Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Border City of Balmuria => Balmuria: Urban Adventures => Topic started by: Anastasia on November 12, 2010, 07:19:41 PM

Title: Custom crap
Post by: Anastasia on November 12, 2010, 07:19:41 PM
See title. Whenever I have something noteworthy to post and you've come across it in the gameworld, I'll post it here. A lot of this doesn't pertain to you guys but it's interesting stuff. I'm aware the table's fucked up but you get the idea of how it works.

Anyway, Wise Woman of Jannath is a caster class based around the Intuition of Jannath feat. In exchange for two caster levels, the Wise Woman of Jannath gains natural insight, spell-like abilities and augments her Intuition of Jannath feat. It's specificness makes it a little more of an NPC class, though it could work on a PC in a nature focused game.


Intuition of Jannath [General]
Prerequisite: Jannath as a patron deity, female, wis 13.
Benefit: You are in tune with mother earth. Once per day as an immediate action, you gain a +2 insight bonus to one attack roll, saving throw or skill check.

Wise Woman of Jannath

Hit Die
d8

Requirements

Skills
Knowledge(Nature) 8 ranks.

Feats
Intuition of Jannath

Spells
Able to cast 3rd level divine spells.

Class skills

The Wise Woman of Jannath'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), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at Each Level
4 + int modifier

Level   BAB   Fort   Ref    Will   Special         Spells
1   +0   +0   +0   +2   Improved Intuition   -
2   +1   +0   +0   +3   Earth's Blessing   +1 divine
3   +1   +1   +1   +3   Jannath's Insight   +1 divine
4   +2   +1   +1   +4   Trackless Step      +1 divine
5   +2   +1   +1   +4   Voice of the Goddess   +1 divine
6   +3   +2   +2   +5   Lay of the Land      +1 divine
7   +3   +2   +2   +5   Resist Nature's Lure   +1 divine
8   +4   +2   +2   +6   Communion of the Land   +1 divine
9   +4   +3   +3   +6   Servants of Jannath   +1 divine
10   +5   +3   +3   +7   Foresight      -

Class Features

Improved Intuition (Su)

A wise woman of Jannath gains great insight to the natural order of the world. This improves her Intuition of Jannath feat. At first level they may aid one half of their Wise Woman of Jannath level to the the insight bonus the feat grants.

At second level and every two levels thereafter, the Wise Woman of Jannath gains an additional use of Intuition of Jannath each day.

Earth's Blessing (Sp)

So hearing Jannath's wisdom, you are blessed by her. You may cast One with the Land as a spell-like ability once per day, as long as you are in a natural surrounding. A natural surrounding is defined as a natural place unworked by human hands. An open field, an underground cavern, a forest and so forth are all considered natural surroundings. A village, an underground dwarven city or a city are not considered natural surroundings, for example.

Jannath's Insight (Ex)

At 3rd level the Wise Woman of Jannath's attunement to the land augments her studies. The natural wisdom Jannath provides illuminates even where traditional knowledge does not. The Wise Woman of Jannath may use her wisdom modifier for the following skills: Handle Animal, Knowledge(Nature), Ride and Swim. This replaces the normal ability modifier for those skills, it does not stack with them.

Trackless Step (Ex)

As the druid ability of the same name. If you already possess this ability, you may select a bonus feat. This feat may be any feat you qualify for.

Voice of the Goddess (Sp)

By listening to the whispers of Jannath, the Wise Woman gains insight into the future. Once per day while in a natural surrounding, the Wise Woman of Jannath may use Divination as a spell-like ability.

Lay of the Land (Sp)

At 6th level, the Wise Woman of Jannath's connection to nature allows her to use Lay of the Land as a spell-like ability once per day while in a natural surrounding.

Resist Nature's Lure (Ex)

Through her deep insight, the Wise Woman of Jannath is seldom fooled, even by nature's trickery. This functions as the druid ability of the same name. If the Wise Woman of Jannath already possesses this ability, she may select a bonus feat instead. This may be any feat she qualifies for.

Communion of the Land (Sp)

By connecting to the spirit of the earth and Jannath, the Wise Woman may ask the Earthmother questions to better understand her will. The Wise Woman may cast commune as a spell-like ability once per week, while in a natural surrounding.

Servants of Jannath (Sp)

At 9th level the Wise Woman of Jannath has connected to the land so much that she can summon it's defenders. Once per day as a spell like ability she may cast Summon Nature's Ally 8. This may only be used while in a natural surrounding.

Foresight (Su)

At 10th level, the Wise Woman of Jannath becomes one with nature. So great is her attunement that she is considered under the effect of a Foresight spell whenever she is in natural surroundings.
Title: Re: Custom crap
Post by: Anastasia on November 22, 2010, 04:14:57 PM
Might of the Ley Lines

Effective Level: 5th
Skill Check: Knowledge(Nature) DC 20, six successes.
Failure: Attack and Damage
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Up to four creatures
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

This ritual siphons the natural energy of the world to empower a handful of creatures.  Filled with energy, they are tougher, stronger, impervious to the elements and even able to breath water. However, this ritual draws on the life force of nature, leaving harm behind each time it is cast. If overused, plants wither, fey die and wastelands result.

This grants them the benefits of an Animalistic Power, Barkskin, Endure Elements and Water Breathing spells, caster level 10th.  These effects last for 24 hours.

Might of the Ley Lines has an impact on nature around it. Any fey within 100 ft of the incantation takes 2 points of constitution damage, no save allowed. Plants nearby wilt, animals grow sick and fish go belly up. The immediate effects damage an area of approximately 500 feet around the caster, delayed effects occur for about three months within 50 miles. While damaging, a single casting does not ultimately cause long term damage. However, using this incantation more than once every few months in the same area has deleterious effects on the environment. Further, overuse of this spell carries the potential to get the attention of powerful fey and nature related creatures.

Failure: 3d6 damage to the caster and the targets of the spell. In addition, a fey is summoned and is extremely hostile. This fey ranged from CR 3 to CR 10, with the exact one varying on the area.

Material Components: Rare herbs and pure loam, costing 300 marks.
Title: Re: Custom crap
Post by: Anastasia on December 02, 2010, 02:06:46 AM
This is a class I use for Balmuria's City Guard. It's a mini-PrC that can be taken at level 2. It's not really balanced for PC use as much as setting up NPCs. I'm posting it here as a curiosity for you guys. If there were a non gestalt game, I'd tweak this and make it a template.

Members of the Crimson Guard can take this if they care to, mostly due to some intermingling between the groups. Urban Tracking and Efficient Defender are from Cityscape, by the way.


Balmurian Soldier

The few, the proud, the soldiers of the city guard. These brave souls endure training and hard knocks to defend Balmuria. They are common stock, often simple warriors, fighters, rangers, rogues or other such types. They are united in only one thing: They have chosen to join the city guard. As they are trained by Commander Hellman Oberuth and others, they become well versed in the city and how to deal with the unique challenges it provides. It is said that masters of this class have the potential to one day harness the power of the Balmurian Mythal, though the exact details are not known.

Hit Die

d10

Requirements

Base Attack Bonus

+1

Armor Proficiency

Proficient in medium armor.

Special

You must be an active member in good standing of the Balmuria City Guard or the Crimson Guard.

Class Skills

The Balmurian Soldier's class skills are: Climb, Diplomacy, Gather Information, Heal, Jump, Knowledge: Local, Listen, Sense Motive and Spot.

Skill Points

2 + int modifier.

Level   BAB   Fort   Ref       Will    Special
1            +1         +2    +0       +0      Urban Tracking, City Cooperation
2            +2        +3    +0       +0      Efficient Defender
3            +3        +3     +1       +1       Training from Hell

---

Urban Tracking

At level 1, a Balmurian Soldier gains Urban Tracking as a bonus feat.

City Cooperation (Ex)

The City Guard has a good reputation within Balmuria. As a result of this the large majority of citizens are helpful. While within Balmuria, the Balmurian Guard gains a bonus equal to his Balmurian Guard level on Diplomacy and Gather Information checks.

Efficient Defender

At level 2, a Balmurian Soldier gains Efficient Defender as a bonus feat.

Training from Hell (Ex)

Commander Oberuth is well known for the lengths to which he trains the city guard. As a result of this training, the Balmurian Guard gains a +1 competence bonus to attack rolls, weapon damage rolls and armor class. In addition, the Balmurian Guard's maximum hit points rise by 3.

Special

A Balmurian Guard who leaves the City Guard or Crimson Guard may no longer advance in this class. They retain all abilities except City Cooperation.
Title: Re: Custom crap
Post by: Anastasia on December 16, 2010, 12:58:29 PM
Putting this in here for reference.

Shining Blade of the Triad

Hit Dice: d10

Requirements

Alignment

Lawful Good.

Base Attack Bonus

+6

Skills

Knowledge(Religion) 7 ranks

Feat

True Believer

Special

Must worship Ilmater, Tyr or Helm.

Class Skills

The Shining Blade of the Triad's class skills are: Concentration, Climb, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge(Religion), Profession, Swim.

Skill Points Per Level

2 + intelligence modifier.

Weapon and Armor Proficiency

A Shining Blade of the Triad is proficient in all simple and martial weapons, as well as all armor and shields.












Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day
1 +1 +2 +0 +0 Shock Blade -
2 +2 +3 +0 +0 Electric Endurance -
3 +3 +3 +1 +1 Holy Blade -
4 +4 +4 +1 +1 Holy Protection+1 -
5 +5 +4 +1 +1 Axiomatic Blade -
6 +6 +5 +2 +2 Mettle, Holy Protection+2 -
7 +7 +5 +2 +2 Thundering Blade -
8 +8 +6 +2 +2 Sacred Body 5/evil, Holy Protection+3 -
9 +9 +6 +3 +3 Brilliant Blade -
10 +10 +7 +3 +3 Sacred Body 10/silver and evil, Holy Protection+4 -

Shock Blade (Su)

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 lasts for a number of rounds equal to the character's level in this class. This effect lasts even if he drops it or gives to another person to wield, though he can dismiss the effect as a swift action on his turn. He may do this a number of times per day equal to his Shining Blade of the Triad level.

This damage stacks with a shocking weapon.

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 Blade (Su)

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 a holy weapon.

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. It is +1 at level 4, +2 at level 6, +3 at level 8 and +4 at level 10.

Axiomatic Blade (Su)

On reaching 5th level, the Shining Blade of the Triad also imbues his weapons 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 an axiomatic weapon.

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.

Thundering Blade (Su)

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 + Shining Blade of the Triad class level + 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.

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

Sacred Body (Su)

By 8th level, the Shining Blade of the Triad is nearly one with the glory of the Realms Above. 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/silver and evil.

Brilliant Blade (Su)

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.

These overlap with a brilliant energy or ghost touch weapon, as stacking is irrelevant.
Title: Re: Custom crap
Post by: Anastasia on February 16, 2011, 03:05:36 PM
I didn't find a PrC I liked for Noel, so I made one myself. It revolves around being effective while staying the fuck out of danger. It utilizes hiding, sneak attack and spring attack to keep Noel the hell away from danger. Comments welcome.

Unseen Striker

Hit Die

d6

Requirements

Skills

Hide 8 ranks, Move Silently 8 ranks.

Feats

Spring Attack, Craven

Class Skills

The Unseen Striker'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), Open Lock (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 per Level

8 + Intelligence modifier.












Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells
1 +0 +0 +2 +0 Cowardly, Overwhelming Strike -
2 +1 +0 +3 +0 Soft Steps+1 -
3 +2 +1 +3 +1 Sneak Attack+1d6 -
4 +3 +1 +4 +1 Fast Movement, Soft Steps+2 -
5 +3 +1 +4 +1 Bounding Assault -
6 +4 +2 +5 +2 Soft Steps+3 -
7 +5 +2 +5 +2 Hide in Plain Sight, Sneak Attack+2d6 -
8 +6 +2 +6 +2 Soft Steps+4 -
9 +6 +3 +6 +3 Rapid Blitz -
10 +7 +3 +7 +3 Moving Cover, Soft Steps+5 -

Cowardly (Ex)

You are not a stand up warrior. You strike from the shadows, unwilling to face the various dangers of direct combat. This fear has taken root in you, giving you a -2 penalty against any saving throws against fear effects. This stacks with the penalty from Craven.

Overwhelming Strike (Ex)

Yep, the best hits are the hits they never see coming! Starting at 2nd level, when you strike a flatfooted opponent, you deal extra damage equal to your Unseen Striker class level.

Soft Steps (Ex)

If they don't see or hear you, you aren't gonna get hit! Starting at 2nd level, the Unseen Striker gains a +1 bonus to Hide and Move Silently checks. This bonus rises by +1 every 2 levels. (4, 6, 8...)

Sneak Attack (Ex)

As the rogue ability of the same name. The damage starts at 1d6 at level 3 and rises 1d6 every four levels.

Fast Movement (Ex)

The best way to stay out of trouble is to stay out of reach! At 4th level, this lesson is taken to heart and the Unseen Striker gains a +10 enhancement bonus to his movement speed.

Bounding Assault

At 5th level you gain Bounding Assault as a bonus feat.

Hide in Plain Sight (Su)

At 7th level, the Unseen Striker has gained the ability to hide even when watched.  An Unseen Striker can use the Hide skill even when being observed.

Rapid Blitz

At 9th level, the Unseen Striker gains Rapid Blitz as a bonus feat.

Moving Cover (Ex)

At 10th level the Unseen Striker has mastered his ability to hide. He now suffers no penalty to hide checks when moving and only a -5 penalty when attacking, running or charging.

Epic Unseen Strikers

The epitome of silent, quick and -safe- attacks, the Epic Unseen Striker is almost impossible to stop.

Overwhelming Strike (Ex)

The bonus damage from this ability continues to rise with your class level.

Soft Steps (Ex)

The bonus to Hide and Move Silently checks continues to accrue at level 12 and every even level past that. (14, 16, 18...)

Sneak Attack (Ex)

Sneak Attack rises by 1d6 at level 11 and every four levels thereafter.

Bonus Feats

An epic Unseen Striker gains a bonus feat at level 13 and every three levels thereafter.

Epic Unseen Striker Bonus Feat List

Blinding Speed, Epic Dodge, Epic Reputation, Epic Speed, Final Blitz, Improved Sneak Attack, Lingering Damage, Self Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Superior Moving Cover.

Epic Unseen Striker Advancement Feats

Superior Moving Cover [Epic]
Prerequisite: Dex 25, Moving Cover
Benefit: You now suffer no penalty to Hide checks when running, attacking or charging.

Final Blitz [Epic]
Prerequisite: Dex 23, Rapid Blitz
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.
Title: Re: Custom crap
Post by: Yuthirin on February 17, 2011, 12:15:52 AM
Sounds cool, but some of the feat descriptions are kind of lacking, like the second iteration of Overwhelming Strike
Title: Re: Custom crap
Post by: Anastasia on February 17, 2011, 12:18:15 AM
Yeah, the latter parts could use a little bit more flavor text. No argument there. I'll add that and finish up the epic feat progression for it tonight.
Title: Re: Custom crap
Post by: Anastasia on February 17, 2011, 02:35:18 AM
Take a wild guess who this is for. C'mon, I dare you!

It's not really finished, I never did anything with it past this first beta. I think it's okay anyway, though it's probably redundant with some of the Savage Species monster PrCs.


Sirine Paragon

Hit Die:

d6

Requirements

Race:

Sirine.

Alignment:

Any chaotic.

Class Skills

The Sirine Paragon's class skills are Concentration, Handle Animal, Heal, Hide, Knowledge(Nature), Perform, Swim.

Skill Points At Each Level

6 + intelligence modifier.





Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day
1 +0 +0 +2 +2 Improved Spell-Like Abilities -
2 +1 +0 +3 +3 Fey Skin +1 level of bard
3 +1 +1 +3 +3 Ability Boost (Cha+2) +1 level of bard

Improved Spell-Like Abilities (Sp)

A Sirine Paragon masters her innate magic. She may use fog cloud, improved invisibility and alter self three times per day.

Fey Skin (Su)

A Sirine Paragon gains some of the natural resilience her fey relatives share. She gains damage reduction 5/cold iron.

Ability Boost (Ex)

At 3rd level, a Sirine Paragon's charisma increases by two points.

Spells Per Day

At 2nd and 3rd level, a Sirine Paragon gains new spells per day and spells known as if she had also gained a level in bard. She does not, however, gain any other benefit a character of that class would have gained (bard class features, and so on).

Title: Re: Custom crap
Post by: Anastasia on March 11, 2011, 01:40:55 AM
It's not done with the higher level lists, but it's good enough for now.

Candymancer

Hit Die

d8

Requirements

Skills

Profession(Confectioner) 8 ranks

Feats

Strong Stomach, Toughness

Spells

Able to cast 3rd level arcane spells.

Class Skills

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

Skill Points per Level

2 + int modifier.












Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells
1 +0 +2 +0 +0 Candymancy -
2 +1 +3 +0 +0 Skill Focus +1 arcane
3 +1 +3 +1 +1 Cast Iron Stomach +1 arcane
4 +2 +4 +1 +1 - +1 arcane
5 +2 +4 +1 +1 Hasty Candymancy -
6 +3 +5 +2 +2 - +1 arcane
7 +3 +5 +2 +2 Steel Stomach +1 arcane
8 +4 +6 +2 +2 - +1 arcane
9 +4 +6 +3 +3 - +1 arcane
10 +5 +7 +3 +3 Sugar Rush +1 arcane

Candymancy (Su)

A candymancer specializes in creating magical candy. As a full round action he may use his magic to create special candy that has a variety of effects. Creating any candy requires a DC 20 profession(confectioner) check. Failures results in the attempt being wasted. Candy so created lasts for 1 minute or until consumed. The effect and duration of the candy is noted in the description for each candy. At first level a Candymancer selects one ability from the lesser candymancy list. At each level he gains another candy he can create. At fourth level he may select candies from the normal or lesser candymancy lists, and at eighth level he may select from the greater, normal or lesser lists. Any time a spell level is needed, user the candymancer's total level; for example a 5th level wizard/2nd level candymancer would have a caster level of 7 for any candymancy.

A candymancer can create candy as many times per day as his candymancer level. For example, a 3rd level candymancer can create candy three times per day.

Skill Focus

At second level a Candymancer gains Skill Focus(Confectioner) as a bonus feat.

Cast Iron Stomach (Ex)

A candymancer has to try myriad ingredients and endure failures as he learns his craft. As a result his stomach can endure almost anything! He gains immunity to sickened and nauseated, a candymancer is never affected by these conditions.

Hasty Candymancy (Su)

At 5th level, a candymancer has learned how to do his work quick! Creating candy is now a standard action instead of a full round action.

Steel Stomach (Ex)

At this point, a candymancer's stomach has been exposed to magic and strange ingredients from across the world. This has given him a measure of endurance against even toxins, granting the candymancer a +2 bonus to saves against poison.

Sugar Rush (Ex)

At 10th level, a candymancer is as much sugar, spice and everything nice as real flesh. By drawing on this he can obtain vast reserves of energy. Once per day as a standard action, the candymancer may gave himself a +4 bonus to dexterity and constitution. This lasts for 1 hour and has no negative effects once it expires.

Lesser Candymancy List:

Abberation-Bar: No one's quite sure what this is supposed to be, much like a typical abberation. When consumed, it grants the benefits of a darkvision spell.
Cherry Bomb: Candied cherries and alchemist's fire? What could go wrong! This candy is not consumed, but thrown. It functions as a fireball spell.
Elemental Slushee: Slurp your way to explosive elemental power. When consumed, you gain the benefit of a weapons of energy spell.
Healing Nectar: Eat your way to full hit points. When consumed, you gain the benefit of a cure light wounds spell.
Honeybomb: For when a tanglefoot bag just isn't tasty enough. Functions as a tanglefoot bag when thrown, with a DC equal to 10+candymancer level+intelligence modifier.
Jumping Juice:  A strangely gummy flavored drink that grants great bounding leaps. When consumed, you gain the benefits of a jump spell, as well as the benefits of a feather fall spell for the duration of the Jumping Juice.
Pixie Dust: Not really pixie dust. Hopefully. Grants a +4 resistance bonus to enchantment spells for 10 minutes per caster level.
Puppy Paws: Honey filled pastry in the shape of a dog's paw. Not only is it cute enough to make a pixie sugar-drunk, it grants the benefits of an animalistic power spell.
Rock Candy: Said to be from the legendary sugar golem. Grants the eater light fortification for 1 round per caster level.
Title: Re: Custom crap
Post by: Anastasia on April 01, 2011, 12:32:47 AM
Crusader of the Dragon Princess

Those paladins that serve Seira gain powers that mimic a dragon's, to better serve and represent her.

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.

Hit Die

d8

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.

1st: Lose Smite Evil, gain Dragonfire Wrath
3rd: Lose Divine Health, gain Dragon's Energy
6th: Lose Remove Disease, gain Good Hope.

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 use of this ability and the damage you inflict rises by 1d8.

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.

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 effect once per week, using her paladin class level as her caster level. She can't use this on herself, but only on another creature. This replaces your remove disease class feature; whenever you would gain another use of remove disease you instead gain another use of good hope.
Title: Re: Custom crap
Post by: Anastasia on April 02, 2011, 02:59:25 AM
Survivor's an interesting idea for a class. It's quirky as hell and doesn't translate very well, plus a few features of it are poorly designed. I've overhauled it and given it a face lift. It now has d10 hit dice, more sensible requirements, mettle and improved mettle, and a handful of other changes. I think it's still weak for normal play, since you give up too much. You lose a handful of BAB if you're a warrior type and you cease advancing your other classes at all. For casters, no casting progression. It's mainly for monsters or gimmick builds, which I'm okay with! In gestalt it's much better, as you can sink 5 levels into it to get several premier defensive abilities.

I'm not sure this is balanced nor that it's available for PCs to take. I'm posting it mostly for feedback, lemme know what you think here or in Odds and Ends.


Survivor

Hit Dice

d10

Requirements

Feats

Endurance, Toughness.

Special

The aspiring survivor must have been reduced to -1 or lower HP in battle without dying.

Class Skills

The Survivor's class skills (and the key ability for each skill) are Hide, Listen, Move Silently, Spot, Survival and Tumble.

Skill Points per Level

2 + intelligence modifier.







Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +0 +2 +2 +2 Uncanny Dodge, Damage Reduction 1/- -
2 +1 +3 +3 +3 Evasion, Bonus Feat, Damage Reduction 2/- -
3 +1 +3 +3 +3 Improved Uncanny Dodge, Mettle, Damage Reduction 3/- -
4 +2 +4 +4 +4 Improved Evasion, Bonus Feat, Damage Reduction 4/- -
5 +2 +4 +4 +4 Improved Mettle, Damage Reduction 5/- -

Uncanny Dodge (Ex)

Starting at 4th level, a survivor can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a survivor already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Damage Reduction (Ex)

At 1st level the survivor games damage reduction. Subtract 1 point of damage each time she takes weapon or natural attack damage. This rises by 1 point per level of survivor, to damage reduction 5/- at level 5.

Evasion (Ex)

At 2nd level and higher, a survivor can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the survivor is wearing light armor or no armor. A helpless survivor does not gain the benefit of evasion.

Bonus Feat

At 2nd and 4th level the survivor may select a bonus feat from the following list:

Combat Expertise, Dodge, Diehard, Dive for Cover, Efficient Defender, Faster Healing, Great Fortitude, Improved Natural Armor, Iron Will, Lightning Reflexes, Mobility, Steadfast Determination, Strong Stomach.

Improved Uncanny Dodge (Ex)

A survivor of 3rd level or higher can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Mettle (Ex)

At 3rd level, the survivor can resist magical and unusual attacks with great willpower of fortitude. If she 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), she instead completely negates the effect. An unconscious or sleeping survivor does not gain the benefit of mettle.

Improved Evasion (Ex)

This ability works like evasion, except that while the survivor still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless survivor does not gain the benefit of improved evasion.

Improved Mettle (Ex)

This ability works like mettle, except that while the survivor still negates the effect on a successful Fortitude or Will saving throw,  henceforth she takes only half effect on a failed save, as if she passed the save normally without mettle. A helpless survivor does not gain the benefit of improved mettle.
Title: Re: Custom crap
Post by: Anastasia on April 07, 2011, 01:29:01 AM
This is mostly a homage to the Sylica group in Balmuria 1. I'd had this idea kicking around, and since my plate is clear at the moment, I went ahead and did it. Note that since one of the pre-req feats is an Exalted feat, this is an Exalted PrC. I think it's quirky but okay - in Tierspeak it's a strong +0 to a weak +1, I think.

Knight of Sylica

Hit Dice

d8

Requirements

Base Attack Bonus

+5

Feats

Devotee of Sylica.

Spells

Able to cast 1st level divine magic.

Special

Able to turn undead.

Class Skills

The Knight of Sylica's class skills(and the key abilities for each skill) are: Concentration, Diplomacy, Knowledge(Planes), Knowledge(Religion), Sense Motive and Spellcraft.

Skill Points per Level

2+intelligence modifier.







Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +1 +2 +0 +2 Stealth of the Shadowed Angel, Turn Undead -
2 +2 +3 +0 +3 Light of the Shining Angel +1 divine
3 +3 +3 +1 +3 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.

Turn Undead (Su)

Your Knight of Sylica class level stacks with any other classes that grant turning.   A 10th level cleric/1st level Knight of Sylica turns 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.

Resolve of the Opal Angel (Ex)

Through your trials you have gained a preternatural resolve. You gain a +4 bonus to saves against mind effecting 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 apart. You may cast Dispel Evil once per day as a spell-like ability, with a caster level 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: Custom crap
Post by: Anastasia on April 08, 2011, 12:57:57 AM
For Balyss. The full change log can be found below. Most of it's done, though lycanthropy is a tangle that I'll deal with if/when she gets there.  The epic progression could use a little more work, I'll do that later when I have motivation.

Changelog: Changed Inuit Direction 2 ranks to Survival 2 ranks. Changed dodge, mobility and spring attack to Initiate of Selune. Trimmed a few extraneous knowledge skills.  Rewrote Prophet's Sight and changed it over to an (sp) instead of an (su).  Trimmed down Selunite Lycanthropy and adjusted it to 3.5 standards. Added an epic progression.


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, Craft, Diplomacy, Heal, Knowledge(arcana), Knowledge(nature), Knowledge(planes), Knowledge(religion), Profession, Sense Motive, Spellcraft, Survival.

Skill Points per 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 Selunite Lycanthropy, Moon's Hand +1 divine
7 +5 +5 +2 +5 Moon Shield +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.

Epic Silverstars

The epic silverstar is a dedicated, tested servant of Selune who stops at nothing to spread her world and oppose Shar.

Spells

At level 11 and every level thereafter, the epic silverstar gains another level of divine casting.

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.

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.

Bonus Feats

At 13th level and every three levels thereafter, the epic silverstar gains a bonus epic feat.

At 13th level and every three levels thereaafter, the epic silverstar gains a bonus feat(selected from the list of epic silverstar bonus feats).

Epic Silverstar Bonus Feat List

Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.
Title: Re: Custom crap
Post by: Anastasia on April 10, 2011, 11:41:34 PM
It's done. Most of this is fairly simple and a direct conversion to psionics. The class powers don't directly correlate to psionics or magic - in fact it really could be a non cleric PrC for the most part - so switching it to psionics was straightforward. I did tweak a few things here or there as well as un-3.0'ed it, but the meat of the class hasn't been altered.

Elemental Archon

Hit Die

d8

Requirements

Alignment

Any neutral

Skills

Knowledge(nature) 8 ranks

Powers

Able to manifest specified energy adaptation.

Special

Must speak the language associated with your chosen element. Air is Auran, Earth is Terran, Fire is Ignan, Water is Aquan.

Class Skills

The Elemental Archon's class skills(and the key ability for each skill) are: Concentration, Handle Animal, Heal, Knowledge(nature), Knowledge(psionics), Knowledge(planes), Psicraft and Swim.

Skill Points per Level

2+intelligence modifier.












Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Powers Known
1 +0 +2 +0 +2 Mephit Underlings +1 level of manifesting class
2 +1 +3 +0 +3 Power of Arrogance +1 level of manifesting class
3 +2 +3 +1 +3 Elemental Resilience 10 -
4 +3 +4 +1 +4 Elemental Affinity +1 level of manifesting class
5 +3 +4 +1 +4 - +1 level of manifesting class
6 +4 +5 +2 +5 Elemental Resilience 20 -
7 +5 +5 +2 +5 Elemental Expertise +1 level of manifesting class
8 +6 +6 +2 +6 - +1 level of manifesting class
9 +6 +6 +3 +6 Elemental Resilience 30 -
10 +7 +7 +3 +7 Elemental Transcendence +1 level of manifesting class

Power of Arrogance (Ex)

So strong is the elemental archon's belief in the supremacy of his chosen element that her attacks do greater damage against those of the opposing element. At 2nd level the elemental archon gets a +2 competence bonus to any attack rolls against creatures with a subtype opposite his chosen element. (Fire<->Water and Air<->Earth, respectively.) On a successful attack, he deals +2d6 extra damage due to her expertise in combating these creatures.

Elemental Resilience (Su)

At 3rd level, the elemental archon gains resistance 10 to his chosen element. At 6th level this increases to resistance 20, and at 9th level increases to resistance 30. Elemental Archons dedicated to air gain resistance to electricity, those dedicated to fire gain fire resistance, those who follow earth gain acid resistance and the ones who promote water gain cold resistance.

Elemental Affinity (Ex)

An elemental archon gains a +1 bonus to manifester level to all spells with his chosen elemental descriptor.

Elemental Expertise (Ex)

Elemental archons of 7th level or higher have achieved a sort of equilibrium with their element that gives them an edge in certain combat situations.  Consult the list below to determine the specific benefit you gain, it matches your chosen element.

Air Expertise: +1 circumstance bonus to hit and damage rolls when both the elemental archon and it's opponent are airborne.
Earth Expertise: +1 circumstance bonus to hit and damage rolls when both the elemental archon and it's opponent are touching the ground.
Fire Expertise: +1 circumstance bonus to hit and damage rolls when both the elemental archon and it's opponent are 20 ft away from a open source of flame(torch sized or larger).
Water Expertise: +1 circumstance bonus to hit and damage rolls when both the elemental archon and it's opponent are touching water.

Elemental Transcendence (Ex)

Through long dedication to his element and long association with related elementals and elemental plane, the elemental archon transcends his mortal form and becomes an elemental creature. His type becomes elemental with a subtype matching his chosen element. His body endures a change to a form more closely aligned with his element; though he maintains an outline in the shape of her former form(albeit filled with swirling air, crackling fire, whirling water or rocky earth), he has no discernible anatomy.

The archon gains the speed and movement modes, attacks, special attacks and special qualities of a medium sized elemental of her chosen element. However, he uses his own ability scores and the save DC against his abilities, if any, is 20+his constitution modifier. He may use equipment normally, able to prevent burning, soaking or other such things on touch if they desire. (A fire archon can hold a piece of paper without burning it, for example.)

The archon is immune to poison, sleep, paralysis and stunning. Despite his humanoid form, he has senses that extend 360 degrees; he is not subject to flanking and critical hits. You gain darkvision 60ft, unless you have better darkvision in which case you retain the better value. He is not a called or summoned elemental, so the third function of protection from evil does not impede him. If slain, the archon is treated as an elemental, requiring special means, such as a wish or miracle, to resurrect.

Mephit Underlings

On or after reaching 1st level, an elemental archon can call a triad of mephits to act as his servitors. These toadying creatures can be used as guardians, messengers or even battle companions. The mephits gain hit dice and special abilities based on the elemental archon's class level. Mephit underlings who summon others of it's kind bring forth normal examples of mephits, not additional mephit underilngs.

The elemental archon may have up to three mephit underlings at a time. Should one of these servants die, she may call for another after one day. The new servant has all the accumulated abilities due to a servant of the elemental archon's current level. What type of mephit an elemental archon summons is found below. Archons may : choose any mixture of elementals from the list of their chosen element.

Air: Air, Dust, Ice.
Earth: Earth, Salt.
Fire: Fire, Magma, Steam.
Water: Ooze, Water.






Elemental Archon Level Bonus HD Natural Armor Strength Bonus Special
1-2 - - +1 Empathetic Link, Improved Evasion, Share Saving Throws
3-5 +2 +2 +2 Sycophantic Fawning
6-8 +4 +4 +3 Improved Empathic Link
9-10 +6 +6 +4 Slavish Sacrifice

Empathic Link (Su)

The elemental archon has an empathic link with his underlings out to a distance of one mile. The elemental archon cannot see through the mephit's eyes, but each underling can communicate to the archon telepathically. Though the mephits view the material world through a strange, distorted lends of it's element, the elemental archon's studies and experiences with her element are so complete that misunderstandings are very rare. Due to the link, the archon has the same link as her minions to places.

Improved Evasion (Ex)

If the underling is subjected to an attack that causes damage and allows a reflex save for half damage, they take half damage on a failed saving throw and no damage on a successful one.

Share Saving Throws

The underlings use their base saving throws or those of the archon's, whichever is higher.

Sycophantic Fawning (Su)

Underlings of experienced archons are pleased to serve such paragons of perfection, and they're more than happy to tell their master how much they enjoy the privilege. Once per day as a standard action, the mephit may extol the virtues of it's master, granting the archon a +1 morale bonus on attack rolls, weapon damage rolls, saves and skill checks. If more than one mephit fawns in the same round, the bonuses stack. This bonuses lasts for a number of rounds equal to the hit dice of the highest leveled mephit that participates.

Improved Empathic Link (Su)

The range of the empathic link of the elemental archon and his familiars increases to 20 miles.

Slavish Sacrifice (Su)

The mephit underling's bond with it's master is so great that it's willing to sacrifice itself to protect it's master. Each morning, the archon and underlings strengthen this bond in a ceremony that takes 15 minutes.  For the next 24 hours, the damage from a single attack that would bring the archon to below 0 hit points is instead transferred instantly to the person of the archon's nearest mephit underling. Regardless of how much damage is transferred, the mephit dies in a disgusting burst of elemental ooze. A mephit must be within 100 feet of the archon for this ability to work. Mephit underlings understand this inherent risk, viewing this as one of the most honorable ways to die.  If the archon wishes, he may forgo the morning ceremony, in which case this ability may not be used that day.
Title: Re: Custom crap
Post by: Anastasia on April 13, 2011, 11:57:13 PM
Alternate Class Feature: Cunning Escape

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.

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 5 feet per factotum level. Using this ability is a swift action.
Title: Re: Custom crap
Post by: Anastasia on April 16, 2011, 04:02:25 PM
Lord of the Bright Fires

Hit Die

d6

Requirements

Skills

Knowledge(Nature) 8 ranks.

Feats

Toughness, any one of fiery spell, searing spell or energy substitution(fire).

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.












Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +0 +2 +0 +0 Essence of Fire, Living Fire +1 arcane
2 +1 +3 +0 +0 Pyrosynthesis +1 arcane
3 +1 +3 +1 +1 Energy Vulnerability +1 arcane
4 +2 +4 +1 +1 Elemental Fury +1 arcane
5 +2 +4 +1 +1 Greater Essence of Fire -
6 +3 +5 +2 +2 - +1 arcane
7 +3 +5 +2 +2 Elemental Wrath +1 arcane
8 +4 +6 +2 +2 Burn the Heretic! +1 arcane
9 +4 +6 +3 +3 Shield of Fire +1 arcane
10 +5 +7 +3 +3 Fiery 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 it's 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 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 overwhelm your foes. A number of times a day equal to your main casting stat(Intelligence for wizards, charisma for sorcerers, for example), you may designate a spell with the fire descriptor, that deals damage and allows a saving throw for 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 10d10 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: Custom crap
Post by: Anastasia on April 24, 2011, 03:37:38 PM
Siren

Hit Die

d4

Requirements

Skills

Bluff 6 ranks, Perform(Song) 8 ranks

Special

Must possess an innate sonic, mind affecting ability.

Class Skills

The siren's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), and Sense Motive (Wis).

Skills Points per Level

4 + intelligence modifier.












Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +0 +0 +0 +2 Reverbation -
2 +1 +0 +0 +3 Song of Hope -
3 +2 +1 +1 +3 Charisma Bonus+2 -
4 +3 +1 +1 +4 Song of Peace -
5 +3 +1 +1 +4 Song of Delusion -
6 +4 +2 +2 +5 Charisma Bonus+4 -
7 +5 +2 +2 +5 Song of Idiocy -
8 +6 +2 +2 +6 Charisma Bonus+6 -
9 +6 +3 +3 +6 Song of Nature -
10 +7 +3 +3 +7 Song of Rapture -

Reverberation (Su)

At 1st level, the siren gains Reverberation as a bonus feat.

Song of Hope (Su)

At 2nd level, a siren begins to enhance her already formidable sonic abilities with additional effects. Once per day, she can sing a song of hope  identical to that of an good hope spell. This functions in all ways like the spell good hope, except the duration is 1 minute per siren level. This is a sonic, mind effecting ability.

Charisma Bonus (Ex)

At 3rd level, a siren gains a +2 bonus to her Charisma score. This bonus rises to +4 at 6th level and to +6 at 8th level.

Song of Peace (Su)

At 4th level, the siren calms all who hear it. Once per day per level in this class, she may sing a song of peace, those that hear it must make a will save (DC 10+charisma modifier+1/2 class level) or be affected as by a calm emotions spell. This functions in all ways like the spell calm emotions, except that the duration is 1 round per siren level. This is a sonic, mind effecting ability.

Song of Delusion (Su)

At 5th level, a siren gains another new sonic ability.  Once per day per level in this prestige class, she can overlay a confusion effect on her sonic attack. This is identical to the effects of a confusion spell, affects all creatures within range of the siren's sonic attack, and lasts for 1 round per siren level. The will save to resist this effect has a DC of 10 + the siren's level + the siren's Cha modifier. This is a sonic, mind affecting ability.

Song of Idiocy (Su)

At 7th level, a siren gains a new sonic ability. Once per day per level in this prestige class, she can overlay an Intelligence-damaging effect on her sonic attack. This is identical to the effect of a feeblemind spell, affects all creatures within range of the siren's sonic attack, and has instantaneous duration. The will save to resist this effect has a DC of 10 + the siren's level + the siren's Cha modifier, and arcane spellcasters and creatures that use arcane spell-like abilities take a –4 penalty on their saves. This is a sonic, mind affecing ability.

Song of Nature (Su)

At 9th level, a siren gains yet another sonic ability. Once per day as a standard action, she may bestow the natural world's breath of life to all her allies within a 30 foot radius around her. This spell bestows the benefits of an Aura of Vitality spell. This is identical to the effect of an Aura of Vitality spell, with a duration of one round per siren level. This is a sonic ability.

Song of Rapture (Su)

At 10th level, a siren gains her final song. Once per day as a standard action, she may sing to a single creature within 30 feet. This functions as a Dominate Monster spell, with a save DC of 10 + charisma modifier + 1/2 siren level. This is a sonic, mind affecting ability.
Title: Re: Custom crap
Post by: Anastasia on April 30, 2011, 03:13:14 AM
A custom epic PrC?! What madness is this, Dune?!

This is from Balmuria 1; I'm posting this here as a curiosity. Amaryl was originally going to take a version of this in epic levels. When I was looking over her sheet today I found I liked the concept, but it could use work. I have a lot more experience designing PrCs now, so I gave it a whirl. I trimmed away casting progression. While interesting, it's obscuring the true purpose of the class. Besides, she can take some sorc levels or something since it's gestalt.  It's intended for scouts, though an archery rogue could  qualify if they care to. You may also want to review this feat since it's critical to the entire PrC: http://dnd.savannahsoft.eu/feat-734-dragonfire-strike.html

I'm not sure if it's quite strong enough. Epic PrCs are supposed to be a step above normal PrCs, though I figure this does a decent job at pure fiery beatdowns. One could design variants for other elementals if you were so inclined.


Dragonbreath Archer

Hit Die

d8

Requirements

Feats

Dragonfire Strike, Weapon Focus(Any bow)

Epic Feats

Energy Resistance (Fire)

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

Craft(Int), Hide(Dex), Knowledge(Dungeoneering)(Int), Knowledge(Nature)(Int), Listen(Wis), Move Silently(Dex), Ride(Dex), Search(Wis), Sense Motive(Wis), Spot(Wis), 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 three levels thereafter, your dragonfire strike bonus damage rises by 1d6.

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 a 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.

Bonus Feat

At 3rd level and every three levels thereafter, the dragonbreath archer gains an epic bonus feat. This feat is selected from the list below.

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 as a normal standard action. This attack must be able to trigger dragonfire strike. If so and it successfully strikes, it deals normal damage to the target and then explodes out in a 30ft radius. This deals fire damage equal to the damage of the attack to all creatures within the radius, including the victim of the arrow attack. A reflex save (10 + charisma modifier + 1/2 character level) halves this damage.

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 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, Uncanny Accuracy.
Title: Re: Custom crap
Post by: Anastasia on May 14, 2011, 04:29:07 PM
Epic scout progression?

Yeah, I was bored. Besides, if this game goes on long enough to reach epic levels, I'd like you guys to know what you can expect from them earlier rather than later. Anyway, epic scout's okay without being dreadfully interesting. Not a lot to say here, making up a few more feats for it would help.  Alas, I'm drawing blanks so that's a task of another day.


Epic Scout

Hit Die

d8

Skill Points at Each Level

8+intelligence modifier.












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

Skirmish (Ex)

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

Fast Movement (Ex)

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

Battle Fortitude (Ex)

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

Bonus Feats

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

Epic Scout Bonus Feat List

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

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 and make a 5ft step as normal. This counts as moving 10ft and activates skirmish.
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
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. It's effects stack.
Title: Re: Custom crap
Post by: Anastasia on May 14, 2011, 05:10:57 PM
Epic Silverstar. This obsoletes the half done snippet in Silverstar's writeup. This one was easy, it's a good class with excellent flavor and abilities.

Epic Silverstar

Hit Die

d8

Skill Points per Level

2+intelligence modifier.












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

Prophet's Sight (Sp)

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

Moon Hand (Su)

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

Greater Moon Shield (Su)

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

Moonfire (Sp)

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

Bonus Feats

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

Epic Silverstar Bonus Feat List

Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Capacity, 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 standard 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: Custom crap
Post by: Anastasia on May 15, 2011, 12:54:26 AM
It's time for the epic divine crusader! There's nothing world-shaking here, I mostly play it by the numbers. You may note that I avoided using new feats to advance them, instead relying on class features. I normally prefer not to do this in epic, but the sort of things that make sense for the divine crusader are things that don't make particularly good feats. Ah well, so it goes.

On finishing this, it strikes me how very much the epic scout needs more unique feats/work to it. It looks awfully barren, doesn't it?


Epic Divine Crusader

Hit Die

d8

Skill Points per Level:

2+intelligence modifier.












Level Base Attack Bonus Special
11 +8 Spells
12 +9 Resistance to acid and electricity 20
13 +9 Damage reduction 10/epic
14 +10 Bonus feat
15 +11 Resistance to acid and electricity 30
16 +12 Damage Reduction 15/epic
17 +12 -
18 +13 Bonus feat, resistance to acid and electricity 40
19 +14 Damage reduction 15/epic and material
20 +15 Divine Apotheosis

Energy Resistance (Ex)

The epic divine crusader's resistance to acid and cold rises by 10 points at level 12, and rises by an additional 10 points at level 15 and 18.

Damage Reduction (Ex)

The epic divine crusader's damage reduction gains the epic qualifier at level 13. At level 16 it rises to 15/epic, and at level 19 she gains a material component to her damage reduction. Lawful divine crusaders gain silver, chaotic ones gain cold iron. Neutral divine crusaders may choose between the two; once this choice is made, it cannot be undone.

Divine Apotheosis (Ex)

At 20th level, the epic divine crusader utterly transcends everything she was before. Her type changes to outsider; she gains any alignment subtypes that match her alignment.  She gains immunity to acid and electricity and is now considered a native of her deity's plane.

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 Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Epic Weapon Focus, Epic Weapon Specialization, Greater Weapon Focus*,  Greater Weapon Specialization*, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Intensify Spell, Spell Stowaway, Spell Opportunity, Tenacious Magic.

*The epic divine crusader may ignore the fighter level prerequisite for this feat.

Spellcasting

At 11th level and every level thereafter, the epic divine crusader's spellcasting improves. Her caster level increases by one per level, the advanced caster level gain of previous levels does not continue. Further, once the epic divine crusader obtains the Epic Spell Capacity feat, she gains spells of 10th level and higher. See the table below for her progression. (The table theoretically continues past this, if I ever have need of a table going farther I'll worry about it then. The pattern's obvious anyway.)

---Spells Per Day---












Level 7th 8th 9th 10th 11th 12th 13th 14th
11 3 2 2 0 - - - -
12 3 3 2 1 - - - -
13 3 3 3 2 0 - - -
14 3 3 3 2 1 - - -
15 3 3 3 3 2 0 - -
16 3 3 3 3 2 1 - -
17 3 3 3 3 3 2 0 -
18 3 3 3 3 3 2 1 -
19 3 3 3 3 3 3 2 0
20 3 3 3 3 3 3 2 1
Title: Re: Custom crap
Post by: Anastasia on May 15, 2011, 02:44:55 PM
Forest Giant substitution levels for ranger. The forest giant you met had these.

Vakrel Ranger

Many forest giants find little use for two weapon fighting or archery; the former feel weak compared to the titanic blows a double handed weapon can deal, while the latter is best kept to those who study pure martial skill, such as fighters. Instead of a combat style, they focus on using their size to the utmost to control the battlefield.

Requirements

To take a Vakrel Ranger substitution level, a character must be a forest giant and about to take his 2nd, 6th or 11th level of ranger. Alternately, a character trained by the forest giants may also qualify for these substitution levels.

Hit Die

d10

Class Skills

The class skills of the Vakrel Ranger are the same as ranger.

2nd level: Lose combat style. Gain Combat Reflexes as a bonus feat.
6th level:Lose improved combat style. Gain Expert Tactician as a bonus feat.
11th level: Lose combat style mastery. Gain Supernatural Instincts as a bonus feat.

Combat Reflexes

Forest Giants focus on controlling the hordes of little people they face. As a result, they gain combat reflexes as a bonus feat.

Expert Tactician

Through your intense training, your opportunistic strikes allow others to deal even more damage. You gain Expert Tactician as a bonus feat.

Supernatural Instincts

At 11th level, your reflexes are so finely honed that the split-second of concentration to invoke the supernatural is an opening to strike. You gain Supernatural Instincts as a bonus feat.
Title: Re: Custom crap
Post by: Anastasia on May 15, 2011, 04:03:38 PM
Epic Favored Soul. Not a lot to see here besides a few resemblances to Divine Crusader.

As for the epic feats for it, I used this as inspiration: http://www.wizards.com/default.asp?x=dnd/ei/20031206a I didn't care for parts of their epic favored soul progression, but I did use it's sacred gift ability to create a couple of epic feats. Problem is that a few of them just aren't that good. Sacred skill's outdone by epic skill focus, sacred ability is just a renamed great strength/con/ect, and the as written flight speed boost just isn't that good. So I worked with it and hacked something out.


Epic Favored Soul

Hit Die

d8

Skill Points per Level:

2+intelligence modifier.












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

Spellcasting

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

Energy Resistance (Ex)

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

Superior Flight (Ex)

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

Damage Reduction (Su)

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

Bonus Feats

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

Epic Favored Soul Bonus Feat List

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

---

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: Custom crap
Post by: Anastasia on May 17, 2011, 02:15:11 AM
This one's a work in progress. I've changed up epic warlock more than a little bit, including adding epic invocation advancement, a new tier of invocations, and a whole lot of fiddling. Let me know what you think, I'm looking for feedback on this one. If so, go post it over in Odds and Ends. Thanks!

The original epic progression for warlock is here: http://www.wizards.com/default.asp?x=dnd/ei/20061027a Yes, most of the epic invocations are from the invocation advancing feats there. In this case I chose to have them mimic epic spellcasting and continue the system on, as I feel the flexibility does an epic warlock better than the previous setup. This also makes sure there's lots of room for original epic invocations if we get that far.

Final note: Some of the language and terms aren't final, my grasp of warlock mechanics are still slightly shaky. It's possible I've made a mistake or two, speak up if I have. Most of the time I feel the intent of the abilities is obvious, but it's easy to make mistakes.


Epic Warlock

Hit Die

d6

Skill Points per Level:

2+intelligence modifier.












Level Base Attack Bonus Special Invocations Known
21 +15 Eldritch Blast+10d6 12
22 +16 - 13
23 +17 Bonus feat, damage reduction 6/cold iron, eldritch vlast+11d6, fiendish resilience 10 13
24 +18 - 14
25 +18 Eldritch blast+12d6 14
26 +19 Bonus feat 15
27 +20 Damage reduction 7/cold iron, eldritch blast+13d6 15
28 +21 Fiendish Resilience 15 16
29 +21 Bonus feat, eldritch blast+14d6 16
30 +22 - 17

Invocations

The epic warlock gains a new invocation at level 22 and at every two levels thereafter. In addition, a warlock may now select Epic Invocations.

Eldritch Blast (Sp)

The epic warlock's eldritch blast improves by +1d6 at level 21 and every two levels thereafter. (23, 25, 27, ect.)

Damage Reduction (Su)

The epic warlock's damage reduction improves by 1 point at level 23 and by 1 point every four levels thereafter. (27, 31, 35, ect.)

Fiendish Resilience (Su)

The epic warlock's fiendish resilience continesu to improve. At level 23 it improves to fast healing 10, and increases by 5 more every 5 levels. (Fast healing 15 at level 28, fast healing 20 at level 33, ect.)

Bonus Feats

The epic warlock gains an epic bonus feat at level 23 and every 3 levels thereafter.

Epic Warlock Bonus Feat List

Additional Magic Item Space, Augmented Alchemy, Energy Resistance, Epic Eldritch Blast, Epic Extra Invocation, Epic Fiendish Resilience, Epic Spell Penetration, Extended Lifespan, Fast Healing, Fiendish Immortality,  Improved Combat Casting, Spellcasting Harrier, Superior Initiative.

Epic Eldritch Blast [Epic]
Prerequisite: Eldritch Blast+5d6
Benefit: Your eldritch blast damage rises by 1d6.
Special: You may select this feat more than once. It's effects stack.

Epic Extra Invocation [Epic]
Prerequisite: Warlock level 21st, spellcraft 12 ranks.
Benefit: You gain another invocation of any level, including epic. You must still meet all the requirements for the invocation as normal.

Epic Fiendish Resilience [Epic]
Prerequisite Fiendish Resilience 5
Benefit: Your fiendish resilience improves. Your fast healing rate rises by 5, the duration rises by one minute, and you may use it an additional time per day.
Special: You may select this feat more than once. It's benefits stack.
Special: If you possess fast healing naturally, or through a feat such as Fast Healing, it stacks with the benefit of Fiendish Resilience when you use it. A warlock with fast healing 3 and fiendish resilience 10 would have fast healing 13 while fiendish resilience is in effect.

Fiendish Immortality [Epic]
Prerequisite: Epic Fiendish Resilience, con 23
Benefit:  When you invoke your fiendish resilience ability, you gain regeneration instead of fast healing. Your regeneration is bypassed by cold iron. Damage converted to non-lethal damage due to your regeneration does not become lethal damage once the duration of fiendish resilience expires.

---

Epic Invocations

Epic Invocations work as normal invocations; they are essentially equivalent to epic level spells. Unlike normal invocations, epic invocations sometimes have prerequisites. These mighty invocations often build on lesser ones, making this essential.

Dark Transient
Epic; 10th.
Requirements: Flee the Scene.

You have achieved mastery over the powers of transdimensional travel. You can transport great distances with a single thought, allowing you to use greater teleport or greater plane shift at will. Activating this ability requires a standard action. Note that local conditions can affect these abilities as normal, as can various wards against interdimensional travel or teleportation.

Eldritch Sculptor
Epic; 11th.

You may fire two eldritch blasts instead of one as a standard action. Each may have it's own blast essence. they need not be the same. If you possess the Lord of All Essences invocation, you can imbue each blast with two eldritch essences.

Epic Voidsense
Epic; 10th
Requirements: Voidsense.

When you use the voidsense invocation, you gain blindsight 60 feet.

Lord of All Essences
Epic; 10th.
Requirements: Any four eldritch essences, two of which are greater or dark invocations.

When you use the eldritch blast ability, you can apply two eldritch essence invocations simultaneously. You could choose to fire an eldritch blast with both the repelling blast and noxious blast eldritch essences. This also allows you to apply the same effect twice, though this is not beneficial in the case of all eldritch essences. The effects of each essence are resolved separately. If you imbue your eldritch blast with two different types of damage, half of the damage (rounded down) is dealt by each source. You must choose which essences you will use in conjunction with your eldritch blast before you start your action. If you possess the Eldritch Sculptor feat, you can apply two eldritch essence invocations to both your eldritch blasts in a single round. Activating this ability is part of the action to use an eldritch blast.

Master of Elements
Epic; 11th.
Requirements: The breath of the night, chilling tentacles, stony grasp and wall of perilous flame invocations.

As a full-round action, you can summon a single creature from the summon monster I-IX list that is an elemental or has the air, earth, fire, or water subtype. The monster serves you for a number of rounds equal to your caster level.

You can use dominate monster on elementals and creatures with the air, earth, fire, or water subtype. This effect lasts for a number of days equal to your caster level. Activating this ability requires a standard action.

You gain energy resistance 10 to acid, cold, electricity, fire, and sonic. If you have energy resistance from the warlock class, your resistance to those two elements increases by 10.

Morpheme Savant
Epic; 11th.
Requirements: Beguiling influence, warlock's call.

When you use your warlock's call ability, you no longer suffer the chance of taking 1d10 points of damage from the recipient. In addition, you can imbue your sending with a suggestion (as demand). The casting time of warlock's call is 1 minute. Using this ability is part of the casting of the warlock's call invocation.

You can communicate as if under the effects of a constant tongues spell. This is a supernatural ability.

When you use your beguiling influence invocation, the bonus granted on your Bluff, Diplomacy, and Intimidate checks is equal to double your Charisma bonus or +6, whichever is greater. Using this ability is part of the casting of the beguiling influence invocation. It is an extraordinary ability.

Paragon Visionary
Epic; 11th.
Requirements: Dark foresight, devil's sight, see the unseen.

You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing). This is a supernatural ability.

You are automatically aware of all spells or magical effects you see. Simply by looking at a creature, you can determine if it is a divine or arcane caster, whether it has any spell-like abilities, and the highest spell or spell-like abilities it knows. This is a supernatural ability.

You receive a bonus on all Listen, Sense Motive, and Spot checks equal to double your Wisdom modifier or +6, whichever is greater. This is an extraordinary ability.

Wings of Night
Epic; 10th
Requirements: Fell Flight.

Your fly speed with fell flight triples and your maneuverability improves to perfect. In addition, your caster level is counted as five higher against attempts to dispel Fell Flight/Wings of the Night.

Words of Ruin
Epic; 10th
Requirements: Baleful utterance.

You can use power word blind, power word kill, or power word stun. Activating this ability requires a standard action.
Title: Re: Custom crap
Post by: Anastasia on June 02, 2011, 01:02:32 AM
I've been messing around with the concept of weapon masters lately. It started when I saw the martial arts schools from Oriental Adventures and picked up more steam when I reread the BoNS*. This is exploring the concept a little further, using fighter as a chassis. It's like a fighter with preselected feats, who gains greater powers in exchange for less versatility. It goes so far as to forsake other weapons, so I tried to make the powers formidable to compensate. It's a good stable of tricks, but you're a complete one note character with it.

I chose scythes, and by extension Yuria, simply because I was looking for PrCs at the same time as fiddling with these concepts. By all means feedback is appreciated, toss it in odds and ends. I'm debating if I want to use it, as I haven't had it preread or analyzed yet. It's probably stronger than straight fighter levels. The pre-requisites are a little light.

*I still don't like it.


Scythe Master

Hit Die

d10

Requirements

Base Attack Bonus

+6

Feats

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), Ride (Dex), and Swim (Str).

Skill Points per Level

2 + intelligence modifier.












Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +1 +2 +0 +0 Focused, weapon specialization
2 +2 +3 +0 +0 Scytheblock+2
3 +3 +3 +1 +1 Improved critical
4 +4 +4 +1 +1 Circle cut
5 +5 +4 +1 +1 Greater focus, reaper's reach, scytheblock+3
6 +6 +5 +2 +2 Greater weapon focus
7 +7 +5 +2 +2 Horrific wound
8 +8 +6 +2 +2 Greater weapon specialization, scytheblock+4
9 +9 +6 +3 +3 Scythe mastery
10 +10 +7 +3 +3 Finishing strike, ultimate focus

Focused (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

At 1st level, your mastery with a scythe allows you to deal great harm. You gain weapon specialization(Scythe) as a bonus feat. If you already possess this feat, you may select another feat that you qualify for.

Scytheblock (Ex)

As you continue to master the scythe, you figure out how to use it's long handle to parry blows. You gain a +2 shield bonus to armor class when wielding a scythe.  At level 5 this bonus rises to +3 and at level 8 it rises to +4.

Improved Critical

At 3rd level you gain improved critical(scythe) as a bonus feat. If you already possess this feat, you may select another feat that you qualify for.

Circle Cut (Ex)

With one great swipe of your scythe, you may strike any within reach. As a full round action you make one attack, this attack applies to all squares within your reach. Make one attack roll and apply that roll as an attack against each defender. Due to the nature of this attack, the miss chance from concealment and invisibility does not apply. Miss chances from cover, blink and other non-concealment sources are not affected.

You cannot use special combat actions with circle cut, such as trip, sunder or disarm.

Greater Focus (Ex)

Due to your relentless training with the scythe, other weapons become irrelevant to you. You may no longer possess any feat that specializes in a weapon, such as weapon focus, for any weapon but a scythe. If you currently possess a feat like this, you must immediately choose another feat to replace it. In addition, any feat that grants broad benefits to a category, such as melee weapon mastery, are modified. You may instead take them as normal, but they only affect scythes. If a feat would not normally work with a scythe, you may not take the feat.

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 in close as normal.

Greater Weapon Focus

At 6th level you gain greater weapon focus(scythe) as a bonus feat. If you already possess this feat, you may select another feat that you qualify for.

Horrific Wound (Ex)

By 7th level, every time you land a critical hit shakes the entire battlefield. Whenever you strike a critical hit on an enemy while wielding a scythe, all enemies within 30ft take a -2 morale penalty to attack rolls, weapon damage rolls,  armor class and saving throws. A will save (DC 12 + charisma modifier + 1/2 hit dice) negates this effect. This includes the target your struck, assuming he survives the critical hit. This is a mind effecting ability.

In addition, if your target survives the critical hit, he loses a limb determined at random. Determine what limb is lost by rolling 1d4 and consulting the table below; non standard creatures may require a different table. A creature cannot be decapitated by this ability.

1d4:

1: Left leg.
2: Right leg.
3: Left arm.
4: Right arm.

Greater Weapon Specialization

At 8th level you gain greater weapon specialization(scythe) as a bonus feat. If you already possess this feat, you may select another feat that you qualify for.

Scythe Mastery (Ex)

With a scythe in your hand, you are a sublime warrior of little compare. For any feat that applies to a scythe, you may ignore any class requirements such as fighter levels. For example, you may select weapon supremacy(scythe) without being an 18th level fighter. Any other requirements for a feat must still be met as normal.

Finishing Strike (Ex)

You can fell even dragons with a single stroke of your scythe, such is your grand mastery. Your critical hit range with a scythe rises by 1, as does your critical hit multiplier.

Ultimate Focus (Ex)

Other weapons have become foreign to you at your supreme level of focus on the scythe. You lose proficiency with all martial and exotic weapons besides the scythe. If you take a level in a class that grants these back, you do not regain them. If you possess exotic weapon proficiency as a feat, you must immediately retrain it.
Title: Re: Custom crap
Post by: Anastasia on June 23, 2011, 05:22:21 PM
Dark Justicar is a paladin variant PrC. It gives up typical paladin spellcasting and some abilities, but gets other Shar themed abilities to compensate.

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 + Int 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 Turn living
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 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. The damage inflicted by Strike of Oblivion is non-typed damage.

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 10 feet of the dark justicar. The dark justicar is immune to this ability, as are clerics and paladins of Shar.

Turn Living (Su)

The dark justicar may channel negative energy at fourth level, much how a good cleric channels positive energy. This functions as turn undead except that it deals negative energy damage, hurting living creatures and healing undead ones. A dark justicar may turn level 3 + charisma modifier times per day. This ability may be used to fuel divine feats and devotions as normal.

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 it's 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, with a radius of 30ft. The save DC is 10+charisma modifier+1/2 hit dice.

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 it's 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 a 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 on 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: Custom crap
Post by: Anastasia on June 29, 2011, 12:37:31 AM
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 (religion) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

Skill Points at Each Level

4 + Int 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 Menacing Aura, Godly Gift -
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 Audience, alignment shift +1 divine
9 +6 +3 +3 +6 Mystic Union, Godly Gift -
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 turning or rebuking, 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 20-foot radius. Anyone about to attack the divine agent must attempt a Will save (DC = the divine agent's character level). 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 agentis 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 spell-like ability functions as a spell cast by a cleric of a level equal to the divine agent's character level.

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 barklike 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. This spell-like ability functions as a spell cast by a cleric of a level equal to the divine agent's character level.

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. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agent's character level.

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. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agent's character level.

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 character level.

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:

At 9th level, a divine agent becomes a magical creature. She is treated as an outsider of the deity's home plane rather than as a humanoid. For instance, charm person does not affect her. 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/chaos 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.

Despite this outsider status, a divine agent may still be brought back from the dead if slain.

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. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agent's character level.
Title: Re: Custom crap
Post by: Anastasia on July 16, 2011, 05:44:27 PM
The epic duskblade. I needed this done for another project so I went ahead and knocked it out. The spell list is a little scanty, but that's the peril of a class only using two sources. If this comes into play I'd expand the spell list a little more, especially 7th level. The bonus feats could use a few more entries as well, though I see this as minor.

Epic Duskblade

Hit Die

d8

Skill Points at Each Level

2 + ability modifier.












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

Spellcasting

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












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

Spell list

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

Spell Power (Ex)

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

Quick Cast (Ex)

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

Bonus Feats

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

Epic Duskblade Bonus Feat List

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

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.

Improved Automatic Quick Cast [Epic]
Prerequisite: Quick Cast 4/day, Automatic Quick Cast.
Benefit: Your 3rd and 4th level duskblade spells are automatically quickened. You need not use a daily use of Quick Cast to cast them as a swift action.

Greater Spell Power [Epic]
Prerequisite: Spell Power+3
Benefit: You gain a +2 bonus to your spell power ability.
Special: You may select this feat more than once. It's benefits stack.
Title: Re: Custom crap
Post by: Anastasia on July 16, 2011, 11:17:03 PM
Interesting story, Order of the Bow Initiate had an epic class back in 3.0. It ran in Dragon 297 and sorta does it's own thing. This crosses over with another project I'm doing, so I figure why not convert it? Notes as follows:

- I trimmed down the prerequisites. I prefer epic PrCs to be accessible by level 24 at the latest. You've done a lot to get this far, there's no need for more level bloat to get into a new class.

- I added combat reflexes as a prerequisite. With how the capstone ability works, it makes sense.

- Ranged sneak attack was converted to ranged precision.

- I added a few more feats to the bonus feat list and made up a quickie epic feat for this class.

You could convert most of this to epic feats and add them to the list of an epic progression for Order of the Bow Initiate. I'm trying it this way for the sake of variety. A version this as an epic Order of the Bow Initiate will be posted shortly.


Master of the Order of the Bow

Hit Die

d8

Requirements

Skills

Craft(Bowmaking) 15 ranks, Knowledge(Religion) 12 ranks.

Feats

Combat Reflexes

Epic Feats

Combat Archery

Special

Ranged Precision+5d8

Special

Must possess the extended precision class ability.

Class Skills

The Master of the Order of the Bow's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Knowledge(Religion) (Int), Ride (Dex), Spot (Wis) and Swim (Str)

Skills Points At Each Level

2 + intelligence modifier.












Level Base Attack Bonus Special
1 +1 Opportunistic shot
2 +2 Ranged precision+1d8
3 +3 Combat insight
4 +4 Ranged precision+2d8
5 +5 Bonus feat
6 +6 Ranged precision+3d8
7 +7 True strike
8 +8 Ranged precision+4d8
9 +9 Improved opportunistic shot
10 +10 Bonus feat, ranged precision+5d8

Opportunistic Shot (Ex)

At 1st level, a Master of the Order of the Bow effectively threatens adjacent enemies with his bow. He can make attacks of opportunity using a ranged weapon.

Ranged Precision (Ex)

This ability functions as the ability of the same name from Order of the Bow Initiate. This stacks with the pre-existing ranged precision the Master of the Order of the Bow has.

Combat Insight (Ex)

Beginning at 3rd-level, whenever the Master of the Order of the Bow makes a successful attack with a bow, he may add his Wisdom bonus to the damage dealt.

True Strike (Su)

At 7th level, the Master of the Order of the Bow becomes highly aware of his surroundings and gains an intuitive insight into the future. Once per day as a free action, the bow master may use this ability to gain a +20 insight bonus to a single attack roll as per the spell true strike. The insight bonus may only be applied to a ranged attack with a bow. Every 5 levels past 7 (12, 17, 22, ect), this ability may be used an additional time per day.

Improved Opportunistic Shot (Ex)

At 9th level, the Master of the Order of the Bow effectively threatens an area 30 feet around him in all directions with his bow. He may make attacks of opportunity against opponents within 60 feet using a ranged weapon.

Bonus Feats

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

Master of the Order of the Bow Bonus Feat List

Armor Skin, Blinding Speed, Distant Shot, Epic Dodge, Epic Prowess, Epic Toughness, Epic Weapon Focus, Improved Manyshot, Improved Ranged Precision, Improved Sneak Attack, Storm of Arrows and Uncanny Accuracy.

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.
Title: Re: Custom crap
Post by: Anastasia on July 16, 2011, 11:31:26 PM
The other side of the coin. I think I prefer it this way as it's consistent, and what Master of the Order of the Bow brings to the table doesn't really require an epic PrC for. I find it interesting that the abilities involved start skewing towards wisdom, though.

Epic Order of the Bow Initiate

Hit Die

d8

Skills Points At Each 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 -

Bonus Feats

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

Master of the Order of the Bow Bonus Feat List

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

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

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.

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.

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 AoO.
Title: Re: Custom crap
Post by: Anastasia on July 24, 2011, 12:32:53 AM
I've never cared for special mount as a class feature. It doesn't work too well with how a lot of D&D combat goes. There are two excellent alternate class features that replace it, but more variety is good. Each of these abilities is useful, as charging smite and divine spirit are both potent.

If it isn't obvious by now, I almost always replace special mount with something. This is for my benefit as much as yours, I admit.


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.

Level: 5th.

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

Alternate Class Feature: Battlescarred Paladin

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

Level: 5th.

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

Alternate Class Feature: Celestial Wings

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

Level: 5th.

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

Benefit: You gain a pair of white feathered wings. These wings grant a fly speed of 50ft (good).

Alternate Class Feature: Paladin of Radiance

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

Level: 5th.

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

Benefit: You are treated as a cleric of your paladin level to turn undead, instead of a cleric three levels lower than your paladin level.
Title: Re: Custom crap
Post by: Yuthirin on August 24, 2011, 04:30:22 PM
I originally talked about this idea with Dune, and here's what I came up with. The idea of a necromancer automatically being evil is kind of weird to me. Sure, undead are dirty and generally used to cause havoc and such, but that doesn't mean that all uses of necromancy are wrong and evil. The Spirit Guide here is a class that is most likely to be found in a tribal or small-village setting where the ancestors of the living are worshiped and, if needed, can rise to defend their descendants with unceasing ferocity

Also note: This isn't done.


Ancestral Spirit Guide

Hit Die
d4

Alignment
Any non-evil

Valued Abilities
Wisdom (Primary)
Charisma
Dexterity

Level  Base        Fort    Ref    Will    Special                               Spells per Day
       Attack
       Bonus                                                                 0  1st  2nd  3rd  4th  5th  6th  7th  8th  9th 
1st   +0           +2      +0     +2  Turn Undead                            3   2    —    —    —    —    —    —    —    — 
2nd   +1           +3      +0     +3                                         4   3    —    —    —    —    —    —    —    — 
3rd   +2           +3      +1     +3  Lesser Preserver's Aura                5   4    2    —    —    —    —    —    —    — 
4th   +3           +4      +1     +4  Ancestral Ally                         6   5    3    —    —    —    —    —    —    — 
5th   +3           +4      +1     +4  Empowered Magic                        6   6    4    2    —    —    —    —    —    — 
6th   +4           +5      +2     +5  Lesser Ancestal Form                   6   6    5    3    —    —    —    —    —    — 
7th   +5           +5      +2     +5                                         6   6    6    4    2    —    —    —    —    — 
8th   +6/+1        +6      +2     +6  Greater Bolstering Undead              6   6    6    5    3    —    —    —    —    — 
9th   +6/+1        +6      +3     +6  Preserver's Aura                       6   6    6    6    4    2    —    —    —    — 
10th  +7/+2        +7      +3     +7                                         6   6    6    6    5    3    —    —    —    — 
11th  +8/+3        +7      +3     +7                                         6   6    6    6    6    4    2    —    —    — 
12th  +9/+4        +8      +4     +8  Ancestral Form                         6   6    6    6    6    5    3    —    —    — 
13th  +9/+4        +8      +4     +8                                         6   6    6    6    6    6    4    2    —    — 
14th  +10/+5       +9      +4     +9                                         6   6    6    6    6    6    5    3    —    — 
15th  +11/+6/+1    +9      +5     +9  Greater Preserver's Aura               6   6    6    6    6    6    6    4    2    — 
16th  +12/+7/+2    +10     +5     +10                                        6   6    6    6    6    6    6    5    3    — 
17th  +12/+7/+2    +10     +5     +10                                        6   6    6    6    6    6    6    6    4    2 
18th  +13/+8/+3    +11     +6     +11  Greater Ancestral Form                6   6    6    6    6    6    6    6    5    3 
19th  +14/+9/+4    +11     +6     +11                                        6   6    6    6    6    6    6    6    6    4 
20th  +15/+10/+5   +12     +6     +12  Master of Death, Phylactery           6   6    6    6    6    6    6    6    6    5


Turn Undead: An Ancestral Spirit Guide has the power to affect undead creatures by channeling the power of his negative energy. You are able to rebuke or command undead a number of times per day equal to 3 + your Charisma modifier. An Ancestral Spirit Guide with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Ancestral Ally: At 4th level, An ancestral spirit guide gains the ability to summon a powerful skeletal warrior to aid you in combat. Once summoned, this skeletal ally lasts until it is destroyed or the next time you rest. In order to summon an ancestral ally, an ancestral spirit guide must spend an amount of turn undead attempts equal to the desired HD of the skeleton divided by 2. (ex.) Hogarth Fathershand, a level 5 ancestral spirit guide, is able to summon an ancestral ally with an HD maximum of 4 (must be divisible by 2). Therefore, he must spend 2 turn undead attempts (2 + 2 = 4). He may not summon a skeleton with an HD of 6 until he has obtained level 6.

Empowered Magic: Your experience in cursing the enemy brings delighted feelings to you. Now, whenever you cast a spell that is meant to debuff your enemies through spells such as bane, prayer and other similar spells, you and your undead minions within the effects of the spell benefit from it with the opposite effects. (ex.) bane will give a -1 penalty to attack for enemies and grant you and your undead +1 to attack.

Ancestral Form: Starting at 6th level, a necromancer gains the ability to cloak himself with powerful negative energy to assume the form of the undead. A necromancer may enter an undead form once per day that lasts for 1 hour/level of necromancer. While in an undead form, you lose any bonuses from constitution. Your health then doubles (d6 ==> d12 = doubles). You are now damaged by healing spells, healed by negative energy, and take double damage from fire, light and good attacks. You gain all immunities of the undead type. Additional notices - Immune to most effects that require a fortitude save, use charisma modifier for concentration checks.

--- Zombie Form: Available to the necromancer at level 6. You gain a +2 natural armor bonus. You also gain an energy drain special attack. You must declare that you are using this special attack before your attack. You may only make 1 attack per round if you choose to use this special attack. In addition to bestowing 1 negative level on a hit, your attack deals 1d4 negative energy damage and 1d2 constitution damage.

---Vampire Form: Available to a level 12 necromancer. You gain a +2 natural armor bonus and damage reduction 5/magic. Your energy drain special attack does an additional 2d4 negative energy damage and 1d4 constitution damage. Vampire form also grants you a +4 turn resistance to a good cleric's turn undead ability. You also gain 10 resistance to cold and electricity energy. Vampire form also grants +2 to charisma and a +2 to the DC's of your enchantment spells such as charm or dominate.

---Lich Form}: Available to a level 18 necromancer. While in lich form, you have a surrounding fear aura. Any creature that is within 30 feet of you (for the first time), if they fail the will save, they are affected by the fear spell. You gain a +2 natural armor bonus and damage reduction 10/magic. Your energy drain special attack now drains 2 negative levels per hit and does an additional 3d4 negative energy damage and 1d6 constitution damage. Lich form grants +4 turn resistance. You are immune to cold and electricity energy. Lich form grants +2 to charisma and +2 to the DC's of your necromancy, enchantment and illusion spells.

Greater Bolstering Undead: at 8th level, a necromancer's undead power in defending his undead against the light is potent enough to cause others to think twice before trying to combat a necromancer and his undead army. Whenever a necromancer chooses to bolster his undead (or himself while in undead form), they gain +2 attack, +2 armor class, +2 saves, +2 damage and +2 turn resistance.

Master of Death: At 20th level, a necromancer has truly learned the arts of death, thus gaining +2 charisma and +2 to the DC's of necromancy spells.

Phylactery: At 20th level a necromancer can trap part of his soul into a Phylactery (see Lich's Phylactery).

[edit] Ex-Ancestral Spirit Guides
An Ancestral Spirit Guide that becomes evil in alignment or misuses the power the ancestors grant her cannot gain levels in Ancestral Spirit Guide and lose all special abilities and all spells learned, as they were granted by the spirits.