard action, it becomes a standard action. The spell uses your statistics in place of the creature or object that caused the effect, use your factotum level in place of caster level or hit dice as appropriate. You select targets and set all the other parameters of the spell as normal.

---

Alternate Class Feature: Cunning Wizard

Some factotums take the ability to push themselves to the limit and apply it to their magic as well.

Class: Factotum

Level: 8th

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

Benefit: You can inspire your spellcasting in times of great trouble to be lightning fast. By spending 3 inspiration points (this includes the normal inspiration cost of casting the spell), you may cast one of your arcane dilettante spells as a swift action. The spell chosen must have a casting time of one standard action or less.

---

Alternate Class Feature: Devout Factotum

A select few factotums find a bend towards faith and the divine.

Class: Factotum

Special Requirement: You must have a deity you primarily worship.

Level: 2nd

Replaces: If you select this alternate class feature, you do not gain arcane dilettante.

Benefit: When the chips are down, you can manage a few divine blessings of your own. You can cast divine spells from the cleric spell list; this is identical to arcane dilettante except as noted here. You must provide a divine focus if the spell calls for one (a holy symbol of your deity). You use your Wisdom in place of Intelligence to determine the save DC of your spells. You do not have domains or access to domain spells.

New Prestige Class

Magical Factotum

Hit Die

d6

Requirements

Feats

Magical Aptitude, any metamagic feat

Skills

Knowledge (Arcana) 9 ranks

Special

Must have the Inspiration and Arcane Dilettante class features.

Class Skills

A magical factotum treats all skills as class skills, just like a normal factotum.

Skill Points at Each Level

6 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpell LevelSpecial
1+0+0+2+21stArcane dilettante (1 spell), inspiration
2+1+0+3+31stArcane dilettante (2 spells), cunning spellpower
3+1+1+3+32ndArcane dilettante (3 spells), expanded access
4+2+1+4+42ndArcane dilettante (4 spells), bonus feat
5+2+1+4+43rdArcane dilettante (5 spells), cunning breach
6+3+2+5+53rdArcane dilettante (6 spells), expanded access
7+3+2+5+54thArcane dilettante (7 spells)
8+4+2+6+64thArcane dilettante (8 spells), bonus feat
9+4+3+6+65thArcane dilettante (9 spells), expanded access
10+5+3+7+75thArcane dilettante (10 spells), cunning metamagic

Inspiration

Levels in magical factotum stack with factotum to determine your total inspiration points.

Arcane Dilettante

This ability is identical to the factotum ability of the same name. Add the spells per day and maximum spell level from this class and factotum to determine your total spells and maximum spell level. For example, a 10th level factotum/1st level magical factotum would have 5 spells per day and a maximum of 5th level spells. Additionally, your factotum and magical factotum levels stack to determine your caster level for arcane dilettante.

Cunning Spellpower (Ex)

Whenever you cast a spell through arcane dilettante, you may spend extra inspiration points. The spell gains a bonus to caster level equal to the extra inspiration you spent. This bonus cannot exceed your magical factotum class level divided by two.

Expanded Access (Ex)

At 3rd level, the magical factotum may select an arcane spell from the spell list of a base class that does not appear on the sorcerer/wizard spell list. This spell must not be of a level higher than you can cast. Thereafter you may select that spell with arcane dilettante. At 6th and 9th level you may select another spell.

Bonus Feat

At 4th and 8th level, you may select any metamagic feat as a bonus feat. You must meet all the prerequisites of the feat.

Cunning Breach (Ex)

This ability functions as the factotum ability of the same name, except that it costs 1 point of inspiration to use and only applies to spell resistance.

Cunning Metamagic (Ex)

A master magical factotum uses metamagic like second nature. Whenever you prepare an arcane dilettante spell with a metamagic modifying it, you decrease the spell slot modifier by 1, to a minimum of 0.

New Magical Items

Inspiring

Inspiring weapons are made to be concealed well and are often versatile, with hidden mundane functions. An inspiring weapon grants the wielder two additional points of inspiration in an encounter. Points granted this way are expended first. Points form multiple magical items that grant bonuses to inspiration do not stack, you can only gain the benefit of one per encounter.

Moderate transmutation; CL 8th; Craft Magic Arms and Armor, fox's cunning. Price +2 bonus.

Inspirational Surge

These weapons appear much like inspiring weapons. An inspiration surge weapon functions as an inspiring weapon. Additionally, whenever you land a successful critical hit, you recover one point of inspiration. You cannot regain inspiration above your normal maximum, but you can regain the two bonus points granted by this weapon.

Strong transmutation; CL 15th; Craft Magic Arms and Armor, fox's cunning. Price +4 bonus.

Inspiring (Armor)

Inspiring armors are made to be functional and are often versatile, with hidden mundane functions. An inspiring armor grants the wielder two additional points of inspiration in an encounter. Points granted this way are expended first. Points form multiple magical items that grant bonuses to inspiration do not stack, you can only gain the benefit of one per encounter.

Moderate transmutation; CL 8th; Craft Magic Arms and Armor, fox's cunning. Price +3 bonus.

Circlet of the Arcane Dabbler

This circlet is made of wrought iron and inset with a tiny amethyst. It grants the wearer a +2 enhancement bonus to Intelligence. This ability functions for any wearer. Additionally, when worn by a factotum with the arcane dilettante class feature, this spell grants them an additional spell per day for arcane dilettante. 

Strong transmutation; CL 13th; Craft Wondrous Item, fox's cunning, limited wish. Price 16,000 gold.

Greater Circlet of the Arcane Dabbler

This circlet is decorated with many amethysts as well as symbols of arcane eyes. It is identical to a circlet of the arcane dabbler, except the bonus to Intelligence is +6 and it grants two bonus spells per day to arcane dilettante.

Strong transmutation; CL 17th; Craft Wondrous Item, fox's cunning, limited wish. Price 66,000 gold.
Title: Re: Homebrew
Post by: Anastasia on August 21, 2016, 10:17:28 AM
Posting the items from the booster individually, so they'll be easily found on the table of contents.

Alternate Class Feature: Cunning Counter

Martially inclined factotums learn how to burn inspiration to make sudden and devastating counter attacks.

Class: Factotum

Level: 8th

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

Benefit: You can take the smallest opening and turn it into a chance to strike. By spending 3 inspiration points you can make an melee attack as a counter attack against an opponent that makes a melee attack against you. Resolve this after the attack resolves but before any other attacks or actions. This ability is an immediate action.
Title: Re: Homebrew
Post by: Anastasia on August 21, 2016, 10:19:54 AM
Posting the items from the booster individually, so they'll be easily found on the table of contents.

Alternate Class Feature: Cunning Expertise

Factotums tend to be jacks of all trades, but some focus on mastery instead.

Class: Factotum

Level: 1st

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

Benefit: Select a skill. You gain a bonus to that skill equal to your factotum level. This bonus is always active, unlike the bonus of cunning knowledge. At 6th, 12th and 18th level, you may select another skill to also gain this bonus.
Title: Re: Homebrew
Post by: Anastasia on August 21, 2016, 10:21:36 AM
Posting the items from the booster individually, so they'll be easily found on the table of contents.

Alternate Class Feature: Cunning Mimicry

The greatest factotums can mimic almost anything. You merely take a different approach to it.

Class: Factotum

Level: 19th

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

Benefit: You can mimic almost any power or ability you see. By spending 4 inspiration points, you can mimic any spell or spell-like ability that has been cast in the last round. This is a standard action. You cannot mimic a spell with a casting time greater than a standard action, though if the casting time is less than a standard action, it becomes a standard action. The spell uses your statistics in place of the creature or object that caused the effect, use your factotum level in place of caster level or hit dice as appropriate. You select targets and set all the other parameters of the spell as normal.
Title: Re: Homebrew
Post by: Anastasia on August 21, 2016, 10:23:37 AM
Posting the items from the booster individually, so they'll be easily found on the table of contents.

Alternate Class Feature: Cunning Wizard

Some factotums take the ability to push themselves to the limit and apply it to their magic as well.

Class: Factotum

Level: 8th

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

Benefit: You can inspire your spellcasting in times of great trouble to be lightning fast. By spending 3 inspiration points (this includes the normal inspiration cost of casting the spell), you may cast one of your arcane dilettante spells as a swift action. The spell chosen must have a casting time of one standard action or less.
Title: Re: Homebrew
Post by: Anastasia on August 21, 2016, 10:25:16 AM
Posting the items from the booster individually, so they'll be easily found on the table of contents.

Alternate Class Feature: Devout Factotum

A select few factotums find a bend towards faith and the divine.

Class: Factotum

Special Requirement: You must have a deity you primarily worship.

Level: 2nd

Replaces: If you select this alternate class feature, you do not gain arcane dilettante.

Benefit: When the chips are down, you can manage a few divine blessings of your own. You can cast divine spells from the cleric spell list; this is identical to arcane dilettante except as noted here. You must provide a divine focus if the spell calls for one (a holy symbol of your deity). You use your Wisdom in place of Intelligence to determine the save DC of your spells. You do not have domains or access to domain spells.
Title: Re: Homebrew
Post by: Anastasia on August 21, 2016, 10:28:45 AM
Posting the items from the booster individually, so they'll be easily found on the table of contents.

Magical Factotum

Hit Die

d6

Requirements

Feats

Magical Aptitude, any metamagic feat

Skills

Knowledge (Arcana) 9 ranks

Special

Must have the Inspiration and Arcane Dilettante class features.

Class Skills

A magical factotum treats all skills as class skills, just like a normal factotum.

Skill Points at Each Level

6 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpell LevelSpecial
1+0+0+2+21stArcane dilettante (1 spell), inspiration
2+1+0+3+31stArcane dilettante (2 spells), cunning spellpower
3+1+1+3+32ndArcane dilettante (3 spells), expanded access
4+2+1+4+42ndArcane dilettante (4 spells), bonus feat
5+2+1+4+43rdArcane dilettante (5 spells), cunning breach
6+3+2+5+53rdArcane dilettante (6 spells), expanded access
7+3+2+5+54thArcane dilettante (7 spells)
8+4+2+6+64thArcane dilettante (8 spells), bonus feat
9+4+3+6+65thArcane dilettante (9 spells), expanded access
10+5+3+7+75thArcane dilettante (10 spells), cunning metamagic

Inspiration

Levels in magical factotum stack with factotum to determine your total inspiration points.

Arcane Dilettante

This ability is identical to the factotum ability of the same name. Add the spells per day and maximum spell level from this class and factotum to determine your total spells and maximum spell level. For example, a 10th level factotum/1st level magical factotum would have 5 spells per day and a maximum of 5th level spells. Additionally, your factotum and magical factotum levels stack to determine your caster level for arcane dilettante.

Cunning Spellpower (Ex)

Whenever you cast a spell through arcane dilettante, you may spend extra inspiration points. The spell gains a bonus to caster level equal to the extra inspiration you spent. This bonus cannot exceed your magical factotum class level divided by two.

Expanded Access (Ex)

At 3rd level, select a spell from a base class's arcane spell list that does not appear on the sorcerer/wizard spell list. You may now prepare this spell with arcane dilettante. You may not select a spell of a higher level than you can cast with arcane dilettante. At 6th and 9th level you may select another spell.

Bonus Feat

At 4th and 8th level, you may select any metamagic feat as a bonus feat. You must meet all the prerequisites of the feat.

Cunning Breach (Ex)

This ability functions as the factotum ability of the same name, except that it costs 1 point of inspiration to use and only applies to spell resistance.

Cunning Metamagic (Ex)

A master magical factotum uses metamagic like second nature. Whenever you prepare an arcane dilettante spell with a metamagic modifying it, you decrease the spell slot modifier by 1, to a minimum of 0.
Title: Re: Homebrew
Post by: Anastasia on August 23, 2016, 11:11:12 PM
Epic Magical Factotum

Hit Die

d6

Skill Points at Each Additional Level

6 + Intelligence modifier.

LevelBase Attack BonusSpell LevelSpecial
11+56thArcane dilettante (11 spells)
12+66thArcane dilettante (12 spells), expanded access
13+66thArcane dilettante (13 spells)
14+77thArcane dilettante (14 spells), bonus feat
15+77thArcane dilettante (15 spells), expanded access
16+87thArcane dilettante (16 spells)
17+88thArcane dilettante (17 spells)
18+98thArcane dilettante (18 spells), expanded access, bonus feat
19+98thArcane dilettante (19 spells)
20+109thArcane dilettante (20 spells)

Arcane Dilettante (Sp)

At 11th level and every level thereafter, the epic magical factotum gains another daily spell for arcane dilettante. Your maximum spell level also continues to rise, as indicated on the table above.

Expanded Access (Ex)

At 12th level and every 3 levels thereafter, the epic magical factotum may select another arcane spell to be able to prepare with arcane dilettante.

Bonus Feats

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

Epic Magical Factotum Bonus Feat List

Arcane Knowledge, Arcane Mastery, Aura of Inspiration, Automatic Metamagic, Efficient Item Creation, Enhance Spell, Epic Crafting, Epic Dodge, Epic Font of Inspiration, Epic Reputation, Epic Skill Focus, Epic Trapfinding, Improved Cunning Insight, Improved Cunning Knowledge, Improved Metamagic, Intensify Spell, Source of Inspiration, Superior Initiative.

Arcane Knowledge [Epic]
Prerequisite: Arcane Dilettante (6 spells), int 23
Benefit: You gain an additional two spells per day with Arcane Dilettante.
Special: You may select this feat more than once. Its benefits stack.

Arcane Mastery [Epic]
Prerequisite: Arcane Dilettante (6 spells), int 25
Benefit: Select two spells from an arcane spell list that do not appear on the sorcerer/wizard spell list. You may now prepare these two spells with Arcane Dilettante. You may not select a spell of a higher level than you can cast with Arcane Dilettante.

Aura of Inspiration [Epic]
Prerequisite: Source of Inspiration, cha 25
Benefit: Your inspiration is like an aura, affecting all those close to you. This functions as Source of Inspiration, except as noted here. All allies within 30ft gain the benefit of your inspiration. Doing this is extraordinarily taxing and requires an additional 6 points of inspiration per use, on top of what the ability already costs.

Epic Font of Inspiration [Epic]
Prerequisite: Font of Inspiration, int 19
Benefit: Your maximum inspiration rises by four points.
Special: You may select this feat more than once. Its benefits stack.

Improved Cunning Insight [Epic]
Prerequisite: Cunning Insight, int 21
Benefit: The bonus you gain from using Cunning Insight now equals your Intelligence modifier + 2.
Special: You may select this feat more than once. Each time you choose this feat, the bonus to Cunning Insight rises by 2.

Improved Cunning Knowledge [Epic]
Prerequisite: Cunning Knowledge, int 23
Benefit: You may now use your Cunning Knowledge skill up to three times per day on a single skill.
Normal: You can only use Cunning Knowledge once per day on a particular skill.

Source of Inspiration [Epic]
Prerequisite: Font of Inspiration, cha 19
Benefit: Your inspiration is potent enough to aid other people. You may give the benefit of the following abilities to any ally within 30ft: Cunning Insight, Cunning Knowledge, Cunning Defense, Cunning Strike and Cunning Breach. You use your Intelligence or Factotum level where appropriate to determine bonuses from these abilities, not the target's. Using inspiration in this way is intensive and requires an additional 3 points of inspiration per use, on top of what the ability already costs.
Title: Re: Homebrew
Post by: Anastasia on January 06, 2017, 09:43:50 PM
Epic Fatesinger

Hit Die

d6

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+5Bardic music+1 arcane
12+6-+1 arcane
13+6Bonus feat, song of fortune (5 allies)+1 arcane
14+7-+1 arcane
15+7-+1 arcane
16+8Bonus feat, song of fortune (6 allies)+1 arcane
17+8-+1 arcane
18+9-+1 arcane
19+9Bonus feat, song of fortune (7 allies)+1 arcane
20+10-+1 arcane

Bardic Music (Ex)

The epic fatesinger continues to add his fatesinger and bard level together to determine his daily uses of bardic music.

Song of Fortune (Su)

At 13th level and every 3 levels thereafter, the epic fatesinger may target an additional ally with song of fortune.=

Bonus Feats

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

Epic Fatesinger Bonus Feat List

Deafening Song, Enhance Spell, Epic Inspiration, Epic Reputation, Epic Skill Focus, Epic Spell Capacity, Group Inspiration, Hindering Song, Improved Combat Casting, Improved Metamagic, Inspire Excellence, Intensify Spell, Lasting Inspiration, Music of the Gods, Permanent Emanation, Polyglot, Ranged Inspiration, Rapid Inspiration, Reactive Countersong, Spell Stowaway, Spell Opportunity, Tenacious Magic.
Title: Re: Homebrew
Post by: Anastasia on January 12, 2017, 01:18:45 AM
Crossposting here for reference and on request.

Epic Bonus Power Points

If needed, the formula is key ability modifier*manifester level*1/2.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Ability score21st22nd23rd24th25th26th27th28th29th30th31st32nd33rd34th35th36th37th38th39th
20-2152555760626567707275778082858790929597
22-2363666972757881848790939699102105108111114117
24-257377808487919498101105108112115119122126129133137
26-2784889296100104108112116120124128132136140144148152156
28-299499103108112117121126130135139144148153157162166171175
30-31105110115120125130135140145150155160165170175180185190195
32-33115121126132137144149154160165171176182187193198203209214
34-35126132138144150156162168174180186192198204210216222228234
36-37136143149156162169175182188195201208214221227234240247253
38-39147154161168175182189196203210217224231238245252259266273
40-41157165172180187195202210217225232240247255262270277285292
42-43168176184192200208216224232240248256264272280288296304312
44-45178187195204212221229238246255263272280289297306314323331
46-47189198207216225234243252261270279288297306315324333342351
48-49199209218228237247256266275285294304313323332342351361370
Title: Re: Homebrew
Post by: Anastasia on January 22, 2017, 08:04:32 PM
Alternate Class Feature: Winter's Embrace

Favored souls that do Auril's bidding find that winter never leaves them.

Class: Favored Soul

Deity: Auril

Level: 1st

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

Benefit: You are surrounded by an aura of freezing cold. Creatures within 5ft of you take 1d6 points of cold damage per round. At 5th level and every 4 levels thereafter, the damage of your aura increases by 1d6. You are not harmed by your own aura, nor are other worshipers of Auril. This is a supernatural ability.

At 11th level and every 6 levels thereafter, your aura expands by 5ft.
Title: Re: Homebrew
Post by: Anastasia on January 22, 2017, 08:16:38 PM
Alternate Class Feature: Favored of Alicia

Alicia's favored souls are similar to her paladins and it shows.

Class: Favored Soul

Deity: Alicia

Level: 5th

Replaces: If you select this alternate class feature, you do not gain energy resistance or damage reduction.

Benefit: At 5th level you gain the ability to smite evil. This is identical to a paladin's smite evil, except your bonus to damage rolls equals your favored soul level. You may use this ability once per day. This is a supernatural ability.

At 10th level and every 5 levels thereafter, you gain an additional daily use of smite evil.
Title: Re: Homebrew
Post by: Anastasia on January 22, 2017, 08:20:37 PM
Alternate Class Feature: Timely Harvest

Chauntea's favored souls know to plant seeds and harvest the crops when the time is just right. In time they learn to do this with more than crops.

Class: Favored Soul

Deity: Chauntea

Level: 3rd

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

Benefit: Once per day, you may cast a cure spell and choose to not have it affect the target immediately. Instead, it automatically takes effect when the target is reduced to zero or fewer hit points. This can save the target's life if the healing is sufficient to prevent death. The cure spell lasts for 24 hours. If it is not triggered by them, it fades away and is wasted.

At 12th level, you may use this ability three times per day. A creature can only be subject to one spell affected by this ability at a time.

For the sake of this ability, a cure spell is any spell with the word cure in the name that also restores hit points to the target.
Title: Re: Homebrew
Post by: Anastasia on January 23, 2017, 12:01:52 AM
This one deserves some background. Changing out channel energy's always tough, since it's such a strong ability with many ways to use it. You have to make the trade worth it, even if only to the particular niche the ACF is aimed at. This ACF is trying to do that. Does it succeed? Probably as long as the optimization doesn't get too heavy. A permanent, typeless bonus that slowly rises to two skills is nice, as is a free skill focus and save bonus.

I may adjust this one in the future.


Alternate Class Feature: Serpent's Tongue

Asmodeus reigns over lies, and in his dark generosity, bestows a tiny bit of his skill to his favored souls.

Class: Favored Soul

Deity: Asmodeus

Level: 1st

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

Benefit: You gain a bonus to Bluff and Sense Motive checks equal to your favored soul level divided by four (minimum 1; round up instead of down in this instance). This bonus also applies to saving throws against spells that detect lies or force you to tell the truth, such as discern lies and zone of truth. Add Bluff to your favored soul class skill list.

At 9th level, you gain Skill Focus (Bluff) or Skill Focus (Sense Motive) as a bonus feat. You  may choose which you prefer. If you already have both feats, select another feat for which you qualify for.
Title: Re: Homebrew
Post by: Anastasia on January 23, 2017, 01:03:48 AM
All of these favored soul ACFs come from a favored soul booster that didn't work out. There's a fair bit of content for them anyways, so it's getting posted. The nature of an unfinished project means that what is posted is a bit scattershot. Example: Two devil ACFs when B3 is running. Useful for me, not so useful for all of you.

Alternate Class Feature: Mephisto's Knowledge

Those rare few who obtain the approval of the Lord of the Eighth do it by destroying passion and replacing it with cold logic.

Class: Favored Soul

Level: 1st

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

Benefit: You use Intelligence in place of Charisma for your favored soul class features, including spellcasting. At every favored soul level that you gain access to a new level of magic, including 1st, you gain an additional favored soul spell known. This spell may be any spell from the sorcerer/wizard spell list with the evil descriptor, or any corrupt spell. The spell chosen must be of a level equal or lower than the highest spell level you can cast as a favored soul.
Title: Re: Homebrew
Post by: Anastasia on February 09, 2017, 01:54:29 AM
This is a continuation of the powerful hellfire warlock prestige class. In this case, it's meant to be taken by powerful mortals who have been corrupted by the power of hellfire. It plunges them deeper into diabolical power and ultimately binds them fully to Hell.

This was made for B3's use and is being posted here.


Hellfire Master

Hit Die

d6

Requirements

Alignment

Lawful Evil

Epic Feat

Epic Evil Brand

Skills

Knowledge (Planes) 24 ranks

Special

Hellfire blast +6d6 or greater

Class Skills

The hellfire master's class skills (and the key ability for each skill) are Concentration (Con), Disguise (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Spellcraft (Int) and Use Magic Device (Cha)

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialInvoking
1+0Hellfire blast+1d6+1 existing invoking class
2+1Hellfire blast+2d6, resistance to fire 10+1 existing invoking class
3+2Draw deeper, hellfire blast+3d6+1 existing invoking class
4+3Hellfire blast+4d6+1 existing invoking class
5+3Bonus feat, hellfire blast+5d6, resistance to fire 20+1 existing invoking class
6+4Hellfire blast+6d6, vampiric blast+1 existing invoking class
7+5Hellfire blast+7d6+1 existing invoking class
8+6Hellfire blast+8d6, immunity to fire+1 existing invoking class
9+6Hellfire blast+9d6, life theft+1 existing invoking class
10+7Bonus feat, hellfire blast+10d6, hellfire rebirth+1 existing invoking class

Hellfire Blast (Sp)

This ability is identical to a hellfire warlock's hellfire blast ability and stacks with it.

Resistance to Fire (Ex)

At 2nd level you gain resistance to fire 10. This stacks with any resistance to fire you've gained from warlock or hellfire warlock.

At 5th level this resistance increases to 20.

At 8th level you become immune to fire.

Draw Deeper (Ex)

By offering more of your life force, you can gather even more power into your hellfire blasts. When you make a helflire blast, you can choose to take two points of Constitution damage instead of one. If you do, the extra damage from hellfire blast (but not your normal eldritch blast) damage is doubled. For example, a hellfire master with hellfire blast+10d6 would instead deal an extra 20d6 damage.

Vampiric Blast (Ex)

You have learned from having your essence stolen and can now steal the essence of others. Whenever you deal damage with a hellfire blast, you heal damage equal to one half of that damage. Healing in excess of your maximum hit points is lost.

Life Theft (Ex)

Your hellfire blast no longer takes only your life force. A creature damaged by your hellfire blast also takes 1d4 points of Constitution damage as it steals part of the creature's essence. This essence goes to the diabolical forces behind the power of hellfire.

Hellfire Rebirth (Ex)

At 10th level, you are so saturated in the energies of Hell that you leave your mortality behind. Your type changes to outsider and you gain the devil, evil and lawful subtypes. You gain all the benefits of those subtypes, such as your natural weapons counting as evil and lawful aligned to overcome damage reduction. You are now a native of the Nine Hells and are a treated as a devil in all ways. You no longer take Constitution damage from using hellfire blast or hellfire shield and only take 1 point of Constitution damage when you use draw deeper. This does not inhibit your ability to use hellfire blast or hellfire shield, you may use them in spite of taking no Constitution damage.

However, you are now part of Hell's infernal machine. You may be called on for duties, given a minor noble rank and responsibilities to match or directly commanded by Hell's nobility. Failure to obey these commands will result in you being labeled a traitor and treated as such.

Bonus Feats

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

Epic Hellfire Master Bonus Feat List

Additional Magic Item Space, Armor Skin, Energy Resistance, Epic Crafting, Epic Eldritch Blast, Epic Invocations, Epic Spell Penetration, Epic Toughness, Extended Lifespan, Extra Invocations, Fast Healing, Improved Combat Casting, Spellcasting Harrier, Superior Initiative.
Title: Re: Homebrew
Post by: Anastasia on April 16, 2017, 02:00:04 PM
Epic Magic Items Booster

This booster is to provide more options for epic level characters to make epic items. This provides both new items and extensions of non-epic items, as well as codifying a few items already used in the campaign.

Non-Epic Rings

Defense

These rings grant the wearer a deflection bonus to armor class and a resistance bonus to saving throws. Both bonuses are the same, a ring with a +1 bonus grants a +1 deflection bonus to armor class and a +1 resistance bonus to saving throws.

Faint abjuration; CL 5th; Forge Ring, resistance, shield of faith; Price: 3,500 gold (+1), 14,000 gold (+2), 31,500 gold (+3), 56,000 gold (+4), 87,500 gold (+5)

Non-Epic Wondrous Items

Knowledge Prism

These prisms were created by heretical gnomes in a war against all other races. They store a vast deal of information on creatures of all types. A prism connects to the bearer so that they can access its knowledge at all times, which grants a competence bonus to all Knowledge checks. The prism works so long as it is on the bearer's person.

Moderate to strong divination; CL 10th; Craft Wondrous Item, divination; Price: 40,000 (+5), 200,000 (+10).

Non-Epic Psionic Items

Greater Torc of Power Preservation

This torc is identical to a torc of power preservation, except that it reduces the manifesting cost of powers by 2 (to a minimum of 1).

Strong clairsentience; ML 20th; Craft Universal Item, bend reality; Price: 100,000 gold.

New Magic Weapon Special Abilities

All-Bane

An all-bane weapon acts as a bane weapon. The exact type is variable. As a swift action, the wielder may change the type of bane weapon it is. This may be any bane type listed on the table for bane weapons (DMG 224), but not more exotic types of bane (such as a mage bane weapon).

An all-bane weapon does not stack with the bane special ability, thought it does stack with the bane of enemies epic feat and similar abilities. An all-bane weapon may be a dread weapon as well. If so, the all-bane ability and the dread ability do not stack. Use whichever is better.

Overwhelming conjuration; CL 21st; Craft Magic Arms and Armor, summon monster I; Price: +5 bonus.

Backstabbing

A backstabbing weapon deals an extra 3d6 points of damage on a sneak attack. Once per day, the wielder may declare a single attack a sneak attack that would not otherwise be one. Targets that are immune to sneak attack are not immune to this sneak attack and take full damage from it.

A wielder who lacks sneak attack but has a similar source of precision damage, such as skirmish, may apply the benefits of a backstabbing weapon to those abilities instead.

Overwhelming transmutation; CL 21st; Craft Magic Arms and Armor, nightstalker's transformation, true strike; Price: +5 bonus.

New Magic Weapons

Epic magic weapons usually benefit from the epic skill usages of Craft (Weaponsmithing). The details are listed at the end of each weapon as well as the DC needed. Most of these weapons can be made without them or with different ones, but these are standard.

Blade of the Celestial Knight

These are made in an unknown heavenly forge somewhere in Arcadia. They sporadically appear in Creation, usually in the hands of powerful mortal knights of good alignment. In the hands of a creature that is not a knight, the blade of the celestial knight is a bastard sword+2. In the hands of a knight, a Blade of the Celestial Knight is a bastard sword+7, defending and holy. The wielder gains a +2 sacred bonus to Will saves, attack rolls and damage rolls when using their fighting challenge ability. This bonus only applies to the target of fighting challenge and stacks with the normal benefits it offers.

Blade of the the Celestial Knight uses the improved design and improved damage type Craft (Weaponsmithing) epic skill usages. It deals a base of 1d12 damage and deals piercing and slashing damage. The DC is 55.

Overwhelming evocation; CL 21st, Craft Magic Arms and Armor, divine power, holy smite; Price: 243,000 gold.

Catastrophe

The first weapon to bear these powers was created when a foolish archmage created portals to all the elemental planes in his tower. It is the only thing that survived and was named after the catastrophe that destroyed an entire city. This heavy mace+6 possesses the acidic blast, fiery blast, icy blast, lightning blast and sonic blast special qualities.

Catastrophe uses the improved design (x2) and improved critical multiplier Craft (Weaponsmithing) epic skill usages. It deals a base of 1d12 damage and inflicts triple damage on a critical hit. The DC is 90.

Overwhelming evocation; CL 21st; Craft Magic Arms and Armor, hellball; Price: 1,352,000 gold.

Sunrise

These weapons are created when Lathanderite priest-smiths forge the first rays of sunrise into adamantine, creating swords that embody the ever-blossoming power of the sun. This is an adamantine longsword+7, holy power. Once per round when the wielder strikes an evil creature with this weapon, they may choose to deal no damage with the attack (including the negative level or levels from holy power). If they do, a sunburst spell is cast (CL25th, Reflex save DC 40) with the creature struck being the center of the sunburst. The wielder is immune to sunbursts created in this way.

Sunrise uses the improved critical multiplier Craft (Weaponsmithing) epic skill usages. It deals triple damage on a critical hit. The DC is 60.

Overwhelming evocation; CL 25th; Craft Magic Arms and Armor, sunburst; Price: 597,000 gold.

New Magic Armors

Epic magic armors usually benefit from the epic skill usages of Craft (Armorsmithing). The details are listed at the end of each armor as well as the DC needed. Most of these armors can be made without them or with different ones, but these are standard.

Corellon's Chain

This mithral chainmail+7, greater shadow and greater silent moves has no armor check penalty, no chance of arcane spell failure and an unlimited maximum dexterity bonus. The wear is protected by a constant freedom of movement effect.

Corellon's Chain does not directly use Craft (Armorsmithing) epic skill usages, instead using a different technique to grant its lack of arcane spell failure, armor check penalty and maximum dexterity bonus. It cannot benefit from other Craft (Armorsmithing) epic skill usages.

Overwhelming abjuration; CL 21st; Craft Magic Arms and Armor, creator must be an elf, freedom of movement, invisibility, silence; Price: 232,500 gold.

Ghost Tiger

Ghost Tiger is leather armor+6, ghost touch. This armor grants the superlative agility and power of a tiger, giving the wearer a +8 enhancement bonus to Strength and Dexterity. As a standard action once per day, the wearer can summon a ghostly tiger to aid them in battle. Treat this as a dire tiger under the effects of an ethereal jaunt spell (CL 21st) that lasts for as long as the dire tiger is summoned. The summoned tiger's natural weapons are treated as being ghost touch weapons. The tiger stays for up to 10 minutes or until slain. Regardless of what happens to it, the tiger can be summoned again the next day in perfect health.

Ghost Tiger uses the improved maximum dexterity cap (x7) Craft (Armorsmithing) epic skill usages. It has a maximum dexterity bonus of +13, six higher than usual. The DC is 90.

Overwhelming varied; CL 21st; Craft Magic Arms and Armor, bull's strength, cat's grace, summon monster VIII; Price: 449,000 gold.

Invincible Armor

This armor is full plate+6, heavy fortification, great invulnerability (+4) and great spell resistance (+10). The wearer gains fast healing 10 whenever their hit points are below 50% of their maximum.

Invincible Armor uses the improved armor bonus and ethereal armor Craft (Armorsmithing) epic skill usages. Its base armor bonus is 1 higher than normal for full plate, for a total of +9 (+15 after enhancement bonus). Its armor bonus to armor class applies to touch attacks. The DC is 80.

Overwhelming varied; CL 21st; Craft Magic Arms and Armor, spell resistance, stoneskin, vigor; Price: 650,000 gold.

New Rings

Epic Defense

These rings are identical to rings of defense, except they offer a bonus of +6 or higher.

Overwhelming abjuration; CL 21st; Forge Ring, resistance, shield of faith; Price: 126,000 gold (+6), 171,500 gold (+7), 224,000 gold (+8), 283,500 gold (+9), 350,000 gold (+10)

Immortal's Ring

The immortal's ring is one of the greatest rings ever forged by a mortal, the final and comprehensive rebuke he had against the mortal condition. It is said that only one has ever been created, though it is possible another could be.

This ring is forged of solid platinum and forever glows with a faint yellow light. Anyone who wears this ring ceases to age for as long as it is worn. When the ring is removed, the creature begins to age again normally. The wearer suffers on ill effect when the ring is removed, other than that they resume aging.

There are several fail safes built into the ring. This ring cannot be removed from a living creature's body except if a command word is spoken by the wearer. The ring cannot be damaged so long as it is worn by a living creature, nor can the digit, hand or arm it is on be severed from the wearer's body. When not on a living creature, the ring has hardness 100, 500 hit points and is immune to energy damage. So long as the ring is not destroyed, it heals 50 points of damage per round. While the ring is not an artifact, it shares an artifact's immunity to anti magic fields and dead magic areas, ignoring the effects of them.

Overwhelming transmutation; CL 39th; Forge Ring, immortality, wish; Price: 20,000,000 gold.

New Staffs

Celestial Battle

This staff is designed for battles against the forces of the Hells.

Celestial Valor (1 charge)
Might of the Solar (1 charge)
Radiant Storm (2 charges)

Overwhelming varied; CL 27th; Craft Staff, celestial valor, might of the solar, radiant storm; Price 410,062.5 gold.

Energy Defense

This staff provides excellent options for protecting yourself from elemental damage.

Resistance to Energy (1 charge)
Repulsion (1 charge)
Energy Absorption (1 charge)
Energy Immunity (1 charge)

Overwhelming abjuration; CL 21st; Craft Staff, resistance to energy, repulsion, energy absorption, energy immunity; Price: 303,187.5 gold.

Overwhelming Offense

This staff allows you to cast powerfully destructive spells to destroy your enemies.

Hellball (1 charge)
Queen's Displeasure (1 charge)
Greater Fire Storm (1 charge)
Greater Polar Ray (2 charges)

Overwhelming evocation; CL 30th; Craft Staff, greater fire storm, greater polar ray, hellball, queen's displeasure; Price: 585,000 gold.

New Wondrous Items

Belt of Magnificence

This belt adds a +8  enhancement bonus to all ability scores.

Overwhelming transmutation; CL 21st; Craft Wondrous Item, bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom; Price: 400,000 gold (+8).

Boots of the Flawless Hunt

These boots are gray, unremarkable and trail worn. They look almost ready to fall apart, yet are made to last through centuries of use. They allow superlative tracking that overcomes almost any obstacle. The wearer benefits from a +25 competence bonus to Survival checks to track creatures, they are also treated as having the track and astral tracking feats. The wearer can use greater plane shift and greater teleport at will.

Overwhelming conjuration; CL 21st, Craft Wondrous Item, greater plane shift, greater teleport; Price: 428,000 gold.

Bracers of Soothing Flames

These bracers function as a ring of mystic fire, except that the bonus to the caster level of spells with the fire descriptor is increased to +3 and the number of charges per day is increased to six. The wearer can still only sacrifice up to three charges to increase the damage of a spell with the fire descriptor. As an immediate action when targeted with a cold based spell, the wearer may expend two charges to gain immunity to cold for 1 minute.

Overwhelming evocation; CL 21st; Craft Wondrous Item, energy immunity, fireball; Price: 227,000 gold.

Champion's Bracers

These bracers are covered in the emblems of swords and armor, interlocking with one another. When worn with a character with no levels in fighter, it grants them a +1 bonus to CMB and CMD but no other benefits. A fighter gains a bonus to CMB, CMD, Strength checks, Dexterity checks and Constitution checks equal to one third of the levels they have in fighter (minimum +1). They are treated as being proficient in all weapons and armor, including exotic weapons and armor. Finally, the fighter increases the armor bonus of any armor they wear by two.

Overwhelming varied; CL 21st; Craft Wondrous Item, creator must be a fighter, mage armor, righteous might or transformation; Price: 251,500 gold.

Cloak of the Forest Hunter

These cloaks of elvenkind are dedicated to Solonor Thelandira, elven god of the hunt. When worn, a Cloak of the Forest Hunter grants a +20 competence bonus to Hide, Listen, Move Silently, Spot and Survival checks. In addition, the wearer gains the benefits the following spells at all times: easy trail, endure elements and pass without trace. These cloaks only function for non-evil wearers; any evil creature that puts the cloak on suffers 10d6 points of damage and 3 negative levels.

Overwhelming varied; CL 21st; Craft Wondrous Item, creator must be an elf, easy trail, endure elements, haste, invisiblity, pass without trace; Price: 276,000 gold.

Crown of Dreams

These circlets are made by the eladrin of might by harvesting fragments of Queen Morwel's dream. It appears to be a thin, purple-red circlet set with a large ruby. The wearer is immune to sleep effects of all kinds, as well as effects that would disturb or disrupt his sleep (such as the nightmare spell). The wearer constantly sees fragments of potential from the dreams of everyone, granting them vast insight. This grants the wearer a +8 enhancement bonus to Wisdom, as well as constant true seeing.

Overwhelming varied; CL 25th; Craft Wondrous Item, creator must be chaotic good, dream; Price 400,000 gold.

Epic Boots of Elvenkind

This pair of boots provides superior noise-muffling ability, granting a +20 competence bonus to Move Silently checks.

Overwhelming transmutation; CL 21st; Craft Wondrous Item, creator must be an elf, silence; Price: 40,000 gold.

Epic Cloak of Elvenkind

This gray, hooded cloak provides superior camouflage, granting a +20 competence bonus to Hide checks.

Overwhelming transmutation; CL 21st; Craft Wondrous Item, creator must be an elf, invisibility; Price: 40,000 gold.

Ioun Stone, Dusty Rose

This ioun stone offers a +6 or higher insight bonus to armor class.

Overwhelming abjuration; CL 21st, Craft Wondrous Item, foresight; Price: 180,000 gold (+6), 245,000 gold (+7), 320,000 gold (+8), 405,000 gold (+9), 500,000 gold (+10).

Knowledge Prism

These prisms offer a +15 or higher competence bonus to Knowledge checks.

Overwhelming divination; CL 21st; Craft Wondrous Item, divination; Price: 450,000 gold (+15), 800,000 gold (+20).

Master's Belt

Master's belts were originally made by a monastic order dedicated to Mechanus, though knowledge of the belts has since spread. This belt unlocks a monk's true potential. For a non-monk, this belt functions as a normal monk's belt does for a character without levels in monk. For a monk, it functions as a monk's belt does for a monk, but with several additional powers. The monk benefits from a +6 enhancement bonus to the DC of stunning fist, triples the amount of hit points wholeness of body can heal per day and allows the use of abundant step at will instead of once per day. This belt does not grant stunning fist, wholeness of body or abundant step if the monk does not already possess them.

Overwhelming transmutation; CL 21st; Craft Wondrous Item, creator must be a monk, righteous might or transformation; Price: 278,000 gold.

Saint's Cloak

This weathered cloak appears unremarkable, yet greatly augments the abilities of a paladin. A saint's cloak allows a paladin to smite evil an additional time per day, as well as grants a +10 sacred bonus to damage rolls when the paladin smites evil. The paladin may manifest white wings and fly at will with a speed of 60ft (perfect) as well as the protective aura of an angel (caster level equals the paladin's hit dice). The paladin's attacks count as good and lawful to overcome damage reduction. If a creature that is not a paladin wears this cloak, it offers no benefit.

Overwhelming evocation; CL 21st; Craft Wondrous Item, creator must be a paladin, fly, holy smite, magic circle against evil; Price: 280,000 gold.

Epic Psionic Items

Epic Cognizance Crystals

These crystals are identical to cognizance crystals, except that they can hold more than 17 power points. The exact capacity is noted by the in parenthesis by the price.

Note that due to the differing progression of psionic powers and power point costs in epic, some of the crystals are even numbers. This is an exception to the rule that cognizance crystals are always an odd number.

Overwhelming psychokinesis; ML equal to power point storage; Craft Cognizance Crystal, reality revision: Price: 121,000 gold (21), 144,400 gold (24), 169,000 gold (27), 196,000 gold (30), 225,000 gold (33), 256,000 gold (36), 289,000 gold (39).

Epic Torc of Power Preservation

These torcs are identical to a torc of power preservation, except that they reduce the manifesting cost of powers by 3 or more (to a minimum of 1).

Overwhelming clairsentience; ML 21st; Craft Universal Item, reality revision; Price: 250,000 gold (-3), 600,000 gold (-4), 1,450,000 gold (-5).

Formulas

The formulas for certain epic magic items are noted here for reference. Any theoretical is merely a theoretical, no promise of such an item being available is implied or intended.

Epic Weapons and Armor Epic Skill Usages:

Spoiler: ShowHide


For specific epic weapons and armor, any cost adjustment for epic skill usages is not factored in, nor is the masterwork price increase. As I usually adjust and round off these prices with DM fiat, there's little purpose in adjusting the prices for these, the change is too minor.


Ring of Defense:

Spoiler: ShowHide


The market price is determined by using a ring of protection of the appropriate level and adding an equal resistance bonus. The resistance bonus is subject to the 1.5 multiplier for adding a new ability to an existing magical item, though no off slot penalty is assessed.

A theoretical ring of defense +11 would cost 242000+121000+60500=423,500 gold.


Immortal's Ring:

Spoiler: ShowHide


This item is heavily discounted from how it would work Balmuria RAW. Blame immorality for having an absurdly expensive material component. Immortality in a mortal body is many times harder to achieve than immortality in an immortal body, this is a cosmological issue unique to the setting. Mortals are meant to die and move on into eternity as an outsider. As a side note, this is why the extended life span feat isn't enhanced at all. Creation is designed for mortals to die, it's epically difficult to resist that.

Anyway, the item's heavily discounted and got a bunch of security features added to make it more worth the price. RAW the base price should be 40 to 60 million.


Sunrise:

Spoiler: ShowHide


The price of this weapon was determined by taking a +13 adamantine weapon and adding the price of an at will sunburst, CL 25. This ended up over 700,000 gold, fiat adjustment reduced it from there to what I felt was more reasonable due to the conditions of using it.


Corellon's Chain:

Spoiler: ShowHide


This armor's price is adjusted for the realities of high level balance regarding armor. In particular that bracers of armor and mage armor type spells begin to dominate past early/mid levels, as they don't impose limits on the Dexterity bonus you can use, nor do they interfere with certain other AC increasing abilities.


Knowledge Prism:

Spoiler: ShowHide


The formula is bonus squared*100*10*2. The normal (houseruled) 2.5 times cost multiplier for a slotless item is reduced down to the SRD standard 2 times cost multiplier. This is for two reasons. First, this item predates that rule change, with the first prism seen in Balmuria 1, so it is grandfathered in. Secondly, I feel the item's price point is better balanced with a 2 times cost multiplier than a higher one, so it benefits from DM fiat.

A theoretical knowledge prism+25 would cost 25*25*100*10*2=1,250,000 gold.
Title: Re: Homebrew
Post by: Anastasia on April 29, 2017, 01:54:45 AM
This came up in B3 and got a full article. It's not the biggest article - think of it more as a starter than a full feature - but it's interesting enough for what it is.

Light Manipulation

Those who have a source of inner light to draw on can learn to manipulate it and cause various effects. This is most commonly seen used by celestials with an innate aura of light, creatures from the Positive Energy Plane and creatures with the Nimbus of Light feat. However, any creature who emits an innate source of light could learn these with the right time and training.

Overview

Light manipulation is known by many names. Celestials call it Alaire, which translates to 'Gift of Light'. Amid humans it is known as light manipulation or radiance manipulation, while the elves call those with it Shaoth (for males) or Shaothi (for females), which translates to 'Sungate'. Dwarven has no meaningful name for it, as the ability is rare even amid dwarves with the ability and will to research such magic. Most other languages use one of those names as a loan word or refer to it purely in derogatory fashion, such as most fiendish languages.

Regardless of the name used, light manipulation can be used by any creature with an innate source of light to manipulate. This must be an ability that is always active or at-will, though the ability to suppress it is acceptable. Spells and spell-like abilities are not eligible for this, even if they are permanent. Examples of abilities that qualify are the Nimbus of Light exalted feat or the energy halo of a quesar. While there is no alignment requirement, the vast majority of creatures who learn these arts are good-aligned or natives to the Positive Energy Plane.

Some creatures may be depicted or described as being surrounded by light at times without an explicit ability that does so. It is left to the DM to decide which or any such creatures should qualify to potentially learn these abilities. Generally, creatures who would have a thematic tie to light, such as celestials or natives of the Positive Energy Plane, are suitable choices.

Rules

Any creature with the proper ability can conceivably learn light manipulation. Aptitude varies from person to person, not every creature with the potential has the needed talent to learn them at anything beyond a glacial pace. Additionally, merely having the talent does not mean you will learn them due to the training time involved. The DM may decide if a creature has a natural talent for light manipulation or may decide randomly. To randomly determine if a creature has natural talent, roll 1d100. A result of 95 to 100 means the creature is naturally gifted in light manipulation and can learn it easily. Other creatures require vast amounts of time and practice, often several centuries of exceedingly difficult work. As such, these abilities are far from universal, even in creatures who all have the potential to learn them.

A creature that has the talent to learn easily can learn light manipulation in weeks, days or even within a few minutes if they're particularly well suited to it. The exact rate varies, but all are learned on a scale fast enough to make learning them viable in all but the shortest campaigns.

Additionally, the feat Gift of Light may be taken if those without natural talent wish to learn these abilities quickly. Otherwise, the training time needed is usually beyond the scope of a campaign's timescale.

A creature who learns the abilities quickly discovers power is needed to fuel them. One can manipulate light without that, but a sacrifice of power is required for most abilities to work. Sacrificing a spell per day is the most common, though variants exist that use hit points and other finite resources. Variants are left to the DM's discretion.

Reading the Entries

Use is the application of light manipulation. This provides a name for the ability, further details can be found under that ability's description.

Cost is the level of spell sacrificed to power the ability. A cost of free means there is no cost and it may be used freely.

If an application of light manipulation allows a saving throw, it is 10 + level of spell sacrificed + your Charisma modifier. All applications are standard actions unless noted otherwise.

Additional uses of light manipulation exist, these are the most common.

Table 1.1: Light Manipulation



   
   
   
   
   
   
UseCost
Clothing of LightFree
Weapon Creation2nd
Magic Weapon Creation4th
Blinding Light5th
Searing Light7th

Clothing of Light

You can cover your body with light as a form of modesty and clothing. It is not actual clothing, but blinding light that hides what is beneath it. It can be applied to your body as you see fit, but it has no other impact on creatures nor causes them any penalty.

Weapon Creation

You create a semi-solid melee weapon of light. It can be any non-magical weapon you please and is treated as a normal, non-masterwork version of that weapon. As the weapon vanishes when it leaves your hand, only melee weapons can be made this way. The weapon lasts for as long as you hold it.

Magic Weapon Creation

You create a melee weapon of light identical to weapon creation, except it is a +1 weapon. Additionally, you may choose to add one of the following properties to it: bane (evil outsiders or undead only), flaming or holy.

Blinding Light

You cause your light to surge and overwhelm the eyes of a creature within 30ft. This permanently blinds them unless a Fortitude save is passed.

Searing Light

You are surrounded with a burst of burning light that deals 10d6 points of damage to all evil creatures within 30ft. A Fortitude save halves this damage.

Light Manipulation Accessories

Gift of Light [General]
Prerequisite: Able to learn light manipulation, cha 13
Benefit: You have natural talent with light manipulation and learn it swiftly.

Title: Re: Homebrew
Post by: Anastasia on May 16, 2017, 03:29:10 AM
A PrC for an NPC in B3. This is a take at a paladin/monk prestige class, one that blends both classes into a whole, as well as getting powers inspired by both of them. It's aimed to be a solid PrC that ties the classes together. It's meant to be a good PrC but not overwhelming.

As a side note, there's no note about monk and paladin being able to multiclass and come back to those classes, as I generally ignore those. If you don't, add one.


Blessed Hand

Hit Die

d8

Requirements

Skills

Knowledge (Religion) 8 ranks

Feats

Weapon Focus (Unarmed Strike)

Spells

Able to cast 1st level divine spells

Special

Proficiency with all martial weapons

Special

Smite evil ability

Special

Lay on hands ability

Special

Flurry of blows ability

Class Skills

The blessed fist's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex)

Skill Points at Each Level

2 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+1+2+2+2Monk and paladin abilities, smite evil 1/day-
2+2+3+3+3Ki strike (good)+1 divine
3+3+3+3+3Armored monk (light)+1 divine
4+4+4+4+4Diamond hands+1 divine
5+5+4+4+4Smite evil 2/day, smiting flurry (damage)+1 divine
6+6+5+5+5Armored monk (medium)+1 divine
7+7+5+5+5Diamond aura+1 divine
8+8+6+6+6Tongue of the sun and moon+1 divine
9+9+6+6+6Armored monk (heavy)+1 divine
10+10+7+7+7Smite evil 3/day, smiting flurry (attack bonus)+1 divine


Monk and Paladin Abilities (Ex)

A blessed hand's class level stacks with his paladin and monk level for the following abilities: unarmed damage, flurry of blows, AC bonus, unarmored speed bonus and lay on hands. This does not grant the blessed hand these abilities if he do not already have them.

Smite Evil (Su)

This is identical to the paladin ability of the same name. Daily smites from blessed hand and paladin stack, and the blessed hand adds his blessed hand level to his paladin level to determine the total extra damage of his smites.

Ki Strike (Good) (Su)

A blessed hand's unarmed attacks count as good aligned to overcome damage reduction.

Armored Monk (Ex)

At 3rd level, light armor no longer interferes with a blessed hand's monk abilities. Any ability that cannot be used in armor can now be used freely in light armor, such as a monk's AC bonus.

At 6th level, the blessed hand can use his monk abilities with medium armor, including shields. This includes evasion, which can normally be used only in light armor.

At 9th level, the blessed hand can use his monk abilities in any armor and when encumbered.

Diamond Hands (Su)

The blessed hand now adds his Wisdom modifier to his Charisma modifier before multiplying it by his paladin level to determine the total hit points he can heal per day by lay on hands. For example, a blessed hand with a total paladin level of 10, a Wisdom score of 16 and a Charisma score of 18 would be able to heal (3+4)*10=70 hit points per day.

Smiting Flurry (Su)

A blessed hand's greatest ability is to combine a monk's flurry of blows and a paladin's smiting into one powerful whole. As a swift action when you make a flurry of blows attack, the blessed hand may expend one use of smite evil. All of his attacks in the flurry of blows gain one half of the bonus damage that the smite would deal. This bonus lasts until the end of the flurry of blows. All the normal rules for smite evil still apply, so if a non-evil creature is attacked, they do not suffer any extra damage and the smite is wasted.

At 10th level, the flurry of blows also gains one half of the bonus the smite would add to the attack roll.

Diamond Aura (Su)

This is identical to a paladin's aura of courage, except it grants the paladin immunity to poison and allies within 10ft gain a +4 morale bonus to saving throws against poison.

Tongue of the Sun and Moon (Su)

This ability is identical to the monk ability of the same name.
Title: Re: Homebrew
Post by: Anastasia on May 17, 2017, 02:17:23 PM
Epic Blessed Hand

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier.

LevelBase Attack BonusSpecialSpells
11+11-+1 divine
12+12-+1 divine
13+13Bonus feat+1 divine
14+14-+1 divine
15+15Smite evil 4/day+1 divine
16+16Bonus feat+1 divine
17+17-+1 divine
18+18-+1 divine
19+19Bonus feat+1 divine
20+20Smite evil 5/day+1 divine

Smite Evil (Su)

At 15th level and every 5 levels thereafter, the epic blessed hand gains another daily use of smite evil.

Bonus Feats

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

Epic Blessed Hand Bonus Feat List

Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Spell Capacity, Epic Toughness, Exceptional Deflection, Fast Healing, Great Smiting, Holy Strike, Improved Aura of Courage*, Improved Ki Strike, Improved Stunning Fist, Infinite Deflection, Perfect Health, Reflect Arrows, Righteous Strike, Widen Aura of Courage*.

*These also apply to the blessed fist's diamond aura.
Title: Re: Homebrew
Post by: Anastasia on June 04, 2017, 07:23:58 AM
A bit of a rush job due to need, so this may get more attention later.

Epic Divine Crusader

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Spells
12+12Resistance to acid and electricity 20
13+13Damage reduction 15/epic
14+14Bonus feat
15+15Resistance to acid and electricity 30
16+16-
17+17-
18+18Bonus feat, resistance to acid and electricity 40
19+19Damage reduction 20/alignment and epic
20+20-

Resistance to Acid and Cold (Ex)

At 12th level and every 3 levels thereafter, the epic divine crusader's resistance to acid and electricity increases by 10.

Damage Reduction (Su)

At 13th level and every 6 levels thereafter, the epic divine crusader's damage reduction increases by 5.

Additionally, at 13th level the epic divine crusader's damage reduction requires epic weapons to bypass. At 18th level, the epic divine crusader chooses one non-neutral part of his alignment. Thereafter, his damage reduction requies the opposite alignment to bypass. For example, a lawful good epic divine crusader who chooses good would have damage reduction 20/epic and evil.

Bonus Feats

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

Epic Divine Crusader 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 Heighten Spell, Intensify Spell, Spell Stowaway, Spell Opportunity, Tenacious Magic.

Spellcasting

At 11th level and every level thereafter, the epic divine crusader's spellcasting improves. His caster level increases as normal. Further, once the epic divine crusader obtains the Epic Spell Capacity feat, he gains spells of 10th level and higher. See the table below for his progression.



   
   
   
   
   
   
   
   
   
   
   
Level10th11th12th13th
110---
121---
132---
1430--
1531--
1632--
17330-
18331-
19332-
303330
Title: Re: Homebrew
Post by: Anastasia on June 23, 2017, 11:28:04 AM
Alternate Class Feature: Solitary Savior

You are a singular force for righteousness in the wilds, alone and yet protected by the Heavens.

Class: Ranger.

Level: 4th.

Special Requirement: You must be of good alignment to take this alternate class feature.

Replaces: If you select this alternate class feature, you do not gain an animal companion.

Benefit: You gain a sacred bonus equal to 1/4th of your ranger level (minimum 1) to saving throws and armor class.
Title: Re: Homebrew
Post by: Anastasia on September 15, 2017, 12:21:45 PM
Alternate Class Feature: Battle Master

Some battle dancers are hardened warriors, giving up the freedom of performance for martial proficiency.

Class: Battle Dancer

Level: 2nd

Replaces: If you select this alternate class feature, you do not gain dance of reckless bravery or further dances (dance of the vexing snake, dance of the floating step, dance of the springing tiger, dance of the crushing python, dance of the soaring eagle and dance of death's embrace).

Benefit: Whenever you would gain a dance of reckless bravery or further dances (dance of the vexing snake, dance of the floating step, dance of the springing tiger, dance of the crushing python, dance of the soaring eagle and dance of death's embrace), you instead gain a fighter bonus feat. For the sake of qualifying for feats that require a minimum fighter level, you may use your battle dancer level instead. If you have levels in fighter, your levels in battle dancer stack for the purpose of qualifying for feats that require a minimum fighter level.

Additionally, you gain proficiency with all simple and martial weapons.

Special: An epic battle master may substitute epic fighter feats to the battle dancer's epic feat list in place of feats related to battle dances.
Title: Re: Homebrew
Post by: Anastasia on March 21, 2018, 10:19:33 PM
I've never felt the need to make Eastern themed regions in my worlds if they don't fit, and it never felt like it fit in Balmuria. Still, occasionally something like ninja sees use so here's a basic progression for an epic ninja. It could have a bunch more custom feats, but this is mostly covering a base I may need covered later.

By the way, ninjas are houseruled to have sneak attack instead of sudden strike, since it's strictly better than sneak attack and sneak attack already has enough issues being used. That's why it's sneak attack instead of sudden strike, the progression's the same regardless. Just change the name if you need sudden strike.


Epic Ninja

Hit Die

d6

Skill Points at Each Additional Level

6 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusAC BonusSpecial
21+15+4Sneak attack+11d6
22+16+4-
23+17+4Bonus feat, sneak attack+12d6
24+18+4Acrobatics+8
25+18+5Sneak attack+13d6
26+19+5Bonus feat
27+20+5Sneak attack+14d6
28+21+5-
29+21+5Bonus feat, sneak attack+15d6
30+22+6Acrobatics+10

AC Bonus

The epic ninja's bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.

Sneak Attack (Ex)

The epic ninja's sneak attack increases by 1d6 at level 21 and every 2 levels thereafter.

Acrobatics (Ex)

At 24th level and every 6 levels thereafter, the epic ninja's bonus to Climb, Jump and Tumble checks increases by 2.

Bonus Feats

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

Epic Ninja Bonus Feat List

Blinding Speed, Epic Acrobatics, Epic Dodge, Epic Expanded Ki Pool, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Improved Combat Reflexes, Improved Sneak Attack, Improved Weapon Finesse, Legendary Climber, Legendary Leaper, Lingering Damage*, Multiaction, Persistent Ki, Self-Concealment*, Sneak Attack of Opportunity*, Spellcasting Harrier, Superior Initiative.

* An epic ninja may ignore the prerequisite of a rogue special talent (such as improved evasion, crippling strike or opportunist) for this feat.

Epic Acrobatics [Epic]
Prerequisite: Acrobatics+4, dex 19
Benefit: Your acrobatics ability now applies to Balance checks as well as Climb, Jump and Tumble checks. Additionally, your bonus to all four skills rises by +4.

Epic Expanded Ki Pool [Epic]
Prerequisite: Expanded Ki Pool, Ghost Strike
Benefit: You gain six extra daily uses of your ki power.

Persistent Ki [Epic]
Prerequisite: Enduring Ki, wis 19
Benefit: Your ki powers last ten times as long. Ghost step makes you invisible or ethereal for one minute, ki dodge and greater ki dodge great concealment or total concealment for one minute, ghost strike allows you to strike incorporeal and ethereal creatures for one minute and ghost walk's duration is one minute per caster level (see ghost walk and ethereal jaunt for more details). You can choose to end a ki power prematurely as a free action on your turn.
Special: This feat replaces the benefit of enduring ki.
Title: Re: Homebrew
Post by: Anastasia on March 22, 2018, 11:47:39 AM
For those odd class combinations where poison use isn't viable for the ninja, or for a character who doesn't want to deal with it. It's frankly not that interesting an ability and it is on purpose, to cover those who don't want something fiddly to upkeep like poisons. Sometimes you want a simple +1 in a build rather than yet another option or ability to manage.

Alternate Class Feature: Ninja Strike

You eschew poisons for your own reasons, instead choosing to maximize your effectiveness with traditional ninja weapons.

Class: Ninja.

Level: 3rd.

Replaces: If you select this alternate class feature, you do not gain poison use.

Benefit: Choose a weapon you are proficient in from your levels in ninja. You gain a +1 bonus to attack and damage rolls with that weapon.

At 9th level and every 6 levels thereafter, this bonus increases by 1. Additionally, you may select another qualifying weapon that the bonus applies to.
Title: Re: Homebrew
Post by: Anastasia on April 20, 2018, 03:38:42 PM
Epic Sacred Exorcist

Hit Die

d8

Skill Points at Each Additional Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+8-+1 existing class
12+9Chosen foe+4, holy aura 2/day+1 existing class
13+9Dispel evil 4/week+1 existing class
14+10Bonus feat+1 existing class
15+11Chosen foe+5+1 existing class
16+12Dispel evil 5/week, holy aura 3/day+1 existing class
17+12-+1 existing class
18+13Bonus feat, chosen foe+6+1 existing class
19+14Dispel evil 6/week+1 existing class
20+15Holy aura 4/day+1 existing class

Chosen Foe (Ex)

At 12th level and every 3 levels thereafter, the epic sacred exorcist's chosen foe bonus increases by 1.

Holy Aura (Sp)

At 12th level and every 4 levels thereafter, the epic sacred exorcist's holy aura may be used an additional time per day.

Dispel Evil (Sp)

At 13th level and every 3 levels thereafter, the epic sacred exorcist's dispel evil may be used an additional time per week.

Bonus Feats

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

Epic Sacred Exorcist Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Capacity, Epic Spell Penetration, Holy Presence, Ignore Material Components, Improved Alignment-Based Casting, Improved Chosen Foe, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.

Holy Presence [Epic]
Prerequisite: Holy Aura 1/day, cha 19
Benefit: You are under the effect of holy aura at all times. This ability can be dispelled, but you can reactivate it as a free action.

Improved Chosen Foe [Epic]
Prerequisite: Chosen Foe+2
Benefit: Your chosen foe bonus rises by two.
Special: You may select this feat more than once. Its benefits stack.
Title: Re: Homebrew
Post by: Anastasia on April 23, 2018, 07:19:59 AM
This one will see some custom feats at some point down the road, when the epic progression is used.

Epic Fist of Raziel

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+11Smite evil 6/day+1 divine
12+12-+1 divine
13+13Smite evil 7/day+1 divine
14+14Bonus feat+1 divine
15+15Smite evil 8/day+1 divine
16+16-+1 divine
17+17Smite evil 9/day+1 divine
18+18Bonus feat+1 divine
19+19Smite evil 10/day+1 divine
20+20-+1 divine

Smite Evil (Su)

At 11th level and every 2 levels thereafter, the epic Fist of Raziel gains another daily use of smite evil.

Bonus Feats

An epic fist of raziel gains an epic bonus feat at level 24 and every 4 levels thereafter.

Epic Fist of Raziel Bonus Feat List

Automatic Metamagic, Armor Skin, Devastating Critical, Epic Prowess, Epic Reputation, Epic Spell Capacity, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage
Title: Re: Homebrew
Post by: Anastasia on April 27, 2018, 11:08:23 AM
Epic Knight of the Raven

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+11-+1 divine
12+12Smite undead 6/day+1 divine
13+13-+1 divine
14+14Bonus feat, smite undead 7/day+1 divine
15+15-+1 divine
16+16Smite undead 8/day+1 divine
17+17-+1 divine
18+18Bonus feat, smite undead 9/day+1 divine
19+19-+1 divine
20+20Smite undead 10/day+1 divine

Smite Undead (Su)

At 11th level and every 2 levels thereafter, the epic knight of the raven gains another daily use of smite evil.

Bonus Feats

An epic knight of the raven gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Knight of the Raven Bonus Feat List

Automatic Metamagic, Armor Skin, Devastating Critical, Epic Prowess, Epic Reputation, Epic Spell Capacity, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage
Title: Re: Homebrew
Post by: Anastasia on May 11, 2018, 11:49:48 AM
A bit of a kludgy ACF but it works for Tryll.

Alternate Class Feature: Psicrystal Empowerment

You gain the potential for a psicrystal and pour it into your familiar.

Class: Psion.

Level: 1st.

Special Requirement: You must have a familiar take this alternate class feature.

Replaces: If you select this alternate class feature, you do not gain a bonus feat at 1st level.

Benefit: Your familiar gains a bonus feat from the list below. At 5th level and every 5 levels thereafter, your familiar gains another bonus feat from the list below. Additionally, your familiar gains the psionic subtype and a power point reserve of one point, which allows them to take psionic feats.

If you take this alternate class feature, you can never have a psicrystal. If you already have one, it is destroyed when you select this alternate class feature.

Psicrystal Empowerment Bonus Feat List

Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Cleave, Combat Expertise, Deft Hands, Diehard, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Magical Aptitude, Mobility, Power Attack, Self-Sufficient, Stealthy. Additionally, any psionic feat may be chosen, so long as the familiar meets the prerequisites.
Title: Re: Homebrew
Post by: Anastasia on May 13, 2018, 12:35:42 PM
For Emily but more directly also an aid for Seira's faith. It focuses on the Crusader of the Dragon Princess substitution levels.

Dragonfire Knight

Hit Die

d10

Requirements

Alignment

Lawful Good

Skills

Knowledge (Arcana) 5 ranks

Feats

Skill Focus (Knowledge: Arcana)

Spells

Able to cast 1st level divine spells

Special

Dragonfire Wrath 1/day

Special

Dragon's Energy ability

Class Skills

The dragonfire knights class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex) and Sense Motive (Wis)

Skill Points at Each Level

2 + Intelligence modifier.

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+1+2+0+0Dragonfire wrath 1/day (+1d8), dragon's energy-
2+2+3+0+0Dragontouched+1 divine
3+3+3+1+1Initiate of Seira+1 divine
4+4+4+1+1Dragonfire wrath 2/day (+2d8)+1 divine
5+5+4+1+1Searing dragonfire+1 divine
6+6+5+2+2Dragon's vigor+1 divine
7+7+5+2+2Dragonfire wrath 3/day (+3d8)+1 divine
8+8+6+2+2Dragon's resilience+1 divine
9+9+6+3+3Dragon's hope+1 divine
10+10+7+3+3Dragonfire wrath 4/day (+4d8), powerful flames+1 divine

Dragonfire Wrath (Su)

At 1st level and every three levels thereafter, the dragonfire knight gains another daily use of dragonfire wrath and the fire damage it deals rises by 1d8 damage.

Dragon's Energy (Su)

Levels in dragonfire knight stack with paladin to determine your daily temporary hit points from dragon's energy.

Dragontouched

A 2nd level dragonfire knight gains dragontouched as a bonus feat. If you already have this feat, you may select another feat that you qualify for. If you already have the dragonblood subtype or have the dragon type, you may select another feat that you qualify for.

Initiate of Seira

At 3rd level, a dragonfire knight gains initiate of Seira as a bonus feat. If you already have this feat, you may select another feat that you qualify for.

Searing Dragonfire (Su)

A 5th level dragonfire knight's dragonfire wrath ability is treated as searing. This means that the fire damage ignores fire resistance and deals half damage to creatures immune to fire.

Dragon's Vigor (Su)

A dragonfire knight's vigor is without compare, as is her hope that today will be better than yesterday. At dawn when the dragonfire knight gains temporary hit points from her dragon's energy ability, she gains the benefits of a panacea spell (caster level equal to her hit dice).

Dragon's Resilience (Ex)

At 8th level, a dragonfire knight becomes more resilient against sleep and paralysis, much like a true dragon. They gain a +2 bonus to saving throws against sleep and paralysis effects, this stacks with the bonuses from the dragontouched feat.

Dragon's Hope (Su)

At 9th level, when the dragonfire knight gains the benefits of dragon's vigor, she may instead choose to have it affect a living creature within 100ft. That creature also gains that day's temporary hit points from dragon's energy instead of the dragonfire knight.

Powerful Flames (Su)

At 10th level, a dragonfire knight's dragonfire wrath becomes even more formidable. The damage dice rises to d10s. For example, a dragonfire knight who deals 5d8 fire damage with dragonfire wrath would now deal 5d10 fire damage.
Title: Re: Homebrew
Post by: Anastasia on May 13, 2018, 02:42:54 PM
Epic Dragonfire Knight

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier

LevelBase Attack BonusSpecialSpells
11+11-+1 divine
12+12-+1 divine
13+13Bonus feat, dragonfire wrath 5/day (+5d8)+1 divine
14+14-+1 divine
15+15-+1 divine
16+16Bonus feat, dragonfire wrath 6/day (+6d8)+1 divine
17+17-+1 divine
18+18-+1 divine
19+19Bonus feat, dragonfire wrath 7/day (+7d8)+1 divine
20+20-+1 divine

Dragonfire Wrath (Su)

At 13th level and every 3 levels thereafter, the epic dragonfire knight gains another daily use of dragonfire wrath and the fire damage dealt by it rises by 1d8.

Bonus Feats

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

Epic Dragonfire Knight Bonus Feat List

Armor Skin, Devastating Critical, Dragon's Rebirth, Epic Dragonfire Wrath, Epic Prowess, Epic Reputation, Epic Spell Capacity, Epic Toughness, Goldenfire Wrath, Improved Aura of Courage, Improved Dragon's Energy, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.

Dragon's Rebirth [Epic]
Prerequisite: Dragon's Vigor, Dragon's Hope, con 21
Benefit: You receive a heal spell in place of a panacea spell with your dragon's vigor ability. Unlike a normal heal spell, the hit points restored by this heal spell are not limited to a maximum of 150.

Epic Dragonfire Wrath [Epic]
Prerequisite: Dragonfire Wrath 3/day
Benefit: You can use dragonfire wrath an additional time per day and the fire damage it deals rises by 1d8.
Special: You can select this feat more than once. Its benefits stack.

Improved Dragon's Energy [Epic]
Prerequisite: Dragon's Energy, con 19
Benefit: Double the temporary hit points you gain daily from dragon's energy.
Special: You can select this feat more than once. Its benefits stack. Remember that two doublings equal a tripling, and so forth.

Goldenfire Wrath [Epic]
Prerequisite: Searing Dragonfire, con 23
Benefit: The flames of your dragonfire wrath glow golden and ignore any resistance or immunity to fire.
Title: Re: Homebrew
Post by: Anastasia on May 18, 2018, 11:25:50 AM
Epic Crusader (Cleric variant)

Hit Die

d8

Skill Points at Each Additional Level

4 + Intelligence modifier

LevelsBase Attack BonusSpecial
21+155th deific foe, spells
22+16-
23+17Bonus feat
24+18-
25+18Smite 5/day
26+196th deific foe, bonus feat
27+20-
28+21-
29+21Bonus feat
30+22Smite 6/day

Deific Foe (Ex)

At 21st level and every 5 levels thereafter, the epic crusader gains another deific foe.

Smite (Su)

At 25th level and every 5 levels thereafter, the epic crusader gains another daily use of smite.

Bonus Feats

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

Epic Crusader Bonus Feat List

Armor Skin, Automatic Metamagic, Enhance Spell, Epic Prowess, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Extra Deific Foe, Foebane, Great Smiting, Ignore Material Components, Improved Alignment Based Casting, Improved Combat Casting, Improved Deific Foe, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spell Opportunity, Tenacious Magic

Spellcasting

At 21st level and every level thereafter, the epic crusader's spellcasting improves. His caster level increases as normal. Further, once the epic crusader obtains the Epic Spell Capacity feat, he gains spells of 10th level and higher. See the table below for his progression. This table continues in the same pattern past level 39.

Crusader spells per day

Level10th11th12th13th14th15th16th
211------
222------
233------
2441-----
2542-----
2643-----
27441----
28442----
29443----
304441---
314442---
324443---
3344441--
3444442--
3544443--
36444441-
37444442-
38444443-
394444441

Extra Deific Foe [Epic]
Prerequisite: 3th Deific Foe
Benefit: You may select a new deific foe.
Special: You may select this feat more than once. Its benefits stack.

Foebane [Epic]
Prerequisite: 3rd Deific Foe
Benefit: When you attack creatures who qualify for your deific foe ability, you treat any weapon you wield (including natural weapons) as a bane weapon. This stacks with bane weapons and similar abilities.

Improved Deific Foe [Epic]
Prerequisite: 3th Deific Foe
Benefit: Your morale bonus to attack and damage rolls against deific foes rises by 2.
Special: You may select this feat more than once. Its benefits stack.
Title: Re: Homebrew
Post by: Anastasia on July 08, 2018, 09:39:11 PM
Important note: This does not include the epic healer's spell list, which is going to be posted and refined elsewhere. This is just the mechanical setup of it sans epic spells.

Epic Healer

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier.

LevelBase Attack BonusSpecial
21+10Spells
22+11-
23+11Bonus feat
24+12-
25+12-
26+13Bonus feat
27+13-
28+14-
29+14Bonus feat
30+15-

Bonus Feats

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

Epic Healer Bonus Feat List

Absolute Healing, Armor Skin, Automatic Metamagic, Damage Reduction, Efficient Item Creation, Energy Resistance, Enhance Spell, Epic Crafting, Epic Skill Focus*, Epic Spell Capacity, Epic Toughness, Extra Emergency Healing, Fast Healing, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Intensify Spell, Perfect Health, Permanent Emanation, True Panacea.

* Heal only.

Absolute Healing [Epic]
Prerequisite: Brilliant Apotheosis, wis 25
Benefit: You can heal vile damage as if it were normal damage, as well as other sources of damage that cannot be healed except in special situations, such as frostburn damage. You must succeed on any caster level checks or have a sufficient caster level to do so, if required. Additionally, you can restore hit points permanently lost, such as from a lavawight's blazefire. Doing so requires a restoration or greater restoration spell.

Extra Emergency Healing [Epic]
Prerequisite: Emergency Healing, wis 23
Benefit: You gain two additional daily uses of your emergency healing ability.
Special: You may select this feat more than once. Its effects stack.

True Panacea [Epic]
Prerequisite: Panacea, wis 21
Benefit: All of your healer spells and uses of channel energy automatically gain the benefit of your panacea special ability. You have no limit to the number of times per day you can use your panacea ability on your healer spells or uses of channeling energy.
Title: Re: Homebrew
Post by: Anastasia on October 23, 2018, 10:45:24 AM
Muirfinn used this in B3. It's revised and polished up for here. The main thing is that the buy in is higher and some abilities are tweaked. The capstone is completely reworked as well. This is now a proper epic PrC, before it technically wasn't.

Dragonheart Shapeshifter

Hit Die

d8

Requirements

Feats

Dragontouched, Mighty Shapeshift

Epic Feats

Armor Skin

Skills

Knowledge (Nature) 20 ranks

Special

Must possess the shapeshift class feature and have access to the elemental fury shapeshift.

Skills

The dragonheart shapeshifter's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str).

LevelBase Attack bonusSpecialSpells
1+0Draconic ravager form, epic shapeshifting+1 divine
2+1Dragon power+1 divine
3+2-+1 divine
4+3Dragon power+1 divine
5+3Bonus feat+1 divine
6+4Dragon power+1 divine
7+5-+1 divine
8+6Dragon power+1 divine
9+6-+1 divine
10+7Bonus feat, dragon power, dragon soul+1 divine

Epic Shapeshifting (Ex)

Dragonheart shapeshifter levels stack for shapeshifting. The enhancement bonus of your natural weapons in shapeshift may exceed +5. Once that bonus becomes +6 or higher, those natural weapons count as epic to bypass damage reduction.

Draconic Ravager

At 1st level the dragonheart shapeshifter can take the form of a dragon four size categories larger than himself, up to a maximum of Colossal. The dragonheart shapeshifter can choose what type of dragon they will transform into. This may be any true dragon the caster knows of. Once this choice is made, it can't be changed.

While in draconic ravager form, the draconic ravager can use a breath weapon. This deals 1d6 points of energy damage per shapeshift level and the DC is 10 + 1/2 hit dice + Constitution modifier. For example, a druid 21/dragonheart shapeshifter 5 with a Constitution score of 20 deals 26d6 damage with his breath weapon and has a DC of 28. The type of energy damage varies  depending on the type of true dragon chosen. This matches the true dragon's breath weapon if applicable. For example, a dragonheart shapeshifter who chose a silver dragon deals cold damage. If the true dragon chosen does not have a breath weapon that deals energy damage, choose the energy type that most fits the true dragon. For the sake of this ability, energy damage is acid, cold, electricity, fire or sonic damage.

This breath weapon may be used at will, but requires 1d4 rounds to recover between uses.

While in draconic ravager form, the draconic ravager gains a primary bite attack that deals 4d8 points of damage and two secondary claw attacks that deal 4d6 damage, two secondary wing attacks that deal 2d6 damage and a secondary tail slap that deals 4d6 points of damage. The bite uses the draconic's full Strength modifier to determine damage, the claws and wings use half of his Strength modifier and the tail slap uses 1.5 times the draconic ravager's Strength score to determine damage.

The draconic ravager gains immunity to the energy type of his breath weapon.

The draconic ravager gains reach for a long creature of his size.

The draconic ravager can also choose to crush an opponent or series of opponents under its weight if it chooses to land on them. This functions as the crush ability of true dragons.

The draconic ravager gains a +20 enhancement bonus to Strength, a +6 enhancement bonus to Fortitude saves, and its natural armor bonus improves by 20. Land speed becomes 60ft and it gains a fly speed of 250ft (clumsy).

At 3rd level, the draconic ravager gains the Flyby Attack and Multiattack feats as bonus feats while in draconic ravager form, even if he would not normally qualify for it.

Dragon Power (Ex)

At 2nd level and every two levels thereafter, the dragonheart shapeshifter unlocks a secret of draconic power. He may choose one of the following benefits. Unless stated otherwise, each ability can only be selected once. These abilities only function while in draconic ravager form.

Arcane Fortitude

The draconic ravager gains spell resistance equal to 25 + his dragonheart shapeshifter level.

Draconic Immunity

The draconic ravager gains immunity to paralysis and sleep effects.

Draconic Senses

The draconic ravager gains the keen senses and blindsense special qualities of true dragons.

Frightful Presence

This functions as a true dragon's frightful presence special quality. The radius of this ability is equal to 30ft x dragonheart shapeshifter class level. The save DC is 10 + 1/2 hit dice + Charisma modifier.

Improved Breath

The recovery time between uses of the draconic ravager's breath weapon is reduced by 1 round. This ability may be selected up to four times.

Overwhelming Breath

The damage of your breath weapon rises by one die step (1d6 becomes 1d8, 1d8 becomes 1d10 and 1d10 becomes 1d12). This ability may be selected up to three times.

Ravager's Might

The draconic ravager's enhancement bonus to Strength increases by 4. This ability may be selected more than once.

Serrated Teeth

The draconic ravager's bite attack now threatens a critical hit on a roll of 18-20.

Toughened Hide

The dragonheart shapeshifter's natural armor bonus increases by 2. This ability may be selected more than once.

Dragon Soul (Ex)

At 10th level, the dragonheart shapeshifter's nature becomes more draconic, merging with his natural form. His type changes to dragon and he gains immunity to the energy type his draconic ravager form is at all times, not only when in draconic ravager form. He may use his breath weapon in any form. Finally, like any true dragon, the draconic ravager no longer suffers any penalties for aging and cannot die of old age. Any previously existing penalties are removed, though any bonuses are kept.

The dragonheart shapeshifter may choose to keep his previous type instead. If he does, he only gains immunity to his draconic ravager's energy type.

Bonus Feats

The dragonheart shapeshifter gains a bonus feat at level 5 and every 5 levels thereafter.

Automatic Metamagic, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Fast Healing, Ignore Material Components, Improved Combat Casting,  Improved Metamagic, Intensify Spell, Magical Beast Companion, Multiaction, Perfect Health, Permanent Emanation, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic.
Title: Re: Homebrew
Post by: Anastasia on October 30, 2018, 01:11:45 PM
This is similar to druid domain from Unearthed Arcana, though intentionally different to suit this game.

Domain Access

Class: Druid.

Level: 1st.

Replaces: If you select this alternate class feature, you do not gain an animal companion.

Benefit: You may select a single domain that your deity offers. You gain that domain's granted power. If the domain refers to your cleric level, you may use your druid level instead. The spells of that domain are added to your druid spell list.
Title: Re: Homebrew
Post by: Anastasia on November 22, 2018, 08:34:55 PM
This PrC is for Marie and came about from a nagging discussion. It's highly modular, designed so you can keep taking it for as long as you'd care to in epic.

An epic PrC based around a single spell raises certain challenges. It's best to remember that for anything here, part of the logic of assigning abilities is 'well, it's still only magic missile'.


Master of Missiles

Hit Die

d4

Requirements

Skills

Spellcraft 24 ranks

Feats

Arcane Thesis (Magic Missile)

Epic Feats

Improved Metamagic

Special

Must have obtained 5th level in force missile mage.

Class Skills

The master of missile's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int) and Spot (Wis)

Skill Points at Each Level

2 + Intelligence modifier.

LevelBase Attack BonusSpecialSpells
1+0Magic missile mastery+1 arcane
2+1Piercing missiles+2+1 arcane
3+1Magic missile mastery, missile might+1 arcane
4+2Greater piercing missiles+1 arcane
5+2Bonus feat, magic missile mastery, superior thesis+1 arcane
6+3Missile might, piercing missiles+4+1 arcane
7+3Magic missile mastery+1 arcane
8+4Innate missiles+1 arcane
9+4Magic missile mastery, missile might+1 arcane
10+5Bonus feat, immediate missiles 2/day, piercing missiles+6+1 arcane

Magic Missile Mastery (Ex)

You can now push past the bounds of magic missile altogether. You can now produce up to six missiles with magic missile at caster level 11th. This stacks with bonus missiles from force missile mage.

At 3rd level and every 2 levels after, you gain an additional missile. This is seven missiles at caster level 13th at 3rd level, eight missiles at caster level 15th at 5th level and so forth.

Piercing Missiles (Ex)

At 2nd level, your magic missiles are harder to resist. They gain a +2 bonus to caster level checks to overcome spell resistance. This bonus rises by 2 at level 6 and every 4 levels thereafter.

Missile Might (Ex)

At 3rd level, you gain a +1 bonus to the caster level of magic missile. This bonus rises by 1 at 6th level and every 3 levels thereafter.

Greater Piercing Missiles (Ex)

At 4th level your magic missiles now ignore certain defenses. Your missiles overcome a spell immunity or greater spell immunity spell that selected magic missile, as well as globes of invulnerability (lesser and normal). Your missiles even deal normal damage to creatures immune to force damage, such as a force dragon.

Superior Thesis (Ex)

Your skill with magic missile exceeds even that of a normal wizard focused on that spell alone. You now subtract two levels from any metamagic applied to magic missile instead of one from your arcane thesis feat. For example, a quickened and maximized magic missile spell would be a 4th level spell, +2 levels for quickened and +1 for maximized. All other limitations of arcane thesis apply.

Innate Missiles (Sp)

You now know magic missile enough to cast beyond the bounds of normal magic. You gain magic missile as a spell like ability usable at will, with a caster level equal to your hit dice. The benefits of force missile mage and this master of missiles also apply, when applicable to a spell-like ability instead of a spell.

Immediate Missiles (Ex)

At 10th level you are able to throw magic missiles around whenever you like. Twice per day, you may cast magic missile as an immediate action. This rises by 2 uses per day at 20th level and every 10 levels thereafter.

Bonus Feats

A master of missiles gains an epic bonus feat at level 5 and every 5 levels thereafter.

Bonus Feats

Automatic Metamagic, Enhance Spell, Epic Crafting, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Extra Missiles, Familiar Spell, Ignore Material Components, Improved Magic Missiles, Improved Metamagic, Intensify Spell, Natural Missiles, Permanent Emanation, Spell Stowaway, Spontaneous Spell, Tenacious Spell.

Extra Missiles [Epic]
Prerequisite: Magic Missile Mastery
Benefit: You now produce another missile when you cast magic missile. This is identical to magic missile mastery, raising the number of missiles you can produce by one and the caster level needed to do so by 2. For example, a caster who can produce up to 6 missiles at caster level 11th can now produce up to 7 missiles at caster level 13th.
Special: You may select this feat more than once. Its benefits stack.

Improved Magic Missiles [Epic]
Prerequisite: Missile Might
Benefit: You gain a +1 bonus to the caster level of magic missile. This stacks with the bonus from missile might.
Special: You may select this feat more than once. Its benefits stack.

Natural Missiles [Epic]
Prerequisite: Combat Casting, Combat Reflexes, Innate Missiles
Benefit: In place of a melee attack, you may use your magic missile spell-like ability when a creature provokes an attack of opportunity from you.
Title: Re: Homebrew
Post by: Anastasia on November 24, 2018, 11:20:46 PM
This class is designed for celestials to go right into. It's ideal for a planetar, a hound archon hero or similar celestials. It gives various holy themed powers and ways to grow for them, including various class features that they normally can't get. It's better in gestalt, obviously.

Angelic Champion

Hit Die

d8

Requirements

Race

Any outsider with the good subtype

Base Attack Bonus

+11

Feats

Words of Creation plus any other exalted feat

Special

Able to cast 4th level divine spells

Class Skills

The angelic champion's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis)

Skill Points at Each Level

8 + Intelligence modifier.

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+1+2+2+2Heaven's gift+1 divine
2+2+3+3+3Heavenly endurance+1 divine
3+3+3+3+3Divine health+1 divine
4+4+4+4+4Holy domain+1 divine
5+5+4+4+4Heaven's gift, holy magic+1 divine
6+6+5+5+5Regeneration+1 divine
7+7+5+5+5Divine grace+1 divine
8+8+6+6+6Holy domain+1 divine
9+9+6+6+6Heaven's gift+1 divine
10+10+7+7+7Angelic power+1 divine

Heaven's Gift (Su)

At level 1 and every four levels thereafter, an angelic champion receives a gift from the Heavens. She may select any one of the following gifts.

Favored Enemy (Evil)

The angelic champion gains favored enemy (evil). This is identical to the ranger ability of the same name, except it applies to evil creatures. The bonus is +2.

This gift may be selected more than once. Each time it is selected, the bonus for favored enemy (evil) rises by 2.

Smite Evil

The angelic champion can smite evil. This is identical to the paladin ability of the same name, except that the bonus to hit is +4 and the bonus to damage equals the angelic champion's hit dice. This ability may be used once per day. If the angelic champion can already smite evil, the uses do not stack. Track the different smite evils separately.

This gift may be selected more than once. Each time it is selected, another daily use of smite evil is gained.

Inspire Heroes

The angelic champion sings a song of courage and heroism, one that inspires the righteous. As a standard action, the angelic champion may sing to grant all good aligned allies that can hear her a +2 sacred bonus to attack rolls, weapon damage rolls and saving throws. This is treated as bardic music otherwise. Inspire heroes may be augmented by the words of creation feat, doubling the benefits of it and inflicting 4d4 points of nonlethal damage to the angelic champion. Inspire heroes lasts for as long as the angelic champion is heard and five rounds after.

The angelic champion must have at least four ranks in Perform (Song) to select this gift.

This gift may be selected more than once. Each time it is selected, the bonus granted by the song rises by 1.

Bonus Feat

The angelic champion may select an exalted feat as a bonus feat. She must meet all the prerequisites of that feat.

This gift may be selected more than once. Each time it is selected, the angelic champion gains another bonus feat.

Heavenly Endurance (Ex)

At 2nd level, an angelic champion is supported by the energies of the Heavens. This grants the angelic champion a bonus to hit points equal to her class level times two.

Divine Health (Su)

At 3rd level, an angelic champion gains immunity to diseases of all kinds. This is identical to the paladin class feature of the same name.

Holy Domain (Ex)

A 4th level angelic champion gains access to a domain, a reward for her steadfast service and loyalty. She may choose one domain from the following list: Charity, Chastity, Generosity, Good, Humility, Patience, Temperance and Zeal.

At 8th level, the angelic champion gains a second domain from the same list.

Holy Magic (Ex)

The angelic champion's magic is purified, resulting in magic that radiates goodly power. All of the angelic champion's spells gain the good descriptor. She removes any spells with the evil descriptor from her spell lists, she no longer has access to them.

Regeneration (Su)

A 6th level angelic champion is almost impossible to put down for good. She gains regeneration equal to her class level. For example, an 8th level angelic champion has regeneration 8. The angelic champion takes lethal damage from evil aligned weapons and spells with the evil descriptor. If the angelic champion has pre existing regeneration, she adds her class level to her existing regeneration instead.

Divine Grace (Su)

This ability is identical to the paladin ability of the same name.

Angelic Power (Ex)

At 10th level, the angelic champion reaches a new apex of power. All of her spells, spell-like abilities, extraordinary abilities and supernatural abilities gain a +2 sacred bonus to their DCs.
Title: Re: Homebrew
Post by: Anastasia on November 30, 2018, 10:35:42 AM
The concept of adjusting the barrier between an elemental or ethical force in a creature is not a new one, if one rarely explored. This is a powerful art for certain, yet one that is never safe and never without drawback. Souls simply aren't meant to do this, and while it can be done, there are always consequences. For most who accidentally do that to themselves, death is almost always the result.

Yet a rare few can ride this border, with the rarest of rare able to channel incredible power from it, albeit at a price. Madalanis are a reclusive sect of marid who have succeeded in doing so, the secrets kept for millions and millions of years and slowly, achingly honed. It is a vocation that can has a high failure rate, even for epic characters, with the few who truly learn the skills of a madalani coming forth with undeniable power. A master madalani bard can boost themselves to unimaginable heights, blowing past opponents that challenged them moments ago.

Suffice to say, great ability for Constitution or Charisma is a popular feat choice for madalani.


Madalani

Hit Die

d8

Requirements

Base Attack Bonus

+21

Skills

Concentration 27 ranks

Epic Feats

Lasting Inspiration, Music of the Gods, Superior Rapid Swimming

Special

Able to cast 5th level bard spells

Special

Inspire heroics

Special

Marid or half marid. Alternately, a creature with the water subtype can be trained by another madalani.

Class Skills

The madalani's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Swim (Int), Tumble (Dex) and Use Magic Device (Cha).

Skill Points at Each Level

6 + Intelligence modifier.

LevelBase Attack BonusSpecialSpells
1+1Bardic music, melody of water (flow)-
2+2Melody of water (surge)+1 bard
3+3Melody of water (gush)+1 bard
4+4Bonus feat+1 bard
5+5Melody of water (rain)-
6+6Melody of water (depths)+1 bard
7+7Melody of water (ripple)+1 bard
8+8Bonus feat+1 bard
9+9Melody of water (trickle)+1 bard
10+10Melody of water (rise)+1 bard

Bardic Music

Levels in madalani stack with bard to determine all aspects of your bardic music, including daily uses of bardic music, the total bonus of inspire courage and the total targets affected by inspire greatness or inspire heroics.

Melody of Water (Su)

The madalani consider water and music to be one in the same, water an endless melody that ranges from a torrent to a stagnant pool, but never ends. As water is also life to the marid, this in turn creates a triune meaning to madalani, where music is water and water is life, so thus life is music. This triune is directed inward, as what is a marid if not water? With this inner focus, they use their bardic music to empower themselves, a key to unlock the power of water within.

The benefits of melody of water apply whenever the madalani is under the effects of their own bardic music and end when they are no longer affected by their bardic music. Unless noted otherwise, the benefits of melody of water stack with the benefits of bardic music. The madalani gains all of the benefits of melody of water that she has access to, she does not need to choose between them.

Melody of water is not without risks. Channeling into one's inner essence is far from a safe endeavor. When a madalani ceases to be affected by their own bardic music and the benefits of melody of water fade, they must make DC 30 Constitution check. Failure results in 1d4 points of ability burn to Constitution. Success results in only 1 point of ability burn to Constitution. Multiple instances of ability burn from melody of water stack. This ability burn cannot be prevented in any way, and even affects the creature if they are otherwise immune to ability burn. A creature with a Constitution score of 0 (null) cannot use or benefit from melody of water.

A madalani can choose not to gain the benefits of melody of water when they use bardic music, and thus suffer no ability burn. This choice is made each time the madalani uses bardic music that affects them.

Flow

At 1st level, the madalani's movements become as forceful as a raging storm while they are one with the music. They add their Charisma modifier as a bonus to attack rolls and weapon damage rolls.

Surge

At 2nd level, the madalani's music brings together the eternal flow of water with the essence of life to represent the new growth rains bring. They gain fast healing equal to their Charisma modifier.

Gush

At 3rd level, the madalani's music has the sudden haste of a cloudburst. They add their Charisma modifier as a bonus to initiative checks.

Rain

At 5th level, the madalani's music lets them move through the skies as the rains do. They may use their swim speed as their land speed. They may fly at a speed equal to their swim speed with perfect maneuverability.

Depths

At 6th level, the madalani's melody allows them to be as strong and impassible as the deepest depths of the ocean. They gain their Charisma modifier as a bonus to armor class as well immunity to critical hits and precision damage.

Ripple

At 7th level, the madalani's song makes them move with the same outward grace as a ripple in a still pond. They gain a +30ft bonus to all modes of movement and do not trigger attacks of opportunity by moving.

Trickle

At 9th level, the madalani's life is more than it should be, enhanced. They gain temporary hit points equal to their hit dice. These temporary hit points replenish each round at the beginning of the madalani's turn.

Rise

A master madalani's melody of water enhances them in all ways possible, making failure a distant memory. They no longer automatically fail rolls on a natural 1.

Bonus Feats

A madalani gains an epic bonus feat at level 4 and every 4 levels thereafter.

Bonus Feats

Automatic Metamagic, Deafening Song, Epic Inspiration, Epic Spell Capacity, Epic Reputation, Epic Skill Focus, Flood, Group Inspiration, Hindering Song, Improved Combat Casting, Improved Metamagic, Inspire Excellence, Madalani's Skill, Polyglot, Ranged Inspiration, Rapid Inspiration, Reactive Countersong, Spell Stowaway

Flood [Epic]
Prerequisite: Melody of Water (Rise), cha 25
Benefit: You are more than you were before when you are within your melody of water. You gain a +4 bonus to all ability scores when in melody of water. This stacks with the other benefits of melody of water.

Madalani's Skill [Epic]
Prerequisite: Melody of Water (Trickle), cha 25
Benefit: You gain a +2 bonus to the Constitution check at the end of melody of water. Additionally, you reduce the ability burn by 1 point (minimum 1 point of ability burn) on a failed Constitution check.
Title: Re: Homebrew
Post by: Anastasia on November 30, 2018, 10:58:31 AM
Telekinetic Master

Hit Die

d4

Prerequisites

Skills

Concentration 24 ranks, Knowledge (Arcana) 24 ranks, Spellcraft 24 ranks

Feats

Arcane Thesis (Telekinesis)

Epic Feats

Epic Skill Focus (Spellcraft)

Special

Able to cast 6th level arcane spells.

Special

Fling skyward.

Class Skills

The telekinetic master's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Spellcraft (Int).

Skill Points at Each Level

2 + Intelligence modifier.

LevelBase Attack BonusSpecialSpells
1+1Telekinetic focus+1+1 arcane
2+2Greater force (50 pounds)+1 arcane
3+3Bonus feat+1 arcane
4+4Telekinetic focus+2+1 arcane
5+5Telekinetic blast+1 arcane
6+6Bonus feat+1 arcane
7+7Greater force (75 pounds), telekinetic focus+3+1 arcane
8+8Mass fling skyward+1 arcane
9+9Bonus feat, crushing blow+1 arcane
10+10Telekinetic focus+4, telekinetic overload+1 arcane


Telekinetic Focus (Ex)

The telekinetic master's telekinesis becomes virtually unstoppable.  She gains a +1 bonus to the save DC of telekinesis. This bonus stacks with other bonuses to DC, such as from spell focus (transmutation).

At 4th level and every 3 levels thereafter, the bonus to the DC of telekinesis rises by 1.

Greater Force (Ex)

The telekinetic master can move far more weight than a typical spellcaster. She can move up to 50 pounds per caster level with telekinesis, such as with the sustained force or violent thrust usage of telekinesis. Additionally, she no longer has a maximum of 375 pounds that she can move, the only limit is what her caster level provides her. For example, a telekinetic master with a caster level of 25 can move up to 1250 pounds.

At 7th level and every 5 levels thereafter, the amount of weight that can be move per caster level rises by 25. This is 75 pounds per caster level at level 7, 100 pounds at level 12 and so forth.

Telekinetic Blast (Ex)

At 5th level, a telekinetic master can throw anyone close to her away like leaves on the wind. As a standard action, the telekinetic master may use the violent thrust usage of telekinesis on all creatures within 100ft of herself. This sends them flying in the opposite direction to you, relative to where they are. Creatures that hit a solid surface take 10d6 points of damage, as if they had fell 100ft, instead of 1d6 points of damage. The telekinetic master can choose to exclude individual creatures from this blast.

A creature targeted by this is allowed a Will save and spell resistance, as normal. Using this ability requires telekinesis to be active on the telekinetic master.

Mass Fling Skyward (Ex)

The telekinetic master can throw many creatures skyward at once. This is identical to the fling skyward class feature of the master of the unseen hand, except it can affect up to one creature per caster level. All creatures affected must be in the range of telekinesis but do not need to be close together.

Crushing Blow (Ex)

When the telekinetic master uses the violent thrust usage of telekinesis (including telekinetic blast), they can choose to crush their enemies with the same force that sends them flying. This deals 1d6 points of damage per two caster levels. This only applies if the Will save against violent thrust is failed, no damage is taken on a successful save. The normal effects of violent thrust still apply, this damage is in addition to it as well as any damage they suffer for striking a solid surface or any other damage taken as a result of violent thrust.

Telekinetic Overload (Ex)

Once per day, the telekinetic master can overcharge a single casting of telekinesis. This casting gains a +5 bonus to caster level and DC of any saves. Additionally, any weight limits to the spell (such as using the sustained force or violent thrust usages of telekinesis) have their weight limit increased by a factor of ten. For example, a telekinetic master who can move up to 1250 pounds can move up to 12500 pounds for this casting of telekinesis.

Bonus Feats

A telekinetic master gains an epic bonus feat at level 3 and every 3 levels thereafter.

Bonus Feats

Automatic Metamagic, Epic Crafting, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Extra Telekinetic Overload, Familiar Spell, Improved Fling Skyward, Improved Spell Capacity, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Superior Telekinetic Force, Tenacious Magic.

Extra Telekinetic Overload [Epic]
Prerequisite: Telekinetic Overload
Benefit: You may use your telekinetic overload special ability an additional time per day.
Special: You may select this feat more than once. Its benefits stack.

Improved Fling Skyward [Epic]
Prerequisite: Fling Skyward
Benefit: You fling creatures skyward with vast force. A creature you fling skyward now takes 1d8 points of damage per 10ft fallen. This damage is no longer limited by the maximum falling damage.
Normal: A creature takes 1d6 points of damage per 10ft fallen. The maximum damage for this or any fall is 20d6 damage.

Superior Telekinetic Force [Epic]
Prerequisite: Greater Force
Benefit: Double the amount of weight you can move with telekinesis, such as with the sustained force or violent thrust usage of telekinesis.
Special: You may select this feat more than once. Its benefits stack. Remember that two doublings equal a tripling and so forth.
Title: Re: Homebrew
Post by: Anastasia on December 03, 2018, 10:21:20 AM
Epic Spells Booster

This booster is here to provide more epic spell options. This is a crosspost from the Spell Collection, which has all of them already.

Avenging Angel's Strike
Transmutation [Good, Fire]
Level: Clr 14, Pal 12
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

The weapon touched becomes capable of vanquishing any evil. It becomes a +7 weapon with the holy and fiery blast special abilities. This temporarily overwrites the properties of the weapon touched. Artifacts cannot be affected by this spell.

This spell is primarily known to a small group of avenging angels, who have slowly spread it to worthy mortals in recent centuries.

Focus

The weapon to be affected by this spell.

Blessing of the Throne
Transmutation [Good, Lawful]
Level: Sanctified 13
Components: V, Archon, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

You call on the Seven Heavens of Mount Celestia to bless the creature touched, giving them all the august power and authority of Celestia's champions. This grants the creature touched a +4 sacred bonus to all ability scores. They also gain the penitentiary gaze, aura of menace, teleport, tongues and magic circle against evil abilities of a throne archon. Finally, they gain a +8 racial bonus to Intimidate and Sense Motive checks.

The creature touched uses their ability scores and hit dice to determine the save DC of penitentiary gaze and aura of menace.

This spell fails if used on a non good creature. Throne archons gain no benefit from this spell.

Sacrifice

1d4 points of Charisma drain.

Cresiel's Valiant Stand
Abjuration
Level: Clr 13
Components: V, S, DF
Casting Time: 1 immediate action
Range: Personal; see text
Target: You; see text
Duration: Instantaneous

You offer yourself up as a martyr to protect those around you. You may only cast this spell when one more allies within 100ft take damage. When you do, all damage taken by allies within 100ft is taken by you instead. This spell only functions when cast and does not remove damage already taken previously or ward against damage taken in the future.

For each creature you take damage in place of from your casting of this spell, you gain a +2 bonus attack rolls and weapon damage rolls for one round (maximum +20).

Emily's Forceful Strike
Evocation [Force]
Level: Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (30ft radius, 100ft high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A column of raw force slams down and obliterates your enemies, dealing 1d6 points of damage per caster level (maximum 45d6) and stunning all creatures within for 1d6 rounds. A successful Reflex save halves the damage and negates the stunning.

Material Component

A handful of glass beads, which are thrown to the ground when you cast this spell.

Emily's Miraculous Gift
Conjuration [Healing]
Level: Clr 12, Hlr 12, Pal 11
Components: V, S, DF
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)

This spell heals every living creature within the range 2d4+10 hit points and deals an identical amount of damage to undead creatures.

Kascha's Curse
Necromancy
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The creature affected by this spell has their Dexterity reduced to 1. Any time the target attempts to move in combat, they have a 50% chance of tripping and falling, suffering 1d6 points of damage and going prone. Any item held in hand, including a weapon or shield, has a 25% chance per round of being dropped. Finally, the target suffers a -20 penalty to Balance checks.

This spell is difficult to remove, requiring a wish or miracle that succeeds on an opposed caster level check against the caster of this spell.

Malcanthet's Kiss
Enchantment (Charm) [Mind-Affecting]
Level: Brd 11, Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions as dominate monster, but with the following addition. The creature gains a +6 morale bonus on attack rolls, weapon damage rolls, checks and saving throws whenever it follows your commands.

This spell is difficult to remove, any attempts to dispel it suffer a -5 penalty.

Mercane's Insight
Divination
Level: Brd 12, Sor/Wiz 13
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

By invoking the name of the legendary founder of the Mercane and channeling knowledge from across the planes, you become a dynamo of mercantile knowledge. You gain a +40 competence bonus to Appraise checks. Appraising an item's value is a free action on your turn, you may appraise as many objects as you care to and can see on your turn. If an object you appraise is magical, you understand it as if you cast identify on the item.

Material Component

A platinum piece worth 10 gold.

Miranda's Banecrush
Evocation
Level: Rgr 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

All of your ranged attacks against your favored enemies deal an extra 4d6 points of damage as well as 1 point of Constitution damage.

Opal Protection
Abjuration/Enchantment (Compulsion) [Good, Mind-Affecting]
Level: Pal 8
Targets: Allies in a 40ft radius burst

This spell is identical to divine protection, except as noted here. Allies gain a +3 morale bonus to armor class. They are treating as being under a mind blank spell, but only against spells with the evil descriptor or by spells cast by evil outsiders.

Silverfrost
Conjuration (Creation) [Cold]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: 20ft/level
Area: 20ft/level radius spherical emanation, centered on you
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

All the ground within the area of the spell is covered with a thick layer of shining silver frost. Squares affected by this are treated as difficult terrain. Additionally, any creature who attempts to move through squares affected by silverfrost must succeed on a Balance check when they enter the first square with silverfrost, failure results in falling prone. The DC is equal to your caster level + 10. A creature only makes one Balance check per round, no matter how many squares of silverfrost it passes through. A creature that attempts to stand up from being rpone in a square affected by silverfrost must succeed on the same Balance check or be unable to stand up that turn.

Any creature that is prone at the beginning of their turn in a square affected by silverfrost takes 5d6 points of cold damage.

This spell only impedes creatures who move on the ground. Flying creatures are not affected by it unless they land.

Silverfrost Mist
Conjuration (Creation) [Cold]
Level: Sor/Wiz 15

This spell is identical to silverfrost, except as noted here. The air within the area of the spell is filled with a thin, translucent silver fog. This does not impair visibility at all, but flying creatures within it must make the same Balance check as creatures on the ground. If they fail it, they fall to the ground prone. Trying to fly from being prone requires the same Balance check to successfully fly as it does to stand up.

Solar Pulse
Conjuration/Evocation (Healing) [Light]
Level: Clr 15
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 10ft/level radius burst
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

From above a massive burst of golden sunshine rejuvenates the living while obliterating the dead. Living creatures within the area of the spell heal 1d8+1 hit points per caster level (maximum 35d8+35) while the undead take the same amount of damage instead and are dazed for one round. A successful Reflex save halves the damage taken and negates the dazing.

A solar pulse automatically dispels any darkness spell within its area of 9th level or lower. Darkness spells of 10th level or higher are not affected.

Song of the Elements
Evocation [Acid, Cold, Electricity, Fire]
Level: Brd 8
Components: V, S
Casting Time: 1 standard action
Range: 120ft
Targets: All allies within 120ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

All allies who hear this spell have their weapons empowered with elemental might. Any weapon attacks they make deal an extra 2d6 points of acid damage, 2d6 points of cold damage, 2d6 points of electricity damage and 2d6 points of fire damage.

Starbeam
Evocation [Light]
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 standard action
Range: 400ft
Area: Line from your hand
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You emit a beam of starlight that devastates creatures, dealing 1d8 points of damage per caster level (maximum 45d8) to any creature within it. Creatures that fail the save are dragged with the line to the end of the range. While being dragged prevents creatures moved by this spell to slam into each other, it does nothing to protect them from other hazards (such as passing through fire and being burned or falling because the line goes off a cliff, for example).

Focus

A small teardrop shaped star's tear gemstone worth 2,000 gold.

Summon Star of Mystra
Conjuration (Summoning) [Good]
Level: Clr 20, Sor/Wiz 20
Components: V, S, DF, Special
Casting Time: 1 round
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned Star of Mystra
Duration: Concentration; up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons a Star of Mystra from Dweomerheart It appears where you designate and acts immediately, on your turn. It understands your speech, regardless of language, and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.

Special

This spell can only be cast if you have Mystra's personal favor.

Syala's Blessing
Transmutation
Level: Drd 14
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target of this spell gains a +10 morale bonus to Strength, Dexterity and Constitution.

Voidcall
Evocation [Evil]
Level: Corrupt 14
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One living creature/level; no two of which can be more than 120ft apart
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

With a mournful call and longing incantation, you bring Shar's song to the targets to unravel them to nothingness. The targets take 1d10 points of vile damage per caster level (maximum 40d10) and is afflicted by the Song of Ending disease. A successful Fortitude save halves the damage and prevents being afflicted with the Song of Ending disease.

Corruption Cost

1d8 points of Constitution damage. Sharrans only take 1d4 points of Constitution damage instead.
Title: Re: Homebrew
Post by: Anastasia on December 31, 2018, 07:49:14 PM
Flames are not wholly destructive. In fact, some in Creation hold them as symbols of purification. One such sect of Kossuth's clergy developed this prestige class, which has spread across Fire in the fullness of time. It's one of those odd little things that pops up from the elemental planes. For elementals, efreet and other natives of Fire, there's no real drawbacks to this PrC. Creatures that aren't resistant or immune to fire rather stridently disagree with that, of course.

It's mostly used by natives of Fire and other planes where immunity to fire is the norm. Otherwise, the occasional cleric or even healer who uses healing spells primarily against the undead will take this, as burning cure is essentially a free caster level boost and a free damage booster against the undead. That's part of why there's no alignment prerequisite - some people sincerely use this for good ends, albeit either because fire doesn't hurt their patients or the undead need to burn.

Mechanically it's an odd duck of a PrC with a rough two feat buy in, but in return is 5/5 and gives some okay benefits. It's best when the drawbacks are mitigated somehow.


Flame Healer

Hit Die

d8

Requirements

Feats

Fiery Spell, Skill Focus (Heal)

Spells

Able to cast 3rd level divine spells

Class Skills

The flame healer'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

2 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+2+0+2Cauterize wound+1 divine
2+1+3+0+3Burning cure (+1/+1d6)+1 divine
3+2+3+1+3Fire domain+1 divine
4+3+4+1+4Burning cure (+2/+2d6)+1 divine
5+3+4+1+4Burn it out+1 divine

Cauterize Wound (Su)

As a swift action, the flame healer can stabilize a dying creature by cauterizing their wounds. This deals 1 point of damage to the creature, but they immediately become stable if they survive this damage. They begin to recover hit points naturally, even if recovering without help. This ability may be used at will.

Burning Cure (Su)

At 2nd level, the flame healer can increase the power of her healing spells by adding a little fire. At will whenever she casts a spell of the healing subschool, she can cause this spell to deal 1d6 points of fire damage to any creature affected. In turn, the caster level of the spell increases by one and the spell gains the fire descriptor.

At 4th level, she can choose to increase the damage to 2d6 points of fire damage. If she does, the caster level rises by two.

Fire Domain

A 3rd level flame healer gains access to the fire domain, including the granted power of that domain.

Burn it Out (Su)

A master flame healer can cause a deluge of flame to purify all around her. Twice per day as a standard action, she may cause flames to erupt within 20ft of her. All creatures within that range suffer 10d6 points of fire damage, but are cured of the following conditions: ability damage, ability drain, confused, cowering, dazed, energy drain, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened and stunned. Any frostburn damage the creature suffers from at the time they are affected by burn it out can be healed or recovered from normally, regardless of the temperature.

A creature who wishes to avoid the flames may do so with a Reflex save (DC 10 + 1/2 hit dice + Wisdom modifier) to negate the damage. A creature that succeeds on the saving throw does not gain any of the benefits from burn it out. Creatures that are resistant or immune to fire damage do benefit from it, however, even if they take no damage from burn it out.
Title: Re: Homebrew
Post by: Anastasia on February 09, 2019, 10:24:21 AM
This ACF allows the Red Knight's paladins to become Intelligence based. This is something I don't believe exists otherwise, so they do pay for the privilege. I personally think this is interesting for a few builds but not fundamentally that great. The concept of 'tactical paladin who uses his brain rather than Charisma' is a possible character niche to explore.

Alternate Class Feature: Red Mind

Paladins who follow the Red Knight hone their mind to a razor keenness, replacing charisma with sheer intellect.

Class: Paladin

Deity: The Red Knight

Level: 4th

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

Benefit: You may use your Intelligence modifier in place of your Charisma modifier for paladin class features, including spellcasting.
Title: Re: Homebrew
Post by: Anastasia on February 09, 2019, 10:28:39 AM
Alternate Class Feature: Tactical Acumen

The Red Knight's scouts can watch and gain great insight on how to defeat even the strongest enemy.

Class: Scout

Deity: The Red Knight

Level: 4th

Replaces: If you select this alternate class feature, you do not gain a bonus feat at 4th, 8th, 12th, 16th or 20th level.

Benefit: You are at your best when you have time to scout and watch the enemy. When you spend at least one minute watching an enemy unobserved, you gain a +2 insight bonus to attack rolls, weapon damage rolls, initiative checks, armor class and saving throws against those enemies. This bonus lasts until the end of the encounter.

At 8th level and every 4 levels thereafter, the bonuses rise by 1.
Title: Re: Homebrew
Post by: Anastasia on February 09, 2019, 10:50:02 AM
For when being a charger needs more spice.

Alternate Class Feature: Line Breaker

The Red Knight's tactics have honed you into a line breaker, the cavalry that pierces enemy lines and leads to breakthroughs.

Class: Knight

Deity: The Red Knight

Level: 5th

Replaces: If you select this alternate class feature, you do not gain shield ally or improved shield ally.

Benefit: You add your knight level as a bonus to weapon damage rolls when you charge.

At 14th level, any weapon you wield is treated as a valorous weapon, dealing double damage on a charge. This doesn't stack with the valorous weapon special property.
Title: Re: Homebrew
Post by: Anastasia on February 09, 2019, 10:52:47 AM
These are intended for Lixer's cornugon Necrolytes, one of two options to make the lich transformation not a dead capstone for the class. I rarely change out capstones, but this case requires it due to the quirks of dread necromancer.

Alternate Class Feature: Necrolyte

These fell fiends serve Lixer, the new Lord of the First and Archdevil of Undeath, and gain greater power over the dead.

Class: Dread Necromancer

Deity: Lixer

Level: 20th

Replaces: If you select this alternate class feature, you do not gain lich transformation.

Benefit: You double the number of hit dice of undead you can control by command undead. Undead you command gain a +4 morale bonus to attack and damage rolls.
Title: Re: Homebrew
Post by: Anastasia on February 09, 2019, 10:58:09 AM
The second option for the Necrolytes. They can choose whichever they prefer if they  make it that far.

Alternate Class Feature: Lichfiend

Fiends who serve Lixer can become undead, but in a slightly different way than normal creatures do.

Class: Dread Necromancer

Deity: Lixer

Level: 20th

Special Requirement: You must be an outsider with the evil subtype to choose this alternate class feature.

Replaces: If you select this alternate class feature, you do not gain lich transformation.

Benefit: You gain the lichfiend template (LM pg 157). You do not need to meet the prerequisite of five spell like abilities for it. You add your Charisma modifier in place of your (now non existent) Constitution modifier to determine bonus hit points.
Title: Re: Homebrew
Post by: Anastasia on February 19, 2019, 12:52:38 AM
A prestige class for the factotum who dabbles in the ways of good. It's slightly unfocused as is the nature of the factotum, but it provides a variety of holy themed abilities.

Also to say it flat out: What the text at the end of the capstone means is don't be abusive with the ability. Spamming factotum abilities is fine and expected with it, but not making infinite loops or infinitely large numbers with it. In other words, if it feels abusive, then don't do it. I don't think there's anything in factotum that can do that besides cunning surge, but it's possible something in one of the factotum PrCs I've made could be troublesome. Consider this a preemptive warning and clarification.


Perfectus

Hit Die

d8

Requirements

Alignment

Any exalted

Skills

Concentration 4 ranks, Knowledge (Religion) 8 ranks

Feats

Any two exalted feats

Special

Must have the Arcane Dilettante, Inspiration and Opportunistic Piety class features.

Class Skills

A perfectus treats all skills as class skills, just like a normal factotum.

Skill Points at Each Level

6 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0+0+2Exalted dilettante, factotum abilities
2+1+0+0+3Channel energy
3+2+1+1+3Exalted inspiration+1
4+3+1+1+4Cunning energy
5+3+1+1+4Cunning save 1/day
6+4+2+2+5Cunning paragon
7+5+2+2+5Exalted inspiration+2
8+6+2+2+6Holy magic
9+6+3+3+6Quick energy
10+7+3+3+7Cunning save 2/day, perfect inspiration

Factotum Abilities (Ex)

A perfectus' class level stacks with his factotum level for the following abilities: arcane dilettante, inspiration and opportunistic piety.

Exalted Dilettante (Ex)

You are granted greater insight into sanctified magic, the blessings of the Heavens inspiring you. You may now select sanctified spells as well as sorcerer/wizard spells for arcane dilettante.

Channel Energy (Su)

At 2nd level, your knowledge of channeling energy becomes far deeper. You gain the channel energy ability of a good aligned cleric. Your factotum level stacks with your perfectus level for the sake of channel energy. Likewise, it stacks with any other classes that grant channel energy. You no longer need to spend inspiration points to channel energy. You lose your opportunistic piety ability, though this does not negatively affect your ability to qualify for this class.

Exalted Inspiration (Su)

You train your inspiration through heavenly revelation, granting you greater feats of inspiration against the wicked. Whenever you use your cunning insight, cunning knowledge or cunning defense ability against evil, the bonus granted rises by one. At 7th level the bonus granted increases to two.

Generally, you have to use your ability directly against an evil creature, evil spell or other evil thing to gain this bonus. Using cunning insight to boost an attack roll against a barbazu would grant this bonus, but it would not grant a bonus against a mindless, neutrally aligned golem he was fighting against. Cunning knowledge would grant its bonus if you used a skill against evil creatures, such as attempting a Hide check to hide from a succubus. Non evil creatures that fight with evil creatures are not subject to this.

Cunning Energy (Ex)

At 4th level, you can use your Intelligence modifier in place of your Charisma modifier to determine your daily uses of channel energy as well as the save DC for it.

Cunning Save (Su)

A perfectus values others as is the nature of good, and learns how to save them when the chips are down. This is identical to a factotum's cunning dodge ability, except it only costs 2 inspiration points to use and may not be used on yourself, but instead on any adjacent creature.

At 10th level, you may use cunning save two times per day.

Cunning Paragon (Su)

At 6th level, you know how to stand as a paragon to inspire others. As a standard action, you may spend 2 points of inspiration to grant all allies a +2 perfection bonus to attack rolls, skill checks and saving throws for one round.

Holy Magic (Ex)

With greater learning of the ways of holiness, formerly impossible magic becomes possible. You may select spells of the good domain for arcane dilettante, even if they are not normally on the sorcerer/wizard spell list. These spells are spells of the level they are in the good domain.

Quick Energy (Ex)

At 9th level, you can spend 1 point of inspiration when you channel energy. If you do, that use of channel energy is a swift action.

Perfect Inspiration (Su)

At 10th level, all the glory above resonates within you, and for a few brief moments you can capture some of the glory in yourself, a tidal wave of inspiration that drives you. Once per day as a free action, you can channel this inspiration. Until the beginning of your next turn, your have infinite inspiration points.

The infinite inspiration points from this ability do not apply to any ability that would grant extra actions in battle, or any ability that could create arbitrarily large numbers through applying inspiration points.
Title: Re: Homebrew
Post by: Anastasia on February 21, 2019, 11:00:56 AM
Epic Perfectus

Hit Die

d8

Skill Points at Each Additional Level

6 + Intelligence modifier.

LevelBase Attack BonusSpecial
11+8Exalted inspiration+3
12+9-
13+9Bonus feat
14+10Cunning save 3/day
15+11Exalted inspiration+4
16+12Bonus feat
17+12-
18+13-
19+14Bonus feat, exalted inspiration+5
20+15Cunning save 4/day

Exalted Inspiration (Su)

At 11th level and every four levels thereafter, the perfectus's exalted inspiration bonus rises by 1.

Cunning Save (Su)

At 15th level and every five levels thereafter, the perfectus gains another daily use of cunning save.

Bonus Feats

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

Epic Perfectus Bonus Feat List

Arcane Knowledge, Arcane Mastery, Armor Skin, Aura of Inspiration, Energy Resistance, Epic Font of Inspiration, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Trapfinding, Fast Healing, Improved Cunning Insight, Improved Cunning Knowledge, Source of Inspiration, Superior Initiative.

Arcane Knowledge [Epic]
Prerequisite: Arcane Dilettante (6 spells), int 23
Benefit: You gain an additional two spells per day with Arcane Dilettante.
Special: You may select this feat more than once. Its benefits stack.

Arcane Mastery [Epic]
Prerequisite: Arcane Dilettante (6 spells), int 25
Benefit: Select two spells from an arcane spell list that do not appear on the sorcerer/wizard spell list. You may now prepare these two spells with Arcane Dilettante. You may not select a spell of a higher level than you can cast with Arcane Dilettante.

Aura of Inspiration [Epic]
Prerequisite: Source of Inspiration, cha 25
Benefit: Your inspiration is like an aura, affecting all those close to you. This functions as Source of Inspiration, except as noted here. All allies within 30ft gain the benefit of your inspiration. Doing this is extraordinarily taxing and requires an additional 6 points of inspiration per use, on top of what the ability already costs.

Epic Font of Inspiration [Epic]
Prerequisite: Font of Inspiration, int 19
Benefit: Your maximum inspiration rises by four points.
Special: You may select this feat more than once. Its benefits stack.

Improved Cunning Insight [Epic]
Prerequisite: Cunning Insight, int 21
Benefit: The bonus you gain from using Cunning Insight now equals your Intelligence modifier + 2.
Special: You may select this feat more than once. Each time you choose this feat, the bonus to Cunning Insight rises by 2.

Improved Cunning Knowledge [Epic]
Prerequisite: Cunning Knowledge, int 23
Benefit: You may now use your Cunning Knowledge skill up to three times per day on a single skill.
Normal: You can only use Cunning Knowledge once per day on a particular skill.

Source of Inspiration [Epic]
Prerequisite: Font of Inspiration, cha 19
Benefit: Your inspiration is potent enough to aid other people. You may give the benefit of the following abilities to any ally within 30ft: Cunning Insight, Cunning Knowledge, Cunning Defense, Cunning Strike and Cunning Breach. You use your Intelligence or Factotum level where appropriate to determine bonuses from these abilities, not the target's. Using inspiration in this way is intensive and requires an additional 3 points of inspiration per use, on top of what the ability already costs.
Title: Re: Homebrew
Post by: Anastasia on March 01, 2019, 10:29:54 PM
Alternate Class Feature: Commanding Knight

A particularly commanding knight may surpass the norm and encourage his allies to far greater heights.

Class: Knight

Level: 6th

Replaces: If you select this alternate class feature, you do not gain shield ally or improved shield ally.

Benefit: You may select a single minor aura from the marshal's list of auras. You may project this aura as a marshal of your knight level.

At 14th level, you may select a second minor aura from the marshal's list of auras. You may still only manifest one minor aura at a time.
Title: Re: Homebrew
Post by: Anastasia on March 01, 2019, 11:30:09 PM
Alternate Class Feature: Shield Warrior

A knight's shield is not just a tool of defense, but the weapon that shatters his foes.

Class: Knight

Level: 2nd

Replaces: If you select this alternate class feature, you do not gain mounted combat as a bonus feat.

Benefit: You gain improved shield bash as a bonus feat. You gain proficiency with all shields, including tower shields.
Title: Re: Homebrew
Post by: Anastasia on March 01, 2019, 11:33:19 PM
Alternate Class Feature: Shield Champion

Every blow of a knight's shield weakens the resolve of his enemies and strengthens his own.

Class: Knight

Level: 4th

Replaces: If you select this alternate class feature, you do not gain test of mettle.

Benefit: Whenever you successfully deal damage to a creature with a melee or ranged attack with your shield, you gain a +2 morale bonus to saving throws and armor class, while your target suffers a -2 morale penalty to saving throws and armor class. These penalties last until the beginning of your next turn.

At 10th and 16th level, the bonus and penalty both increase by 1.
Title: Re: Homebrew
Post by: Anastasia on March 16, 2019, 09:33:17 PM
This one's a little different due to the nature of epic warmage and how epic magic works for us. A preset list isn't desirable

Epic Warmage

By and large, the epic warmage provided in Complete Arcane is sufficient for this campaign. Make the following substitutions:

- Epic warmages gain base attack bonus at the same rate as an epic wizard.
- Advanced learning does not continue into epic for the epic warmage.
- Substitute campaign appropriate feats in place of banned epic feats, such as automatic metamagic in place of automatic silent spell and epic crafting in place of the various epic item crafting feats.
- Replace the spell section with the following:

Spellcasting

At 21st level and every level thereafter, the epic warmage's spellcasting improves. His caster level increases as normal. Further, once the epic warmage obtains the Epic Spell Capacity feat, he gains spells of 10th level and higher. Unlike non epic casting, the epic warmage has no spell list for spells of 10th level or higher. Instead, he may choose 2 spells at each level. These spells may be of any level from 10th level to the highest level of spells he can cast. These spells are added to his spell list and may be cast normally. The epic warmage's spells per day use the same table as epic sorcerers.

The spells chosen must fit one of the following criteria:

The spell is an evocation that appears on the sorcerer/wizard spell list.

The spell fits the warmage based on their spell list for non epic spells.

Epic warmages do not gain spells known from level 21 and on until they obtain the Epic Spell Capacity feat. Once they do, they gain any spells they would have gained from level 21 onward.

The intent of this system is to allow warmages to build their own spell list of a size suitable to the spell selection a warmage gets, within the bounds of the non epic spells they can learn. Care must be taken to prevent abuse, such as by dual school spells that have one school as evocation.
Title: Re: Homebrew
Post by: Anastasia on April 04, 2019, 11:22:48 AM
This ACF is an option for devout knights who follow the new Triad. It's a splash of immunities in place of armor mastery. I personally think fear immunity's much better than armor mastery, but I could see situations where it's otherwise.

Alternate Class Feature: Order of the Sainted Blade

Some knights trade skill with armor for a shield forged of faith.

Class: Knight

Deity: Helm, Ilmater or Tyr

Level: 4th

Replaces: If you select this alternate class feature, you do not gain armor mastery (medium) or armor mastery (heavy).

Benefit: You gain an aura of courage identical to a paladin's. At 9th level you gain divine health, also identical to the paladin ability of the same name.
Title: Re: Homebrew
Post by: Anastasia on April 04, 2019, 11:25:43 AM
A swift action for an untyped +4 save booster is excellent stuff, though it's buried 8 levels into knight and requires giving up call to battle. Oh, and serving Dispater, so it's more of a neat toy for them than anything else. This is posted as an example of an ACF I might make for the bad guys.

Alternate Class Feature: Iron Resolve

A knight loyal to Dispater gains ways to instill the strength of iron into his allies.

Class: Knight

Deity: Dispater

Level: 8th

Replaces: If you select this alternate class feature, you do not gain call to battle.

Benefit: As a swift action, you can expend one use of your knight's challenge ability to instill the strength of iron into a single ally. This grants a +4 bonus to saving throws until the beginning of your next turn.
Title: Re: Homebrew
Post by: Anastasia on April 04, 2019, 11:29:50 AM
For the lightning inclined knights of Barachiel.

Alternate Class Feature: Order of the White Rose

Knight sworn to Barachiel are born of thunder and lightning, and strike with that same force.

Class: Knight

Deity: Barachiel

Level: 5th

Replaces: If you select this alternate class feature, you do not gain bonus feats at 5th, 10th or 15th level.

Benefit: As a swift action, you can expend one use of your knight's challenge ability to cause a melee weapon that you hold to crackle with lightning. You deal an extra 1d6 points of electricity damage with that weapon until the end of your next turn. At 10th, 15th and 20th level, the damage rises by 1d6. This damage stacks with other sources of electricity damage, such as that from a shock weapon.
Title: Re: Homebrew
Post by: Anastasia on May 07, 2019, 11:45:10 AM
Focused Hunter

Hit Die

d8

Requirements

Base Attack Bonus

+5

Feats

Improved Favored Enemy

Special

Favored enemy ability

Special

Able to cast 1st level divine spells

Class Skills

The focused hunter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language (None), Spot (Wis) and Survival (Wis).

Skill Points at Each Level

6 + Intelligence modifier.

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+1+2+2+0Favored enemy, favored fearlessness-
2+2+3+3+0Bonus feat+1 divine
3+3+3+3+1Dispelling shot+1 divine
4+4+4+4+1Hunter's grace+1 divine
5+5+4+4+1Hunter's skill (1/day)-
6+6+5+5+2Bonus feat, greater dispelling shot+1 divine
7+7+5+5+2Favored freedom+1 divine
8+8+6+6+2Fatal strike-
9+9+6+6+3Hunter's skill (2/day)+1 divine
10+10+7+7+3Bane, bonus feat+1 divine

Favored Enemy (Ex)

Levels in focused hunter stack with ranger for all aspects of favored enemy. If you don't have any levels in ranger, you are treated as a 1st level ranger and gain a favored enemy as normal.

Favored Fearlessness (Ex)

At 1st level, the focused hunter is empowered, no longer afraid of what she fights against. She gains immunity to any fear effect from her favored enemies. She is still subject to fear effects from creatures who are not her favored enemies.

Bonus Feat

At 2nd, 6th and 10th level, the focused hunter gains a bonus feat from the following list.

Azure Enmity, Favored Dodge, Favored Power Attack, Hunter's Insight, Intimidate The Enemy, Nemesis, No Threat To Me, Tactical Advantage.

Dispelling Shot (Su)

Starting at 3rd level, the focused hunter can make a dispelling shot. This is a standard action and may be any ranged or melee attack against a favored enemy. If it hits, the favored enemy is treated as being affected by a targeted dispel magic. The dispel modifier equals your hit dice and may exceed the normal cap for dispel magic.

Hunter's Grace (Su)

At 4th level, the focused hunter adds her Wisdom modifier (if positive) to any saving throws against the attacks of her favored enemies. This applies to anything a favored enemy does that would provoke a saving throw.

Hunter's Skill (Su)

Once per day at 5th level, the focused hunter may take 10 on a single attack roll, saving throw or check against a favored enemy. At 9th level she may use this two times per day.

Greater Dispelling Shot (Su)

At 6th level, the focused hunter's dispelling shot becomes far more powerful. Favored enemies hit by dispelling shot are treated as being affected by a targeted greater dispel magic. All other aspects of dispelling shot remain the same.

Favored Freedom (Su)

By 7th level, the focused hunter cannot be held down by her favored enemies. She is treated as being under a freedom of movement spell at all times, except only against her favored enemies.

Fatal Strike (Ex)

The focused hunter's strikes are devastating to her favored enemies. She deals maximum damage with melee or ranged attacks against her favored enemies.

Bane (Su)

At 10th level, the focused hunter's wrath is felt in every blow she makes against her favored enemies. Any weapon she wields against her favored enemies is treated as a bane weapon against them. This stacks with a bane weapon, the bane of enemies epic feat and similar abilities.
Title: Re: Homebrew
Post by: Anastasia on July 22, 2019, 11:07:50 AM
For my own reference, nothing more.

Level 21+ Dwarven Defender progression.

LevelBase Attack BonusAC bonusSpecial
21+21+8Defensive stance 11/day
22+22+8Damage reduction 15/-
23+23+9Defensive stance 12/day
24+24+9Trap sense+6
25+25+10Bonus feat, defensive stance 13/day
26+26+10Damage reduction 18/-
27+27+11Defensive stance 14/day
28+28+11Trap sense+7
29+29+12Defensive stance 15/day
30+30+12Bonus feat, damage reduction 21/-
31+31+13Defensive stance 16/day
32+32+13Trap sense+8
33+33+14Defensive stance 17/day
34+34+14Damage reduction 24/-
35+35+15Bonus feat, defensive stance 18/day
36+36+15Trap sense+9
37+37+16Defensive stance 19/day
38+38+16Damage reduction 27/-
39+39+17Defensive stance 20/day
40+40+17Bonus feat, trap sense+10
41+41+18Defensive stance 21/day
42+42+18Damage reduction 30/-
43+43+19Defensive stance 22/day
44+44+19Trap sense+11
Title: Re: Homebrew
Post by: Anastasia on August 17, 2019, 12:19:06 AM
Epic Angelic Champion

Hit Die

d8

Skill Points At Each Additional Level

8 + Intelligence modifier

LevelBase Attack BonusSpecialSpells
11+11-+1 divine
12+12-+1 divine
13+13Bonus feat, heaven's gift+1 divine
14+14-+1 divine
15+15-+1 divine
16+16Bonus feat+1 divine
17+17Heaven's gift+1 divine
18+18-+1 divine
19+19Bonus feat+1 divine
20+20-+1 divine

Heaven's Gift (Su)

At 13th level and every 4 levels thereafter, the epic angelic champion may select another heaven's gift.

Bonus Feats

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

Epic Angelic Champion Bonus Feat List

Armor Skin, Automatic Metamagic, Bane of Enemies, Bonus Domain, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Great Smiting, Ignore Material Components, Improved Alignment Based Casting, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spontaneous Domain Access. Additionally, any epic exalted feat may be selected.
Title: Re: Homebrew
Post by: Anastasia on August 17, 2019, 11:51:48 AM
Sunweaver

Hit Die

d8

Requirements

Race

Any outsider with the good subtype

Skills

Craft (Sunlight) 24 ranks

Feats

Consecrate Spell, Energize Spell, Sun Devotion

Epic Feats

Vivacious Spell

Spells

Able to cast 9th level divine spells

Special

Access to the sun domain

Class Skills

The sunweaver'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

2 + Intelligence modifier

LevelBase Attack BonusSpecialSpells
1+0Light of life+1 divine
2+1Sun spells+1 divine
3+1Vivacious power (sun domain)+1 divine
4+2-+1 divine
5+2Bonus feat+1 divine
6+3Vivacious power (all spells)+1 divine
7+3Greater sun devotion+1 divine
8+4-+1 divine
9+4Vivacious power (spontaneous)+1 divine
10+5Bonus feat, sunweaver+1 divine

Light of Life (Ex)

You are filled with the vitality of living creatures, bolstering your health.  You gain 5 hit points per class level in this class. This stacks with the bonus hit points you gain from a high Constitution score.

Sun Spells (Ex)

Your mastery of sun magic grows, granting you greater flexibility with its magic. You add the spells of the sun domain to your cleric spell list. This means you may prepare those spells as a cleric spell of the appropriate level, as well as your domain spell.

Vivacious Power (Ex)

At 3rd level, your spells are far more receptive to vivacious magic and power. A sun domain spell modified with vivacious spell now only uses a spell slot two levels higher than the actual spell's level. This applies first and stacks with similar abilities, such as the improved metamagic epic feat.

At 6th level, this benefit applies to all spells, not just spells of the sun domain.

At 9th level, any spell you cast from the sun domain may have vivacious spell applied spontaneously, with no increase to the spell level or casting time. This applies to any spell from the sun domain, no matter if you cast them as a domain spell, a normal cleric spell or another type of spell.

Greater Sun Devotion (Ex)

At 7th level, your connection the sun grows stronger. You add your level in this class to the additional damage your weapon deals to undead while under the effect of sun devotion. For example, a 35th level character who is also a 10th level sunweaver would deal a total of 45 extra points of damage per attack against the undead.

Sunweaver (Su)

At the peak of your mastery of sunlight, you gain the ability to weave sunlight into your magic. Three times per day, you may declare a spell a sunweave spell. A sunweave spell can't be a spell that has the darkness descriptor. A sunweave spell gains the light descriptor. A sunweave spell may spontaneously have vivacious spell applied to it, as if it was a spell from the sun domain. Finally, the spell deals extra damage to undead equal to the additional damage from sun devotion, including the benefits of greater sun devotion.

Bonus Feats

A sunweaver gets a bonus feat at level 5 and every 5 levels thereafter.

Sunweaver Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Extra Sunweaving, Fiendburn, Ignore Material Components, Improved Alignment Based Casting, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spontaneous Domain Access

Extra Sunweaving [Epic]
Prerequisite: Sunweaving, wis 25
Benefit: You may use your sunweaving ability an extra two times per day.
Special: You may select this feat more than once. Its benefits stack.

Fiendburn [Epic]
Prerequisite: Greater Sun Devotion
Benefit: The additional damage from your sun devotion feat now applies against evil outsiders as well as undead.
Title: Re: Homebrew
Post by: Anastasia on January 28, 2020, 10:45:28 AM
Alternate Class Feature: Touch of Redemption

Antenora's paladins do not banish diseases of the body, but of the soul.

Class: Paladin

Deity: Antenora

Level: 6th

Replaces: If you select this alternate class feature, you do not gain remove disease.

Benefit: At 6th level you gain the ability to forgive the sins of another. You may cast atonement once per week as a spell-like ability. Unlike a normal atonement spell, this spell is capable of changing the alignment of a creature normally unable to change their alignment. They must be willing to change of their own free will.

At 9th level and every 3 levels thereafter, you gain an additional weekly use of atonement.
Title: Re: Homebrew
Post by: Anastasia on January 28, 2020, 10:46:35 AM
Alternate Class Feature: Blazing Shot

Rangers who follow the ways of the Princess of the Cauldron can light their arrows with the embers of the Cauldron's fires.

Class: Ranger

Deity: Amaryl Gaial

Level: 1st

Replaces: If you select this alternate class feature, you do not gain favored enemy.

Benefit: You can light your arrows with fires that burn bright and true. As a free action when you make a ranged attack, you may ignite your ranged attacks with fire, which deals an extra 1d6 points of fire damage per attack. The fire from these arrows never sets the terrain around them on fire.

At 5th level and every 5 levels thereafter, the extra damage rises by 1d6 (2d6 at level 5, 3d6 at level 10 and so forth).

At 20th level, any time you deal damage with this ability to a creature, the creature takes extra damage equal to your extra fire damage from this ability at the start of their next turn.
Title: Re: Homebrew
Post by: Anastasia on January 28, 2020, 10:47:39 AM
You might expect a druid ACF here. So says Syala: Just take the ACFs I did, they're fine.

They actually are pretty solid if you don't want shapeshift.


Alternate Class Feature: Tree Guardian

Champions who serve Syala find a creature of the forest protects them.

Class: Paladin of Freedom

Deity: Syala

Level: 5th

Replaces: If you select this alternate class feature, you do not gain special mount.

Benefit: When you reach 5th level, a treant rises to serve you. This is identical to a special mount, except your suffer a -4 penalty to your paladin level to determine bonus hit dice, natural armor adjustment, strength adjustment, intelligence and special abilities.
Title: Re: Homebrew
Post by: Anastasia on January 28, 2020, 10:51:28 AM
Alternate Class Feature: Channel Inspiration

Moore's clergy sometimes choose to channel their divine connection with him into inspiration, rather than into energy.

Class: Cleric or Favored Soul

Deity: Moore

Level: 1st

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

Benefit: Benefit: At first level, you gain the ability to Inspire Courage, as a bard of the same level. You gain Inspire Competence at 3rd level.

You may use these abilities a number of times per day equal to your cleric level.
Title: Re: Homebrew
Post by: Anastasia on March 11, 2020, 11:58:26 AM
For reference purposes.

ScoreModifier1st2nd3rd4th5th6th7th8th9th10th11th12th13th14th15th16th17th18th19th20th21st22nd23rd
12-13+11----------------------
14-15+211---------------------
16-17+3111--------------------
18-19+41111-------------------
20-21+521111------------------
22-23+6221111-----------------
24-25+72221111----------------
26-27+822221111---------------
28-29+9322221111--------------
30-31+103322221111-------------
32-33+1133322221111------------
34-35+12333322221111-----------
36-37+134333322221111----------
38-39+1444333322221111---------
40-41+15444333322221111--------
42-43+164444333322221111-------
44-45+1754444333322221111------
46-47+18554444333322221111-----
48-49+195554444333322221111----
50-51+2055554444333322221111---
52-53+21655554444333322221111--
54-55+226655554444333322221111-
56-57+2366655554444333322221111
58-59+2466665555444433332222111
Title: Re: Homebrew
Post by: Anastasia on March 14, 2020, 03:17:05 PM
Alternate Class Feature: Sun Fist

Monks who revere Latha learn to bring the sun with their fists.

Class: Monk

Deity: Latha

Level: 2nd

Replaces: If you select this alternate class feature, you do not gain a bonus feat at 2nd level.

Benefit: At 2nd level, you gain the ability to concentrate a burst of sunlight into an unarmed attack. Whenever you make a stunning fist attempt and stun your target, they are also blinded for 1d4+1 rounds. If you do not possess the stunning fist feat, this ability does nothing. However, if you acquire stunning fist later, you gain the benefit of this ability then.
Title: Re: Homebrew
Post by: Anastasia on March 14, 2020, 03:33:03 PM
Alternate Class Feature: Diamond Blessing

Master monks of Latha forever brim with the life energy of the sun.

Class: Monk

Deity: Latha

Level: 15th

Replaces: If you select this alternate class feature, you do not gain quivering palm.

Benefit: You gain fast healing 2.
Title: Re: Homebrew
Post by: Anastasia on March 15, 2020, 07:22:49 PM
Night Avenger

Hit Die

d6

Requirements

Alignment

Any good

Feats

Blind-Fight, Darkstalker

Skills

Hide 9 ranks, Move Silently 9 ranks

Special

Must have Jessica Reynes as a patron deity.

Class Skills

The night avenger's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis) and Use Magic Device (Cha).

Skill Points at Each Level

6 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0+2+0Sneak attack+1d6
2+1+0+3+0Shadow blessing
3+2+1+3+1Sneak attack+2d6
4+3+1+4+1Shadow conjuration 1/day
5+3+1+4+1Shadow evocation 1/day, sneak attack+3d6
6+4+2+5+2Greater shadow blessing
7+5+2+5+2Shadow conjuration 2/day, sneak attack+4d6
8+6+2+6+2Shadow evocation 2/day
9+6+3+6+3Sneak attack+5d6
10+7+3+7+3Greater shadows, shadow conjuration 3/day

Sneak Attack (Ex)

This is identical to the rogue ability of the same name and stacks with that ability.

Shadow Blessing (Su)

Shadows hesitate to attack a night avenger, which protects you from their effects. You gain a +2 bonus to any saving throw against a spell or spell-like ability from the shadow subschool.

Shadow Conjuration (Sp)

At 4th level, the shadows obey your commands. You may use shadow conjuration once per day as a spell-like ability. At 7th and 10th level, you gain another daily use of shadow conjuration. Your caster level equals your hit dice.

Shadow Evocation (Sp)

At 5th level, you can twist the shadows into flames and cold, lightning and fury. You may use shadow evocation once per day as a spell-like ability. At 8th level you gain another daily use of shadow evocation.

Greater Shadow Blessing (Su)

A night avenger is shielded by the shadows, for they are your ally. Your bonus to saves against spells of the shadow subschool rises to +4.

Greater Shadows (Ex)

By 10th level, your control over shadows is far greater. You may now use greater shadow conjuration in place of shadow conjuration and greater shadow evocation in place of shadow evocation.
Title: Re: Homebrew
Post by: Anastasia on March 19, 2020, 09:18:24 PM
Quick note: Level 35 does not grant primal elementals, just to be clear. This is do to the unique position primal elementals hold in Balmuria. It's possible a feat could change this.

Alternate Class Feature: Elemental Favor

Followers of Lady Sanzha may call on the favors of a different kind of nobility to aid them.

Class: Noble

Deity: Lady Sanzha

Level: 1st

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

Benefit: As a standard action, once per day you may summon a small water or air elemental. This elemental serves you for once hour or until slain. The elemental understands you regardless of language and will obey you to the best of its ability. This is a supernatural ability.

At 5th level and every 5 levels thereafter, you gain another daily use of elemental favor. Additionally, your selection of elementals expands. At 5th level, you may summon a medium or small water or air elemental. This pattern continues, as 10th level allows you to also choose a large elemental, 15th level a huge elemental and 20th level a greater elemental.

Notes: An epic level noble continues this progression. At 25th level, you may summon an elder elemental and at 30th level you may summon an elemental monolith.
Title: Re: Homebrew
Post by: Anastasia on March 19, 2020, 09:19:44 PM
Alternate Class Feature: Sanzha's Cunning

Lady Sanzha is a cunning old marid who has seen countless eons of politics in the marid court, and this grants her followers some of that.

Class: Favored Soul

Deity: Lady Sanzha

Level: 3rd

Replaces: If you select this alternate class feature, you do not gain energy resistance at 5th, 10th and 15th level.

Benefit: You may add your Intelligence modifier as a bonus to armor class. Additionally, choose from Bluff, Diplomacy and Sense Motive. You may now apply your Intelligence modifier to that skill as a bonus.

At 10th and 15th level, you may choose another one of those three skills to add your Intelligence modifier to.
Title: Re: Homebrew
Post by: Anastasia on March 22, 2020, 07:57:13 PM
Alternate Class Feature: Ray Shot

Sorcerers and wizards who train in Amaryl's ways deliver devastating damage with their rays.

Class: Sorcerer or Wizard

Deity: Amaryl Gaial

Level: 1st

Replaces: If you select this alternate class feature, you do not gain bonus feats.

Benefit: Whenever you cast a ray spell that deals damage, you deal an extra 1d6 points of damage with that spell. You must be within 30ft of a target to deal this extra damage. In the case of a spell with more than one ray (or a spell modified with the split ray metamagic), the bonus damage only applies to the first ray. Additionally, you gain a +1 bonus to the caster level of any spell that produces a ray.

At 5th level and every 5 levels thereafter, the extra damage rises by 1d6.
Title: Re: Homebrew
Post by: Anastasia on March 23, 2020, 02:37:54 PM
Wise Wings

Fighters who have the soul of a scholar may find themselves in Kascha's service.

To take a wise wing substitution level, a character must worship Kascha and be about to take his 4th, 6th or 10th level of fighter.

Hit Die

d8

Class Skills

Wise wings have the same class skills as a standard fighter, plus Knowledge (all skills, taken individually).

Skill Points per Level

4 + Intelligence modifier.

4th: Lose Bonus Feat, gain Knowledge Devotion
6th: Lose Bonus Feat, gain Lore
10th: Lose Bonus Feat, gain Phoenix's Mercy

Knowledge Devotion

A 4th level a wise wing gains knowledge devotion as a bonus feat. If she already possesses this feat, she may choose another instead.

Lore (Ex)

A wise wing is a repository of knowledge and lore gained from hundreds of battles. She knows something about almost everything, something that lets her pull nuggets of knowledge out when needed most. This is identical to a bard's bardic knowledge ability, except that the wise wing uses her fighter level in place of her bard level.

Phoenix's Mercy (Sp)

All of the lore a wise wing learns teaches them many things, including Kascha's lessons of healing. Once per day at 10th level, the wise wing may bestow a vigor spell with a touch. The caster level equals the wise wing's hit dice.

Title: Re: Homebrew
Post by: Anastasia on April 08, 2020, 12:54:20 AM
Epic Focused Hunter

Hit Die

d8

Skill Points at Each Additional Level

6 + Intelligence modifier.

LevelBase Attack BonusSpecialSpells
11+11Favored enemy+1 divine
12+12-+1 divine
13+13Bonus feat, hunter's skill 3/day+1 divine
14+14-+1 divine
15+15-+1 divine
16+16Bonus feat+1 divine
17+17Hunter's skill 4/day+1 divine
18+18-+1 divine
19+19Bonus feat+1 divine
20+20-+1 divine

Favored Enemy (Ex)

Focused hunter levels and ranger levels continue to stack for favored enemy, as normal.

Hunter's Skill (Ex)

At 13th level and every 4 levels thereafter, the focused hunter gains another daily use of hunter's skill.

Bonus Feats

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

Epic Focused Hunter Bonus Feat List

Bane of Enemies, Blinding Speed, Combat Archery, Distant Shot, Epic Nemesis, Epic Prowess, Epic Speed, Epic Spell Capacity, Epic Tactical Advantage, Epic Toughness, Fast Healing, Favored Hunter, Improved Combat Casting, Improved Favored Enemy, Improved Manyshot, Legendary Climber, Legendary Tracker, Perfect Health, Perfect Two-Weapon Fighting, Storm of Throws, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Epic Nemesis [Epic, Exalted]
Prerequisite: Nemesis, at least four favored enemies, wis 25
Benefit: The benefits of your nemesis feat apply to all of your favored enemies. You can discern between different types of favored enemies when you sense them.

Epic Tactical Advantage [Epic]
Prerequisite: Tactical Advantage, at least four favored enemies, wis 23
Benefit: The benefits of your tactical advantage feat apply to all of your favored enemies. You use the bonus for each favored enemy on that respective type of favored enemy.

Favored Hunter [Epic]
Prerequisite: Favored Enemy, Track, Survival 15 ranks, wis 21
Benefit: You gain a +10 bonus to Survival checks to track creatures that are one of your favored enemies. This stacks with the bonus to Survival checks from favored enemy. You may track creatures protected by a Pass Without Trace spell or similar measures, so long as they are one of your favored enemies.
Title: Re: Homebrew
Post by: Anastasia on May 08, 2021, 10:46:48 AM
Warrior of the Mind

Hit Die

d8

Requirements

Base Attack Bonus

+5

Skills

Concentration 10 ranks, Knowledge (Psionics) 10 ranks

Feats

Mind Over Body, Rapid Metabolism, Toughness

Special

Able to manifest 2nd level powers

Class Skills

The warrior of the mind's class skills (and the key ability for each skill) are: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Psionics) (Int), Profession (Wis), Ride (Dex), Swim (Str), Tumble (Dex)

Skill Points at Each Level

2 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialPowers
1+1+2+0+2Mind over matter (50% pp)-
2+2+3+0+3Physical mastery+2+1 psionic
3+3+3+1+3Matter over mind (swift action)+1 psionic
4+4+4+1+4Psionic body+1 psionic
5+5+4+1+4Mind over matter (0% pp)+1 psionic
6+6+5+2+5Physical rejuvenation+1 psionic
7+7+5+2+5Physical mastery+4+1 psionic
8+8+6+2+6Matter over mind (immediate action)+1 psionic
9+9+6+3+6--
10+10+7+3+7Mental rejuvenation+1 psionic

Mind Over Matter (Su)

A warrior of the mind is trained in the use of various mental tricks and minor psionic flares to defend themselves, and you have studied those lessons well. You gain a bonus to armor class equal to your Intelligence modifier.

Should your power points drop to less than 50% of your maximum, you lose this bonus until you recover sufficient power points to put you above 50% of your maximum power points. At 5th level this limitation is overcome and you have this bonus regardless of your total power points.

Physical Mastery (Su)

Your mind and body work in unison, which allows you to master physical pursuits above your the limits of your body. You gain a +2 bonus to all Strength, Dexterity and Constitution checks and skill checks. This bonus increases by 2 to +4 at 7th level.

If you choose to expend your psionic focus, you may double this bonus to any one check or skill check.

Matter Over Mind (Su)

Your mind's power is vast, and intimately connected to your physical body. You have learned to mix the two, and in this you can use your mind to save your body. As a swift action you may expend power points. You heal hit points equal to double the power points spent this way.

At 8th level you may instead use this ability as an immediate action.

Psioinic Body

At 4th level you gain psionic body as a bonus feat. If you already have this feat, you may choose another.

Physical Rejuvenation (Su)

So long as your power points are at their maximum, the excess restores your body's vitality. Whenever you are at your maximum power points, you gain fast healing 2.

Mental Rejuvenation (Su)

At the apex of your power, your body's good health feeds the power of your mind. So long as you're at maximum hit points, you recover 1 power point per minute.

Should you suffer any ability score damage, ability score drain or a wound that cannot heal (such as vile damage), this ability is inactive, even if you have maximum hit points otherwise.
Title: Re: Homebrew
Post by: Anastasia on March 20, 2024, 12:06:32 AM
A new PrC, most likely for Anne in the future. It's strong, but most healing focused classes/PrCs tend to be when I write them. That's intentional. This can make channel energy fearsome at 10th level, but at that point you're nearly in range of mass heal, which outdoes it in most ways.

This PrC is a creation of Jetina and her followers. It's not restricted to them, but it does come with a fitting alignment restriction as a result of that. Anyone who wants this class is welcome to it as far as Jetina's concerned, the alignment prerequisite keeps it set on channel positive energy rather than someone perverting it into channeling negative energy instead.


Lifespark

Hit Die

d8

Requirements

Alignment

Lawful good or neutral good

Skills

Heal 8 ranks, Knowledge (Planes) 8 ranks

Feats

Empower Turning, Extra Turning

Spells

Able to cast 2nd level divine spells

Special

Channel energy class feature

Class Skills

The lifespark'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).

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+2+0+2Channel energy, improved radius (10ft)-
2+1+3+0+3Selective healing+1 divine
3+2+3+1+3Improved radius (20ft)+1 divine
4+3+4+1+4Greater channeling+1 divine
5+3+4+1+4Improved radius (30ft)+1 divine
6+4+5+2+5Healer's grace+1 divine
7+5+5+2+5Improved radius (40ft)+1 divine
8+6+6+2+6Rejuvenation+1 divine
9+6+6+3+6Greater channeling, improved radius (50ft)+1 divine
10+7+7+3+7Maximized channeling+1 divine

Channel Energy (Su)

A lifespark's class level stacks with any other classes that grant channel energy. A 10th level cleric/1st level lifespark channels energy as an 11th level cleric, for example.

Improved Radius (Ex)

As a lifespark delves into the secrets of positive energy, she learns how to propel that energy further and increase the area channel energy affects by 10ft. At 3rd level and every two levels thereafter, the area increases by an additional 10ft. Should the lifespark have any other means to increase the area of channel energy, these effects stack.

Selective Healing (Ex)

A 2nd level lifespark can direct the energy she channels so that it aids her allies and not her enemies. She may exclude any creatures she wishes from the effects of her channel energy.

Greater Channeling (Ex)

As a lifespark grows in skill, so does the potency of their channel energy ability. At 4th level, she increases the die of her channel energy ability by one step. This goes in progression from d4 to d6 to d8 to d10 to d12. If the lifespark already has a d12, she instead converts each d12 to 2d6 and repeats this pattern (2d8, 2d10, 2d12). For example, a cleric 5/lifespark 4 would normally channel energy for 5d6, but with this they'd channel for 5d8 instead.

At 9th level the lifespark again increases the dice of her channel energy ability by one step.

Healer's Grace (Ex)

At 6th level, the lifespark's channel energy ability encompasses even herself. She gains the benefits of channel energy when she uses it. She may choose to exclude herself from the effects if she wishes.

Rejuvenation (Ex)

When the lifespark channels energy, her power heals deeper injuries. For each die of channel energy, 1 point of ability damage is restored. For example, a lifespark who heals 5d6 points of damage with channel energy would heal 5 points of ability damage. The lifespark may choose how this healing is distributed for each creature affected.

Maximized Channeling (Ex)

An advanced lifespark's channel energy is far more powerful than that of a lesser lifespark. The result of any use of channel energy is maximized. The results of empower turning apply afterwards as normal. For example, a lifespark who heals 10d6 points of damage with channel energy would heal 60 points of damage, then 90 after empower turning is applied.