Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Border City of Balmuria => Balmuria 3: Planar Suikoden => Topic started by: Anastasia on August 08, 2011, 05:08:48 PM

Title: Custom Material
Post by: Anastasia on August 08, 2011, 05:08:48 PM
For all the things I make that need to be saved. Anything posted here and without a note otherwise is fair game for you guys. Material that isn't ported over from the Balmuria 2 topic may still be usable, talk to me. I'm just bringing over the relevant stuff. None of you are going to care about a Balmuria Guard PrC.

Note that new feats go into the house rules instead, unless it's a new epic feat. I have an epic compendium on the DM board, but since they're generally not relevant - right now, this game could go into epic with it's scope - I don't post them publicly.
Title: Re: Custom Material
Post by: Anastasia on August 08, 2011, 05:11:20 PM
Alternate Class Feature: Elven Fencer

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

Class: Swashbuckler.

Level: 11th.

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

Benefit: You may apply your insightful strike bonus to any weapon you wield.
Title: Re: Custom Material
Post by: Anastasia on August 08, 2011, 05:14:06 PM
Shining Blade of the Triad

Hit Die

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 Material
Post by: Anastasia on August 08, 2011, 05:14:42 PM
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 Material
Post by: Anastasia on August 08, 2011, 05:15:12 PM
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.
Title: Re: Custom Material
Post by: Anastasia on August 08, 2011, 05:15:51 PM
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.
Title: Re: Custom Material
Post by: Anastasia on August 08, 2011, 05:17:11 PM
Alternate Class Feature: Cunning Move

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

Class: Factotum

Level: 8th

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

Benefit: Through pure inspiration you can manage a quick burst of magical movement. By spending 3 inspiration points you can teleport 10 feet per factotum level. Using this ability is a move action that does not provoke AoOs.
Title: Re: Custom Material
Post by: Anastasia on August 08, 2011, 05:18:07 PM
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 whofail 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 Material
Post by: Anastasia on August 08, 2011, 05:19:04 PM
Alternate Class Feature: Domain Paladin

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

Class: Paladin.

Level: 5th.

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

Class: Paladin.

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.

Class: Paladin.

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.

Class: Paladin.

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 Material
Post by: Anastasia on August 11, 2011, 11:14:24 PM
Alternate Class Feature: Ground Knight

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

Class: Knight.

Level: 2nd.

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

Benefit: You gain a +10 bonus to movement speed. This functions while wearing any armor, but not while carrying a heavy load.
Title: Re: Custom Material
Post by: Anastasia on August 15, 2011, 08:52:47 PM
This is a conversion of Frost Rager from Frostburn. I tweaked it here and there to work better. Power Attack was dropped as a prerequisite. Power Attack isn't called on anywhere in the class plus it's already full of prerequisites. One-Two Punch was changed to Flurry of Blows. It's the same thing as 1st level flurry of blows, so why change what's not broken? Likewise I trimmed down burning rage, there's no need for extra unarmed damage dice. This is designed for gestalt, go take a dip in monk or battle dancer if you want to raise those. Hell, with the PrC's design, that would make a lot of sense. Instead I had it add extra fire damage dice and I wasn't stingy with them. Fire is the most resisted D&D element, so I figured it wasn't a bad idea.

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


Inferno Heart

Hit Die

d12

Requirements

Base Attack Bonus

+6

Skills

Intimidate 4 ranks, Survival 4 ranks.

Feats

Blazing Berserker, Improved Unarmed Strike.

Special

Rage or frenzy ability.

Class Skills

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

Skill Points at Each Level

2 + Intelligence modifier.







Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +1 +2 +0 +0 Burning Rage, Flurry of Blows
2 +2 +3 +0 +0 Boiling Blood
3 +3 +3 +1 +1 Absorb Heat
4 +4 +4 +1 +1 Improved Burning Rage
5 +5 +4 +1 +1 Blazing Rend

Weapon and Armor Proficiency

Inferno Hearts gain no proficiency with any weapon, armor, or shields.

Burning Rage (Su)

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

Flurry of Blows (Ex)

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

Boiling Blood (Su)

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

Absorb Heat (Su)

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

Improved Burning Rage (Su)

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

Blazing Rend (Ex)

At 5th level, an Inferno Heart gains the ability to rend a target. In any round that the Inferno Heart hits the same foe with two or more unarmed attacks while in a rage, he immediately deals an additional 2d8 points of damage (plus 1-1/2 times his Strength bonus), plus the bonus fire damage from Improved Burning Rage. If you are smaller or larger than medium, the base damage for rend changes appropriately.
Title: Re: Custom Material
Post by: Anastasia on August 22, 2011, 03:33:20 AM
Healer. They have healing, more healing and even more healing just for kicks. They have absurd, redundant amounts of ways to mend wounds. With the exception of a few obscure splatbook spells and a few spells that aren't suitable for her, she has every single conjuration (healing) spell I could find.

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

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


Healer

Alignment

Any Good.

Hit Die

d8

Class Skills

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

Skill Points at 1st Level:

(4 + Int modifier) x 4.

Skill Points at Each Additional Level

4 + Int modifier.






















Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +0 +0 +0 +2 Healing Hands, Turn Undead
2 +1 +0 +0 +3 Skill Focus (Heal)
3 +1 +1 +1 +3 Aura of Protection
4 +2 +1 +1 +4 -
5 +2 +1 +1 +4 Effortless Healing
6 +3 +2 +2 +5 -
7 +3 +2 +2 +5 Lingering Healing
8 +4 +2 +2 +6 Unicorn Companion
9 +4 +3 +3 +6 -
10 +5 +3 +3 +7 Panacea
11 +5 +3 +3 +7 -
12 +6 +4 +4 +8 Overflowing Energy
13 +6 +4 +4 +8 -
14 +7 +4 +4 +9 Emergency Healing
15 +7 +5 +5 +9 -
16 +8 +5 +5 +10 Life's Caress
17 +8 +5 +5 +10 -
18 +9 +6 +6 +11 True Calling
19 +9 +6 +6 +11 -
20 +10 +6 +6 +12 Brilliant Apotheosis

Class Features

All of the following are class features of the healer.

Weapon and Armor Proficiencies

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

Healing Hands (Ex)

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

Turn Undead (Su)

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

Skill Focus (Heal)

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

Aura of Protection (Su)

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

Effortless Healing (Ex)

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

Lingering Healing (Su)

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

Unicorn Companion (Ex)

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

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

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

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

Panacea (Su)

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

Overflowing Energy (Ex)

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

Emergency Healing (Su)

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

Life's Caress (Su)

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

True Calling (Ex)

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

Brilliant Apotheosis (Ex)

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

Spells

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

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

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

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

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

0—create water, cure minor wounds, deathwatch, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, virtue.
1st—bless water, calm animals, conviction, cure light wounds, delay disease, ease pain, endure elements, faith healing, goodberry, healer's vision, healthful rest, incite, inhibit, invest light protection, lesser vigor, protection from chaos, protection from evil, protection from law, remove fear, remove paralysis, resurgence, sanctuary, shield of faith.
2nd—aid, barkskin, bear's endurance, calm emotions, conduit of life, cure moderate wounds, close wounds, delay poison, divine protection, eagle's splendor, enthrall, estanna's stew, gentle repose, halt undead, healing lorecall, hydrate, lesser restoration, lesser spell immunity, make whole, owl's wisdom, protection from negative energy, remove addiction, remove blindness/deafness, remove disease, resist energy, shield other, stabilize, status.
3rd—create food and water, cure serious wounds, dispel magic, grace, heart's ease, hold person, insignia of healing, invest moderate protection, magic circle against chaos, magic circle against evil, magic circle against law, magic vestment, mantle of chaos, mantle of good, mantle of law, mass aid, mass conviction, mass lesser vigor, mass resist energy, mass resurgence, neutralize poison, protection from energy, refreshment, remove curse, remove nausea, restoration, vigor, wind wall.
4th—blood of the martyr, channeled divine health, contingent energy resistance, cure critical wounds, death ward, delay death, freedom of movement, glory of the martyr, greater resistance, greater status, healing spirit, last breath, mass aid, mass cure light wounds, mass shield of faith, panacea, positive energy aura, recitation, reincarnate, rejuvenation cocoon, remove fatigue, seed of life, sheltered vitality, spell immunity, wall of chaos, wall of good, wall of law
5th—atonement, break enchantment, dance of the unicorn, darts of life, divine agility, greater vigor, healing circle, invest heavy protection, mass cure moderate wounds, spell resistance, stalwart pact, stoneskin, stone to flesh, sustain, true seeing.
6th—celestial blood, greater dispel magic, greater restoration, heal, heroes' feast, hold monster, mass bear's endurance, mass cure serious wounds, mass eagle's splendor, mass owl's wisdom, rejection, revivify, superior resistance, vigorous circle, regenerate, repel wood, resurrection, tortoise shell.
7th—aura of vitality, detoxify, empyreal ecstasy, fortunate fate, mass cure critical wounds, mass hold person, mass restoration, mass spell resistance, renewal pact, repulsion.
8th—antimagic field, cloak of chaos, greater spell immunity, holy aura , mass death ward, mass heal, repel metal or stone, shield of law, spread of contentment, surelife.
9th—antipathy, foresight, mass hold monster, miracle, sublime revelry, sympathy, unyielding roots.
Title: Re: Custom Material
Post by: Anastasia on August 22, 2011, 03:51:32 AM
This one was made on request. Don't read too deeply into it.

Alternate Class Feature: Nature's Protection

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

Class: Healer.

Level: 8th.

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

Benefit: Your devotion to mending the wounds of the world has earned you favor. You gain an animal companion; you are treated as a druid equal to your healer level.
Title: Re: Custom Material
Post by: Anastasia on August 22, 2011, 03:58:44 AM
While the main function of a healer is to heal, one of the secondary roles is protecting her allies. This explores that role and expands it, albeit at the cost of some of her signature healing skill.

Alternate Class Feature: Healer's Protection

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

Class: Healer.

Level: 7th.

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

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

To gain this benefit, the spell cast must restore at least 1 hit point to the target.
Title: Re: Custom Material
Post by: Anastasia on August 22, 2011, 04:08:29 AM
You rarely see ACFs for capstones. There's a good reason for that, but in this case I have easy grist to work with. This was my original idea for the capstone. I feel it's close to competitive mechanically, but Brilliant Apotheosis is far more fitting and interesting a capstone.

Alternate Class Feature: Undying Flesh.

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

Class: Healer.

Level: 20th.

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

Benefit: You gain damage reduction 10/evil. In addition you gain regeneration equal to one-half of your healer level. Attacks that bypass your damage reduction and spells with the evil descriptor deal lethal damage to you.
Title: Re: Custom Material
Post by: Anastasia on September 06, 2011, 06:38:59 PM
Lantern Rangers

While most Lantern Archons live in peace of transcend into a higher form of archon, a rare few maintain their existence as Lanterns. Of these, the spiritual allure of ranger suits those with a taste for nature. These lantern archons stick together, changing the basics of ranger to benefit them.

Requirements

To take a Lantern Ranger substitution level, a character must be a lantern archon and about to take her 1st, 3rd or 6th level of paladin.

Hit Die

d8

Class Skills

Lantern Rangers have the same class skills as a standard ranger, plus Knowledge(planes).

Skill Points per Level

6 + intelligence modifier.

2nd: Lose Combat Style, gain Defensive Maneuvers.
4th: Lose Animal Companion, gain Lantern Spellcasting.
9th: Lose Evasion, gain Improved Evasion.

Defensive Maneuvers (Ex)

A Lantern Ranger focuses on swift movement that keeps them out of danger's way. They gain a dodge bonus to armor class equal to 1+(Ranger level/4), as well as a 10ft bonus to its fly movement speed.

Lantern Spellcasting (Ex)

A Lantern Ranger gains Eschew Materials as a bonus feat at 4th level. In addition, it needs no holy symbol to cast its magic - it uses the innate connection to Good within itself to serve this purpose - nor does it need to complete somatic components. This applies only to the spells gained from the Lantern Ranger's ranger class levels.

Improved Evasion (Ex)

At 9th level a Lantern Ranger's focus on defense brings more results. They gain improved evasion, as the rogue class feature.
Title: Re: Custom Material
Post by: Anastasia on September 15, 2011, 05:14:05 PM
Yuth wanted a half troll to troll PrC so here you go. It's giant HD with the features half troll is missing added in over the levels. It's fairly simple and to the point; I attempted more complex work but ultimately simplicity won the day.

Troll

Hit Die

d8

Requirements

Special

Must be a half-troll.

Class Skills

The Troll's class skills are: Listen, Spot, Survival.








Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +0 +2 +0 +0 +2 strength, +1 natural armor
2 +1 +3 +0 +0 +2 constitution, low-light vision
3 +2 +3 +1 +1 +2 strength, -2 charisma
4 +3 +4 +1 +1 +2 constitution
5 +3 +4 +1 +1 +2 strength, large size
6 +4 +5 +2 +2 +2 constitution, regeneration

Ability Score Changes (Ex)

The ability score changes from troll stack with each other and from other sources.

Improved Natural Armor (Ex)

At 1st level, the natural armor of a troll increases by 1 point.

Low-Light Vision (Ex)

At 2nd level, a troll gains low light vision.

Large Size (Ex)

At 5th level, the rapid, regenerative growth of the troll causes a increase in size. Raise the creature's size category by one, up to a maximum of colossal.

Regeneration (Ex)

At 6th level, the fast healing granted from half-troll becomes regeneration. Fire and acid deal lethal damage to the troll.
Title: Re: Custom Material
Post by: Anastasia on September 17, 2011, 12:10:09 PM
De-stickied. I post to this enough to where a sticky isn't needed.
Title: Re: Custom Material
Post by: Anastasia on September 24, 2011, 04:16:30 PM
Epic Planar Champion

Hit Die

d10

Skill Points at Each Level

4 + ability modifier.












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

Favored Plane (Ex)

The epic planar champion may select one additional favored plane for every five levels gained above 10th. (15, 20, 25, ect.) Bonuses for previous favored planes increase by +1.

Damage Reduction (Su)

At 12th level and every five levels thereafter, the damage reduction of the planar champion improves by five points. (22, 27, 32, ect.) In addition, at 12th level the epic planar champion's damage reduction improves to epic.

Bonus Feats

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

Epic Planar Champion Bonus Feat List

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

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

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

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

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

Shared Planar Survival [Epic]
Prerequisite: Planar Survival, Knowledge(Planes) 15 ranks.
Benefit: Your ability to survive on the planes extends to your friends and allies. All friendly creatures within 60ft gain the benefit of your planar survival ability. You may choose to suppress or resume this ability as a free action. If you choose to suppress it, you do not lose the personal benefit of planar survival.
Title: Re: Custom Material
Post by: Anastasia on September 26, 2011, 12:29:58 AM
Epic Fatemaker

Hit Die

d6

Skill Points at Each Level

6 + intelligence modifier.












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

Spells

The epic fatemaker's caster level is equal to his class level. The epic fatemaker's number of spells per day does not increase after 10th level. The epic fatemaker does not learn additional spells unless he or she selects the Spell Knowledge feat.

Aura of Confidence (Su)

At 12th level and every 4 levels thereafter(24, 28, 32, ect.), the bonus of the epic fatemaker's aura of confidence increases by 1 point.

Sneak Attack (Ex)

The epic fatemaker's sneak attack increases by 1d6 at level 12 and every 3 levels thereafter. (21, 24, 27, ect)\

Confidence of the Fated (Su)

At 12th level and every 5 levels thereafter(22, 27, 32, ect.), the epic fatemaker can use confidence of the fated an additional time per day.

Take Charge Appeal (Ex)

At 15th level and every 5 levels thereafter(25, 30, 35, ect), the epic fatemaker's charisma increases by 1 point.

Ego Manifestation (Sp)

At 20th level and every 10 levels thereafter(30, 40, 50, ect.), the epic fatemaster may use Ego Manifestation an additional time per day.

Bonus Feats

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

Epic Fatemaker Bonus Feat List

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

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

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

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

Supreme Confidence [Epic]
Prerequisite: Aura of Confidence(+4), cha 25
Benefit: Your confidence is so great that it rallies those close to you to greater heights. Your Aura of Confidence ability now applies to weapon damage rolls and armor class.
Title: Re: Custom Material
Post by: Anastasia on October 01, 2011, 02:40:07 PM
Speedmaster

Hit Die

d6

Requirements

Feats

Run

Epic Feats

Epic Speed

Special

Must be able to cast haste as a spell or spell like ability. Alternately, Blinding Speed may be taken to satisfy this prerequisite.

Class Skills

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

Skill Points at Each Level

2 + Int modifier.












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

Fast Movement (Ex)

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

Speed Burst (Su)

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

Blazing Speed (Su)

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

Shattering Blow (Ex)

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

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

Greater Shattering Blow (Su)

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

Fast Healing (Ex)

At 7th level, your healing has learned to accelerate just as much as the rest of your body. You gain fast healing 5. Every five levels hereafter(12, 17, 22, ect), your fast healing rises another 5 points.

Dislocating Speed (Su)

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

Greater Blazing Speed (Su)

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

Explosive Acceleration (Su)

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

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

Bonus Feats

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

Speedmaster Bonus Feat List

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

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

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

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

Superior Shattering Blow [Epic]
Prerequisite: Greater Shattering Blow, con 23
Benefit: You take no damage from a missed shattering blow.
Title: Re: Custom Material
Post by: Anastasia on October 01, 2011, 05:09:25 PM
Epic swiftblade. Swiftblade makes for a piss-poor epic progression, as all the abilities are one-offs with no potential for easy improvement. Swift Surge continues and that's really it. I gave it full spellcasting advancement; this is standard for an epic PrC progression. By this point you've paid off any empty spell-levels for a PrC. Speedmaster came out of trying to take the themes of swiftblade and make an epic PrC for it. It didn't quite work out as a smooth transition class, becoming something that stands on its own instead.

Epic Swiftblade

Hit Die

d6

Skill Points at Each Level

4 + intelligence modifier.












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

Swift Surge (Ex)

An epic swiftblade's swift surge continues to advance as shown above.

Bonus Feats

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

Epic Swiftblade Bonus Feat List

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

Improved Swift Surge [Epic]
Prerequisite: Swift Surge+2/20ft/+2d6
Benefit: Your swift surge improves by one step. If your dodge bonus and bonus damage are equal, your dodge bonus increases by one. If your dodge bonus is higher than your bonus damage, your bonus damage and speed increases by +1d6 and 10ft, respectively.
Special: You can gain this feat multiple times. Its effects stack.
Title: Re: Custom Material
Post by: Anastasia on October 18, 2011, 08:07:39 PM
I prefer not to give out pounce whenever possible, so I made this ACF instead. It's rather lazy but it works.

Alternate Class Feature: Dance of the Furious Unicorn

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

Class: Battle Dancer.

Level: 11th.

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

Benefit: An 11th-level battle dancer with 14 ranks in Tumble can spring upon an opponent with the ferocity of charging unicorn. When charging, she can attempt a DC 20 Tumble check. If she succeeds, her first attack at the end of the tumble deals double damage.
Title: Re: Custom Material
Post by: Anastasia on October 22, 2011, 11:14:05 PM
An old PrC Seira used back in Balmuria 1. I tidied it up and changed the pre-reqs, but otherwise nothing is changed. It's a curious PrC, a bastardization of Enlightened Fist from Complete Arcane with some dragon elements added in. Some of the features are of little use in gestalt and others are antiquated. Still, it's worth posting as a historical curiosity. I might - emphasis on might - revise it into something else later.

Dragon-Pact Wizard

Hit Die

d6

Requirements

Feats

Any draconic feat.

Languages

Draconic.

Spells

Must be able to cast 5th level arcane spells.

Special

Must have made a pact with a true dragon.

Special

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

Class Skills

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

Skill Points at Each Level

2 + Int modifier.












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

Draconic Enlightenment (Ex)

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

Draconic Claw (Su)

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

Claw of Energy (Su)

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

Arcane Claw (Su)

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

Arcane Shielding (Sp)

At fourth level, the Dragon-Pact Wizard may cast Fire Shield 1/day as a spell like ability. Fire based dragons use the warm shield, cold based dragons use the cool shield. Other dragon types may choose between the two.

Hold Ray (Ex)

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

Arcane Resistance (Ex)

At 8th level, a Dragon-Pact Wizard gains spell resistance equal to 10 + the total of her draconic HD. Note that due to Draconic Enlightenment, class levels from this class stack with draconic HD.

Draconic Ascension (Ex)

At 10th level, the Dragon-Pact Wizard no longer takes penalties for aging and cannot be magically aged. Any such penalties already taken stay in place. Bonuses still accrue, and the Dragon-Pact Wizard still dies when her time is up.

Title: Re: Custom Material
Post by: Anastasia on October 22, 2011, 11:34:29 PM
I'm not gonna bullshit you - Dragon-Pact Wizard does not make much of an epic progression. All the abilities are one-off with no easy way to build a progression. I gave it a bonus feat once every 3 levels and called it a day. At least they have a decent list of bonus feats to choose from. I normally wouldn't bother with an epic progression for a class like this, but I need one on the books for Seira's build.

Epic Dragon-Pact Wizard

Hit Die

d6

Skill Points at Each Level

2 + intelligence modifier.












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

Bonus Feats

An epic Dragon-Pact Wizard gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Dragon-Pact Wizard Bonus Feat List

Armor Skin, Automatic Metamagic, Energy Resistance, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Extended Lifespan, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Improved Spell Resistance, Intensify Spell, Master Staff, Master Wand, Multiaction, Spell Knowledge, Spell Opportunity, Spontaneous Spell, Tenacious Magic.
Title: Re: Custom Material
Post by: Anastasia on October 23, 2011, 03:42:40 PM
An epic PrC Seira used. It's an upwards tweak of a class from Forgotten Realms. As I recall it's called Cormyr War Wizard or some such. Anyway, it's pretty straight forward. I cleaned up the pre-reqs but otherwise this class is unchanged. It does what it sets out to do and it does it well, so it's a fine class.

War Wizard

Hit Die

d4

Requirements

Skills

Spellcraft 13 ranks, Knowledge(Arcana) 13 ranks.

Feats

Empower Spell, Widen Spell.

Epic Feats

Enhance Spell

Spells

Must be able to cast 9th level arcane magic.

Class Skills

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







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

Spontaneous Widen Spell (Su)

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

Epic Metamagic Feat

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

Enhanced Spell Area (Su)

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

Sudden Enhance

At 4th level the War Wizard gains Sudden Enhance as a bonus feat.

War Spell (Su)

Once per day, a 5th level War Wizard can call on a spell cast with the Widen Spell or Spontaneous Widen Spell benefit, and increase the spell's area exponentially. The radius of this spell increases by 1000%.
Title: Re: Custom Material
Post by: Anastasia on October 25, 2011, 07:18:48 PM
I wanted to make a law-focused PrC for two reasons. One, I found the videos of Phoenix Wright in Ultimate Marvel vs Capcom to be hilarious, and the idea of a prosecutor kicking ass appealed. Second of all, Jaela's trial got me thinking of law and chaos again. So here you go.

The Prosecutor is an expression of a deeply lawful warrior who wishes to overthrow chaos in every form. Those who value law and order above everything else gravitate to this class, so that they may better apprehend those who choose chaos. It is the class of the law-zealot, who cares about order over anything else.

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


Prosecutor

Hit Die

d10

Alignment

Any axiomatic.

Skills

Profession (Judge) 12 ranks, Profession (Lawyer) 12 ranks or 12 ranks in a similar profession.

Feats

Mechanus Soldier, Spurn Disorder

Epic Feats

Order Incarnate

Class Skills

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

Skill Points at Each Additional Level

2 + Int modifier.












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

Reveal Chaos (Su)

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

Castigate Chaos (Su)

A Prosecutor can reveal the weakness of chaos, enfeebling those who champion it. As a standard action he may point or gesture at a chaotic target. The target is allowed a will save to negate, with a DC of 10 + 1/2 hit dice + cha modifier. If the target fails the saving throw they appear weak, sick and deformed. This inflicts a -5 penalty to attack rolls, weapon damage rolls, ability checks, skill checks, caster level checks, armor class and saving throws. These penalties last for a number of minutes equal to the Prosecutor's hit dice. This ability may be used once per day at 1st level and another time per day every 4 levels thereafter. (5, 9, 13 and so on.) If the Prosecutor uses this ability on a non-chaotic creature, it fails and that use is wasted.

This ability may be dispelled by dispel law, but not by dispel magic or greater dispel magic.

Blade of Order's Wrath (Su)

Starting at second level, the Prosecutor deals extra damage to chaotic creatures. Any successful weapon or natural attack to a chaotic creature deals an extra 5 points of damage. This extra damage rises by 5 every 4 levels thereafter. (6, 10, 14 and so on.) This damage applies to melee or ranged weapons as well as natural weapons, but not to spells or supernatural abilities.

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

Judge, Jury and Executioner (Su)

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

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

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

Judgment (Su)

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

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

Shield of Law (Su)

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

Bonus Feats

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

Prosecutor Bonus Feat List

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


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

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

Order Incarnate [Axiomatic, Epic]
Prerequisite: Spurn disorder, cha 21
Benefit: The powerful order you represent grants you a +6 circumstance bonus to bluff and intimidate checks versus chaotic creatures. Such creatures recognize you for what you are and act appropriately.
Title: Re: Custom Material
Post by: Anastasia on November 16, 2011, 05:34:15 PM
This set of substitution levels went through several incarnations. I went from a two level set to four, then to considering an entire variant paladin class. Ultimately I chose to keep it simple rather than getting too exotic. I could have if I wanted to and I may still in the future - Cor had a good idea for replacing smite evil and I have a few other inspirations - but keeping it simple wins the day.

Fey Paladin

While rare, a few paladins of freedom can be found amid the ranks of the Seelie Court. These warriors fight with uncommon valor, mixing trickery and guile into the holy arts of a paladin.

Requirements

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

Hit Die

d6

Class Skills

Fey Paladins have the same class skills as a standard paladin, plus Bluff, Knowledge(nature) and Survival.

Skill Points per Level

4 + intelligence modifier.

1st: Lose Detect Evil, gain Detect Illusions.
4th: Lose Turn Undead, gain Illusion Magic.
5th: Lose Special Mount, gain Fairy Dragon Mount.

Detect Illusions (Sp)

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

1st Round

Presence or absence of illusions.

2nd Round

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

3rd Round

The spell level and location of each illusion. If an illusion is outside your line of sight, then you discern its direction but not its exact location.

Illusion Magic (Ex)

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

1st

Color Spray, Silent Image.

2nd

Hypnotic Pattern, Mirror Image.

3rd

Major Image, Misdirection.

4th

Greater Mirror Image, Rainbow Pattern.

Fairy Dragon Mount (Su)

Instead of the normal mount, a fey paladin gains a fairy dragon as an erstwhile companion. It advances as normal for a special mount. A fairy dragon mount will be of a proper size for the rider, i.e., one size larger. (Maximum gargantuan.) Apply the normal modifications to the fairy dragon from the size change, though it does not gain or lose hit dice from this size change. See here for the fairy dragon: http://www.soulriders.net/forum/index.php/topic,101746.msg1027669.html#msg1027669
Title: Re: Custom Material
Post by: Anastasia on November 23, 2011, 11:21:42 PM
Merc was interested in the Archivists's dark knowledge but didn't want all the baggage that comes with Archivist. Fair enough, so he made up this PrC.

The idea of more factotum PrCs appeals to me as well. The name doesn't, but neither of us could come up with something better than prestige archivist. Oh well.


Prestige Archivist
Requirements
Spoiler: ShowHide

Skills: Knowledge (arcana) 10, Knowledge (dungeoneering) 10, Knowledge (planes) 10
Skill Tricks: Collector of Stories
Special: 3 or more inspiration points


Table
Spoiler: ShowHide
Hit Die: d6.
Skills: 6+INT per level, all skills are class skills.


Lvl
BAB
Fort
Reflex
Will
Inspiration
Special
1
+0
+0
+2
+2
1
Dark Knowledge (tactics), Cunning Knowledge
2
+1
+0
+3
+3
1
Still Mind
3
+2
+1
+3
+3
1
Dark Knowledge (puissance)
4
+3
+1
+4
+4
2
Distilled Facts
5
+3
+1
+4
+4
2
Dark Knowledge (foe)
6
+4
+2
+5
+5
2
Knowledge is Power
7
+5
+2
+5
+5
3
Dark Knowledge (dread secret)
8
+6
+2
+6
+6
3
Master of Knowledge
9
+6
+3
+6
+6
3
Dark Knowledge (foreknowledge)
10
+7
+3
+7
+7
4
Limitless Knowledge


Class Features
Spoiler: ShowHide
Weapons and Armor proficiencies: Archivists gain no proficiencies with weapons or armor.

Dark Knowledge: Three times per day, as a move action, an archivist can draw upon his expansive knowledge of monsters, granting himself and his allies benefits against the creatures they face.

An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often. By spending 1 inspiration point, an archivist can gain one additional use per day for every two levels of archivist they have (so 4/day at level 2, 5/day at level 4, and so on).

Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more.

Dark knowledge can only be used once against any given creature. It can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

  • Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
  • Puissance: Starting at 3rd level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
  • Foe: Starting at 5th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
  • Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 7th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).
  • Foreknowledge: Starting at 9th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Cunning Knowledge: Functions identical to the factotum class feature, and the levels stack for the purpose of determining bonus.

Inspiration: At every three levels, the archivist gains one additional inspiration point.

Still Mind: Functions identical to archivist and monk class feature.

Distilled Facts (Ex): At 4th level, by spending 3 inspiration points, an archivist may use dark knowledge as a free action instead of a move action.

Knowledge is Power (Ex): At 6th level, an archivist gains the ability to use cunning knowledge more than once per day with any particular skill. However, the cost of inspiration points increases by two with each successive use for the same skill.

For example, if an archivist uses cunning knowledge to hide, if he uses it a second time, he would need to use 3 inspiration point, if he uses it a third time, he would need to use 5 inspiration points, and so forth.

Master of Knowledge: At 8th level, an archivist gains Master of Knowledge as a bonus feat.

Limitless Knowledge (Ex): At 10th level, an archivist sometimes gets flashes of insight into what makes an opponent tick. At the start of an encounter, select any one opponent. By spending 4 inspiration points, make a dark knowledge check as a free action. You start off the encounter with a bonus from tactics, puissance, foe and foreknowledge against that opponent based on your Knowledge check. This effect applies only to yourself and your chosen opponent, it does not include any of your allies, nor does it apply towards any other enemy of the same type as your chosen opponent. While this ability does consume a use of dark knowledge, it does not count against the one use restriction per any given creature for that ability.

In fact, if you later use dark knowledge during the encounter, you gain a bonus to your Knowledge check equal to the bonus gained from this ability (so long as dark knowledge is being used against creatures of the same type as your chosen opponent). Any bonus gained from dark knowledge does not stack with that of limitless knowledge, but you may use whichever is higher of the two.


Modified Feats:
Spoiler: ShowHide
Master of Knowledge
You have spent most of your life in study, and it comes naturally to you now.
Benefits - You gain a +1 bonus to all Knowledge skill checks. Once per day you may choose to reroll any Knowledge check, though you must take the second result, even if it is worse.
Title: Re: Custom Material
Post by: Anastasia on November 28, 2011, 02:05:55 PM
Epic Vigilante. I did this since I'm working out Tannin's build path.

Epic Vigilante

Hit Die

d8

Skill Points at Each Level

6 + intelligence modifier.












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

Streetwise (Ex)

At 13th level and every 6 levels thereafter(19, 25, 31, ect.), the bonus of the epic vigilante's streewise ability increases by 2 points.

Smite the Guilty (Su)

At 14th level and every 4 levels thereafter(18, 22, 26, ect), the epic vigilante can smite the guity an additional time per day.

Bonus Feats

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

Epic Vigilante Bonus Feat List

Armor Skin, Blinding Speed, Curse of the Guilty, Epic Dodge, Epic Reputation, Epic Skill Focus, Great Smiting, Improved Quick Search and Hide, Inescapable Guilt, No Escape for the Wicked, Spell Knowledge, Superior Initiative.

Spellcasting

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



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

The epic Vigilante's spell list includes all bard spells from the abjuration, divination, illusion, transmutation and necromancy schools.
Title: Re: Custom Material
Post by: Anastasia on November 28, 2011, 07:08:09 PM
This is for Crystal. This is designed with gestalt in mind. If you wish to use this for normal D&D, I'd recommend having the class progress both ranger and paladin spellcasting, plus favored enemy, smite evil and perhaps a few other features. This is also abusable with prestige ranger shenanigans (prestige paladin too if you allow Battle Blessing to work for prestige paladin. I don't, but if you do...) and could make a freaky double-divine theurge that way. There's no official rule in the class that prohibits this, so consider this to serve instead.

Defender of the Natural World

Hit Die

d10

Requirements

Skills

Diplomacy 8 ranks, Handle Animal 8 ranks, Ride 8 ranks, Survival 8 ranks.

Feats

Battle Blessing, Devoted Tracker, Sacred Vow.

Spells

Able to cast 1st level divine spells from paladin and ranger.

Class Skills

The Defender of the Natural World's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)

Skill Points at Each Level

4 + Int modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpell
1+1+2+2+0Celestial mount, companion mount+1 divine
2+2+3+3+0Spellcasting synergy (1st level)+1 divine
3+3+3+3+1Favored enemy (evil)+2+1 divine
4+4+4+4+1Spellcasting synergy (2nd level)+1 divine
5+5+4+4+1Natural blessings+1 divine
6+6+5+5+2Spellcasting synergy (3rd level)+1 divine
7+7+5+5+2Armored stride+1 divine
8+8+6+6+2Spellcasting synergy (4th level)+1 divine
9+9+6+6+3Smite favored enemy+1 divine
10+10+7+7+3Combined magic+1 divine

Companion Mount (Ex)

Levels of Defender of the Natural World stack with either your paladin levels for the sake of your special mount or your ranger level for the sake of your animal companion. Choose which on taking the first level of this class. Once you have chosen, this choice cannot be undone.

Celestial Mount

At 1st level the forces of the natural world and the heavens both smile on you. As a result, you gain Celestial Mount as a bonus feat.

Spellcasting Synergy (Ex)

As you devote yourself equally to the natural world and holy orders, your magic blends together just as equally. At 2nd level you gain the ability to memorize paladin spells in your ranger spell slots, and ranger spells in your paladin spell slots. This applies only to 1st level spells. At 4th level this applies to 2nd level spells, 3rd level spells at level 6 and 4th level spells at level 8.

Favored Enemy (Ex)

At 3rd level, the Defender of the Natural World gains evil as a new type of favored enemy. This functions as the ranger ability of the same name and applies to any creature of evil alignment. This bonus is +2 and may be raised as normal.

Natural Blessings (Ex)

At 5th level, your spells have blended together enough to be able to apply the blessings of your paladin spells to your ranger spells. Your Battle Blessing feat now applies to both your ranger and your paladin spells.

Armored Stride (Ex)

At 7th level, the Defender of the Natural World moves like a ghost, even wearing the heavy armor of a paladin. He reduces the armor check penalty of any armor he wears by 2. Armor heavy enough to reduce his speed no longer reduces his speed. Further, if the Defender of the Natural World has evasion from his ranger class levels, he may now benefit from it in medium or heavy armor.

Smite Favored Enemy (Ex)

At 9th level, the Defender of the Natural World is able to use her enmity against her favored enemies to smite them. When using her smite evil ability, any creature that is one of his favored enemies is a valid target for smite evil, regardless of alignment.

Combined Magic (Ex)

At 10th level your ranger and paladin magic have become one. You now only have one set of spells for both classes. Combine the total spell slots for both, including bonus spells for high wisdom or charisma. These slots may hold any spell from the paladin or ranger lists and have a caster level of your ranger caster level plus your paladin caster level. In addition, any feat or ability that affects ranger or paladin spellcasting affects your combined pool of spells, including taking levels in prestige classes that advance a single type of divine casting. For example, taking a level of a prestige class that advanced paladin casting advances both paladin and ranger casting for you.

Examples

A Defender of the Natural World with 19th level paladin casting, 18th level ranger casting, 24 charisma and 22 wisdom would have the following number of spell slots: 10/9/8/5. If she took a level of a PrC that grants +1 divine casting, she would cast as a 20th level paladin and 19th level ranger and add the appropriate spell slots to come to a total of 10/10/9/7.
Title: Re: Custom Material
Post by: Anastasia on November 28, 2011, 07:38:57 PM
Defender of the Natural World makes a crummy epic progression. I gave it bonus feats every 3 levels and called it a day. I may try and cook up some unique feats for it later, but right now I can't think of any.

Epic Defender of the Natural World

Hit Die

d10

Skill Points at Each Level

4 + Int modifier.



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

Companion Mount (Ex)

The epic Defender of the Natural World continues to stack her class level with his ranger or paladin class level for the sake of his animal companion or mount.

Bonus Feats

An epic Defender of the Natural World gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Defender of the Natural World Bonus Feat List

Armor Skin, Bane of Enemies, Blinding Speed, Epic Endurance, Epic Prowess, Epic Reputation, Epic Toughness, Great Smiting, Holy Strike, Improved Favored Enemy, Legendary Rider, Perfect Health, Spectral Strike.
Title: Re: Custom Material
Post by: Anastasia on December 01, 2011, 06:58:59 PM
Cor inspired this one with those favored soul feats. It's an interesting little class that relies on critical hits and focuses on them. It feasts or starves on luck, hence the name of Fortune Blade.

Fortune Blade

Hit Die

d8

Requirements

Base Attack Bonus

+5

Feats

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

Spells

Able to cast 1st level arcane spells

Special

Must have proficiency with all martial weapons.

Special

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

Class Skills

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

Skill Points at Each Level

2 + intelligence modifier.



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

Improved Critical (Ex)

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

Spellblade (Sp)

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

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

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

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

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

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

Power Spell (Ex)

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

Power Critical (Ex)

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

Double Spellblade (Sp)

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

Critical Mastery (Ex)

At the height of your skill, telling critical hits are second nature to you. Your threat range for critical hits increases by 1. This is added after all other modifiers to your critical threat range.
Title: Re: Custom Material
Post by: Anastasia on December 07, 2011, 03:27:54 PM
Take a wild guess on who this is for.

Alternate Class Feature: Wind's Shield.

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

Class: Favored Soul.

Level: 3rd.

Replaces: If you select Wind's Shield, you do not get Deity's Weapon Focus or Deity's Weapon Specialization.

Benefit: An aegis of wind protects you, granting you a +1 bonus to armor class and a 20% miss chance against physical ranged attacks. At 12th level, this bonus increases to +2 and 50%, respectively.
Title: Re: Custom Material
Post by: Anastasia on December 11, 2011, 11:37:12 PM
Singer of the Celestial Choir came from several sources over Balmuria's lifespan. Antenora's dabbing in celestial song in Balmuria 1 started it, which became a few stray scraps of wondering for Neveril in Balmuria 2 (Though grabbing Words of Creation was late game at best due to her HP issues) and re-crystallized recently. In particular, there was a discussion where I noticed I wasn't a big fan of bards. Paradoxically I do like the particular idea of the Celestial Choir. This got me thinking about it off and on, then Cor mentioned bardsong as a possible trait of eladrin the Eladrin Ascendant PrC that's in development. Also, I'd been trying to do something with the Words of Creation in epic for ages, but it never came out to my satisfaction.

Anyway, the upshot of the entire thing is that all of those crystallized into a coherent whole. This whole is an epic bard PrC that focuses on using the Words of Creation to great effect. In essence, this is meant to be angelic music. The songs of the Heavens are represented here, available to a devoted and purified bard of legendary skill. It is designed for a bard who wants cleric styled powers as well as a dash of sanctified magic. It's best compared to the Troubador of Stars from the Book of Exalted Deeds. It offers much better spell progression - more on that below - and better songs, in exchange for weaker sanctified magic access and no divine transformation or starmantle. I think the power of the songs more than makes up for that difference and is a suitable epic PrC.

When considering the balance of this PrC, you need to compare it to Words of Creation boosted bardic music. The Words of Creation offer an unparallelled boost to bardic music at the cost of physical harm. This PrC attempts to continue those themes directly. While the Book of Exalted Deeds notes that mortals can only learn three or four of the Words of Creation, I would hold that an epic character would be far less beholden to that number. While this isn't an epic continuation of Words of Creation, it is decidedly working under the assumption that one's mastery of the Words can increase. Due to this, I tried to make Celestial Music worthwhile. Does it succeed? I think it does in broad strokes, though I'm not familiar enough with high level bards to say for certain.

This PrC pre-supposes a 21+ progression for bard spellcasting for the sake of balance. This is the same idea as duskblade's casting continuing into epic, go see the epic part of the houserules for details on that. This means that if a bard gets close to epic I'll need to make that progression. It's a low priority, as none of you are bards and the only bard in party is suddenly taking Arcane Duelist/Sentinel levels.


Singer of the Celestial Choir

Hit Die

d6

Requirements

Skills

Perform (song) 24 ranks.

Feats

Words of Creation

Special

Bardic music ability.

Special

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

Special

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

Class Skills

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

Skill Points at Each Level

6 + intelligence modifier.



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

Spells

Except at 1st and 5th level, the Singer of the Celestial Choir advances a level in his bard spellcasting, as if he gained a level in bard.

Bardic Music (Ex)

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

Celestial Music (Su)

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

Song of Life

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

Song of Purification

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

Song of Holiness

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

Song of Rebirth

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

Song of the Champion

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

Sanctified Magic (Ex)

At 2nd level and every four levels thereafter, the Singer of the Celestial Choir may add a sanctified spell to her selection of bard spells known. This is in addition to the spells known that a bard gains as normal. This is an exception to the rule that bards cannot learn sanctified magic.

Improved Words of Creation (Ex)

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

True Words of Creation (Ex)

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

Bonus Feats

A Singer of the Celestial Choir gains an epic bonus feat at level 14 and every 4 levels thereafter.

Singer of the Celestial Choir Bonus Feat List

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

Improved Song of Life [Epic, Exalted]
Prerequisite: Celestial Music (Song of Life), cha 23
Benefit: When you sing the song of life, your Singer of the Celestial Choir level is considered four levels higher to determine the fast healing rate it bestows.
Special: This feat can be selected more than once. Its effects stack.
Title: Re: Custom Material
Post by: Anastasia on December 18, 2011, 06:22:14 PM
Monk unarmed damage tables for huge and larger creatures. These use the patterns from monk and improved natural attack to extrapolate damage values. Things get crazy at the highest sizes and monk progression. I don't think the formula precisely balances for this level of size and advancement, but I'm not sweating over it, either.



   
   
   
   
   
   
   
LevelDamage (Huge Monk)Damage (Gargantuan Monk)Damage (Colossal Monk)
1st-3rd1d101d122d12
4th-7th2d82d103d10
8th-11th3d83d104d10
12th-15th4d84d105d10
16th-19th6d86d107d10
20th8d88d109d10
Title: Re: Custom Material
Post by: Anastasia on December 22, 2011, 07:08:07 PM
Cor was interested in this, so here it is. It's basically outsider HD with 5 levels of gaining related powers. The gems here are miracle as an SLA at level 5 and alternate form. Ascension isn't bad, either.

Eladrin Ascendant

Hit Die

d8

Requirements

Type

Outsider(native)

Alignment

Chaotic Good.

Skills

Knowledge(Planes) 12 ranks, Knowledge(Religion) 12 ranks.

Epic Feats

Holy Strike

Special

Must be a half celestial.

Class Skills

The eladrin ascendant's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Survival (Wis).

Skill Points at Each Additional Level

8 + Int modifier.







Level Base Attack Bonus Special
1 +1 Eladrin magic
2 +2 Tongues
3 +3 Alternate form
4 +4 Eladrin immunities
5 +5 Ascension

Eladrin Magic (Sp)

As the eladrin ascendant advances, she gains the ability to call on several spell like abilities. At 1st level she gains the ability to cast holy smite and chaos hammer at will. At 2nd level she gains detect evil and detect law as always active spell-like abilities. At 3rd level she gains the ability to cast holy word and word of chaos at will. At 4th level she gains the ability to cast holy aura and cloak of chaos at will. At 5th level she gains the ability to cast miracle once per day.

Tongues (Su)

At 2nd level, the eladrin ascendant is under the benefit of a permanent tongues spell, with a caster level equal to her hit dice.

Alternate Form (Su)

Halfway through her apotheosis, the eladrin ascendant grasps the innate duality of the eladrin. She gains an alternate form, like the incorporeal ball of the courre, the pillar of fire of the firre and so forth. The exact form varies from each eladrin ascendant. The player may choose a fitting form, once this choice is made it cannot be undone. Most have a form akin to that of other established eladrin, though some develop unique alternate forms instead. The DM must approve the chosen form.

In any case, changing forms is a standard action that does not provoke attacks of opportunity.

Eladrin Immunities (Ex)

At 4th level, the eladrin ascendant becomes immune to electricity and petrification.

Ascension (Ex)

On reaching 5th level, the eladrin ascendant joins the eternal celebration of life, becoming one of the eladrin. Her type changes to outsider and she loses the native subtype. Despite losing the native subtype, she still qualifies for this class and does not lose any of its benefits.  She gains the good and chaotic subtypes. She gains spell resistance equal to 13 + hit dice and damage reduction 20/epic, evil and cold iron. She is no longer mortal in any way and is not subject to natural aging. She no longer suffers penalty for age nor do bonuses accrue.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:07:26 AM
Obligatory.

I actually put a lot of thought in this. I debated about continuing draconic discoveries, but ultimately decided it's fine. It gets ahead of itself deeper into epic, but I don't consider that enough of a reason to trim it down. At that point automatic metamagic is the name of the game, so another freebie is no big deal. As for the new feats, epic knowledge of the wyrm is solid enough as a skill booster. I went back and forth on it awhile, but I ultimately figured it was balanced enough. Improved discoveries could be minorly abused with that + high end epic metamagic, but whatever. If you're paying an epic feat to do that it's more than enough of a cost. In fact I'm worried its too niche and not useful enough, but eh. Finally, shatter spell resistance isn't bad, just unneeded in most battles. If you run longer combats or want shenanigans it could be interesting.


Epic Wyrm Wizard

Hit Die

d4

Skill Points at Each Additional Level

4 + intelligence modifier.



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

Draconic Discovery (Ex)

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

Spell Knowledge (Ex)

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

Bonus Feats

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

Epic Wyrm Wizard Bonus Feat List

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

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

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

Shatter Spell Resistance [Epic]
Prerequisite: Break Spell Resistance
Benefit: Whenever you remove an opponent's spell resistance through your break spell resistance ability, you remove it for a number of minutes equal to the level of the prepared spell sacrificed.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:12:40 AM
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, Magic Disjunction, Mass Hold Monster, 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 used 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.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:15:58 AM
Epic Favored Soul

Hit Die

d8

Skill Points at Each Additional Level:

2 + intelligence modifier.












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

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 Metamagic, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Intensify Spell, Sacred Spell, Spell Stowaway, Spell Opportunity, Tenacious Magic.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:17:04 AM
Epic Hellreaver

Hit Die

d10

Skill Points at Each Additional Level

2 + intelligence modifier.



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

Divine Succor (Su)

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

Furious Strike (Su)

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

Bonus Feats

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

Epic Hellreaver Bonus Feat List

Armor Skin, Blinding Speed, Crushing Furious Strike, Devastating Critical, Epic Prowess, Epic Reputation, Epic Toughness, Fiendstriker, Overwhelming Critical, Perfect Health, Spectral Strike, Spread Holy Fury, Unstoppable Crusade.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:19:13 AM
Epic Order of the Bow Initiate

Hit Die

d8

Skills Points At Each Additional Level

2 + intelligence modifier.












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

Ranged Precision (Ex)

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

Bonus Feats

A Master of the Order of the Bow gains an epic bonus feat at level 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.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:20:58 AM
Epic Pious Templar

Hit Die

d10.

Skill Points at Each Additional Level

2 + intelligence modifier.



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


Smite (Su)

The epic Pious Templar gains another smite attack at level 14 and every four levels thereafter. The epic Pious Templar adds his class level to damage with any smite attack, as normal.

Damage Reduction (Ex)

The epic Pious Templar's damage reduction increases by one point at level 11 and every four levels after.

Bonus Feats

The epic Pious Templar gains an epic bonus feat at level 13 and every three levels thereafter.

Epic Pious Templar bonus feat list

Armor Skin, Damage Reduction, Devastating Critical, Epic Prowess, Epic Reputation, Epic Toughness, Great Smiting, Holy Strike, Improved Combat Casting, Overwhelming Critical, Perfect Health, Spectral Strike. TODO: Revise and add continuation feats for epic pious templar.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:22:32 AM
Epic scout. This and epic favored soul will get a look at, since it's quite possible they're going to see play.

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.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:25:33 AM
I wish Balyss had gotten a chance to use this. I was fond of the class.

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 Metamagic, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Planar Turning, Positive Energy Aura, Rapture of the Prophet, Sacred Moonfire, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Unbound Prophet's Sight.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:32:35 AM
New epic material

Crystalvein

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

A weapon made of crystalvein costs +125,000 gold.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:35:05 AM
Clearing out old crap again and reorganizing. Still.

Superior Dispelling [Synergy]
Price: +4 bonus
Caster Level: 30th
Aura: Overwhelming abjuration
Synergy Prerequisite: Greater Dispelling

This weapon functions as a greater dispelling weapon, except that when you activate it, the creature struck is affected as if by a targeted superb dispelling effect. A superb dispelling weapon functions three times per day.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:35:54 AM
New Disease: Song of Ending

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

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

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

Song of Ending may only be cured by a heal, wish or miracle spell cast on consecrated ground. A divine caster with access to the Hope domain may use remove disease to counter the Song of Ending. To do so requires a successful caster level check against DC 40.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:51:29 AM
Creating Epic Feats: The list of epic feats is narrow and does not account for the large majority of non SRD material. Feel free to make and propose your own epic feats. As a rule of thumb, an epic feat does the following:

Expands on a class power for epic.
Allows the increase of class abilities, such as sneak attack.
Expands a previous feat that stopped before epic into epic, if reasonable to do so.
Continues a feat chain into epic or further into epic.
Provides a bonus normal feats generally do not, such as fast healing, energy resistance, attribute score gain and so forth.

Epic feats should not:

Let you get class powers from a class you have no levels in.
Give you improved versions of non epic feat chains without taking the non epic chain. (Exceptions exist, like Epic Fortitude.)
Add entirely new rule systems.

In general, aim for interesting over another flat +2 bonus for epic feats when possible. As a good rule, an epic feat should be worth 2 to 3 normal feats, though this is obviously difficult to judge.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:54:00 AM
Placeholder mk 2. I'll probably move this somewhere else later.


Epic Magic:
Spoiler: ShowHide


What is epic magic: Epic magic is any spell 10th level or higher. It is magic that is beyond even the mightiest normal mortal, it is the domain of outsiders, the divine, and the rare, true epic mortals that push past the boundaries of their limited existence. It requires complete mastery of mundane magic to even attempt.

To cast epic magic, you must have the following feat.

Epic Spell Capacity [Epic]
Prerequisite: Ability to cast spells of the normal maximum level in at least one full spellcasting class.
Benefit: You can cast spells of 10th level and higher. See the tables below for further progression. You must still have the requisite ability score(10 + spell level) in order to cast any spell stored in these slots. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level. You must use this slot as a member of the class in which you can already cast spells of the normal maximum spell level. You may prepare 10th level or higher spells with these slots or metamagiced spells of 10th level or higher.

TODO: Use real tables for this, add other classes.

Sorcerer spells per day:

Level   10th   11th   12th   13th   14th   15th   16th   
21   3   -   -   -   -   -   -
22   3   -   -   -   -   -   -
23   4   -   -   -   -   -   -
24   5   3   -   -   -   -   -
25   6   3   -   -   -   -   -
26   6   4   -   -   -   -   -
27   6   5   3   -   -   -   -
28   6   6   3   -   -   -   -
29   6   6   4   -   -   -   -
30   6   6   5   3   -   -   -
31   6   6   6   3   -   -   -
32   6   6   6   4   -   -   -
33   6   6   6   5   3   -   -
34   6   6   6   6   3   -   -
35   6   6   6   6   4   -   -
36   6   6   6   6   5   3   -
37   6   6   6   6   6   3   -
38   6   6   6   6   6   4   -
39   6   6   6   6   6   5   1

Sorcerer spells known:

Level   10th   11th   12th   13th   14th   15th   16th
21   1   -   -   -   -   -   -
22   2   -   -   -   -   -   -
23   3   -   -   -   -   -   -
24   3   1   -   -   -   -   -
25   3   2   -   -   -   -   -
26   3   3   -   -   -   -   -
27   3   3   1   -   -   -   -
28   3   3   2   -   -   -   -
29   3   3   3   -   -   -   -
30   3   3   3   1   -   -   -
31   3   3   3   2   -   -   -
32   3   3   3   3   -   -   -
33   3   3   3   3   1   -   -
34   3   3   3   3   2   -   -
35   3   3   3   3   3   -   -
36   3   3   3   3   3   1   -
37   3   3   3   3   3   2   -
38   3   3   3   3   3   3   -
39   3   3   3   3   3   3   1

Wizard spells per day

Level   10th   11th   12th   13th   14th   15th   16th
21   1   -   -   -   -   -   -
22   2   -   -   -   -   -   -
23   3   -   -   -   -   -   -
24   4   1   -   -   -   -   -
25   4   2   -   -   -   -   -
26   4   3   -   -   -   -   -
27   4   4   1   -   -   -   -
28   4   4   2   -   -   -   -
29   4   4   3   -   -   -   -
30   4   4   4   1   -   -   -
31   4   4   4   2   -   -   -
32   4   4   4   3   -   -   -
33   4   4   4   4   1   -   -
34   4   4   4   4   2   -   -
35   4   4   4   4   3   -   -
36   4   4   4   4   4   1   -
37   4   4   4   4   4   2   -
38   4   4   4   4   4   3   -
39   4   4   4   4   4   4   1

Epic magic spell levels and spell creation:

TODO: Fill in new text later.

Epic spells are free to develop, though often have pricey or rare arcane focuses and often take a great deal of time.

Epic magic does not need a spellcraft check to cast, nor does it need a spellcraft check in the making. The spellcraft system in Feanmerc is referenced because it's handy to help determine guidelines and pricing.
Title: Re: Custom Material
Post by: Anastasia on December 23, 2011, 01:55:32 AM
Mk 3 placeholder. Long overdue reorganizations suck.


Epic Magic Items:
Spoiler: ShowHide


Costs: Most epic magic items have price bloat, due to a 10x multiplier imposed during epic magical item creation. The worst offenders are magical weapons and armor, which can jump up from 200k GP for a +10 weapon to over two million for a +11 weapon.  The 10x multiplier is removed from most magical items to make costs sane again. A few magical items don't really work as written with a straight reduction. These will be noted below.

Armor: All epic armor special abilities are reduced in enhancement bonus by 1, with the exception of negating.
...
+8 armor/shield: 64,000 GP.
+9 armor/shield: 81,000 GP.
+10 armor/shield: 100,000 GP.
+11 armor/shield: 121,000 GP.
+12 armor/shield: 144,000 GP.
+13 armor/shield: 169,000 GP.
+14 armor/shield: 196,000 GP.
+15 armor/shield: 225,000 GP.
+16 armor/shield: 256,000 GP.
+17 armor/shield: 289,000 GP.
+18 armor/shield: 324,000 GP.
+19 armor/shield: 361,000 GP.
+20 armor shield: 400,000 GP.
...

Specific armors from the epic SRD will be priced on a case by case basis. IF you're interested in any of them, ask me.

Weapons: Most epic weapon enhancements are essentially extensions of previous abilities. These do not stack; a holy weapon enhanced into a holy power weapon does not retain the holy enchantment. This does reduce the cost of adding holy power by two, as if part of it was already paid for. All epic weapon special abilities are reduced in enhancement bonus by 1. Dread weapons are reduced by 2 and lose the instant death effect.

...
+8 weapon: 128,000 GP.
+9 weapon: 162,000 GP.
+10 weapon: 200,000 GP.
+11 weapon: 242,000 GP.
+12 weapon: 288,000 GP.
+13 weapon: 338,000 GP.
+14 weapon: 392,000 GP.
+15 weapon: 450,000 GP.
+16 weapon: 512,000 GP.
+17 weapon: 578,000 GP.
+18 weapon: 648,000 GP.
+19 weapon: 722,000 GP.
+20 weapon: 800,000 GP.
...

Specific weapons from the epic SRD will be priced on a case by case basis. If you're interested in any of them, ask me.

Rings: Epic Rings of Protection are decreased in price as above. Ask me about other rings, they're a complete mish-mash of sanely priced things and very poorly priced things.

Rods: Talk to me about any rod you're interested in, each one will be handled uniquely.

Staves: Case by case basis, as many staves have add on powers that make pricing difficult. Most are overpriced and will get at least a partial discount.

Wondrous items: Most things here qualify, ask me. The bad ones tend to stand out anyway(SR 40 item for 29k? Hi!)
Title: Re: Custom Material
Post by: Anastasia on December 26, 2011, 08:50:49 PM
Epic Magic Items

Reminder: The x10 price multiplier for epic items is not used. Disregard it and follow the prices here instead.

Epic magical items use a caster level of 21 unless noted otherwise. Items with a higher CL can be custom made, with the appropriate price increases.

Epic Magic Items

While not truly an artifact, the epic magic item is a creation of such power that it surpasses other magic items. Epic magic items are objects of great power and value. The following are typical characteristics of an epic magic item. In general, an item with even one of these characteristics is an epic magic item.

- Grants a bonus on attacks or damage greater than +5.
- Grants an enhancement bonus to armor higher than +5.
- Has a special ability with a market price modifier greater than +5.
- Grants an armor bonus of greater than +10 (not including magic armor's enhancement bonus).
- Grants a natural armor, deflection, or resistance bonus greater than +5.
- Grants an enhancement bonus to an ability score greater than +6.
- Grants a competence bonus on a skill check greater than +15.
- Mimics a spell of an effective level higher than 9th.
- Has a caster level above 20th.
- Has a market price above 200,000 gp, not including material costs for armor or weapons, material component or additional value for intelligent items.

Epic Armor
Spoiler: ShowHide


There is no limit to the enhancement bonus of epic magic armor or shields, to the market price modifier of epic magic armor or shield special abilities, or to the total enhancement bonus and market price modifier of epic magic armor or shields. The +10 (+5 enhancement and +5 special abilities) cap on non-epic magical armor is gone and an item can be enhanced indefinitely.

Epic Armor and Shield Base Price

+10 armor/shield: 100,000 GP.
+11 armor/shield: 121,000 GP.
+12 armor/shield: 144,000 GP.
+13 armor/shield: 169,000 GP.
+14 armor/shield: 196,000 GP.
+15 armor/shield: 225,000 GP.
+16 armor/shield: 256,000 GP.
+17 armor/shield: 289,000 GP.
+18 armor/shield: 324,000 GP.
+19 armor/shield: 361,000 GP.
+20 armor shield: 400,000 GP.

This pattern continues indefinitely. The formula to calculate armor prices is the total enhancement bonus of the armor squared, times 1000. Example:

> roll (12*12)*1000
* Hatbot --> "Christmas_Ko rolls (12*12)*1000 and gets 144000."

For a +12 total enhancement bonus set of armor.

Epic Armor and Shield Special Ability Descriptions

Note that many special abilities are improvements over non-epic special abilities. In those cases, armor should be allowed to upgrade to those, with the cost of the non-epic special ability as a discount to the price of the epic ability. For example, armor with greater acid resistance that is to be upgraded to acid warding should only cost 40,000 gold to do so. (84000 base price minus the 44000 price of greater acid resistance.)

Acid Warding

The armor absorbs the first 50 points of acid damage per round that the wearer would normally take (similar to the resist energy spell).  Market Price: +84,000 gold. Spells used: resist energy.

Cold Warding

The armor absorbs the first 50 points of cold damage per round that the wearer would normally take (similar to the resist energy spell).  Marked Price: +84,000 gold. Spells used: resist energy.

Exceptional Arrow Deflection

This shield functions like a shield of arrow deflection except that it can deflect any type of ranged attack (including spells that require a ranged touch attack) as if it were an arrow. Any time the bearer would normally be struck by a ranged attack, he or she can make a Reflex saving throw (DC 20). If the ranged attack has an enhancement bonus (or a spell level), the DC increases by that amount. If he or she succeeds, the shield deflects the attack. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Market Price: +7 bonus. Spells used: shield, wall of force.

Fire Warding

The armor absorbs the first 50 points of fire damage per round that the wearer would normally take (similar to the resist energy spell). Market Price: +84,000 gold. Spells used: resist energy.

Great Invulnerability

This suit of armor or shield grants the wearer damage reduction. The damage reduction can be 10/magic, 15/magic, 15/epic, or 20/epic, depending on the armor. Market Price: +3 bonus (10/magic), +4 bonus (15/magic), +5 bonus (15/epic), +6 bonus (20/epic). Spells used: stoneskin and wish or miracle.

Great Reflection

Any time its bearer of this shield is targeted with a spell, it automatically reflects the spell back at the caster (as the spell turning spell). The wearer can lower or raise this effect as a free action (thus allowing beneficial spells in as desired). Market Price: +8 bonus. Spells used: spell turning.

Great Spell Resistance

Removed. SR is hideously overpriced and requires completely overhauling how it is priced.

Infinite Arrow Deflection

Removed. It's an inferior version of exceptional arrow deflection.

Lightning Warding

The armor absorbs the first 50 points of lightning damage per round that the wearer would normally take (similar to the resist energy spell). Market Price: +84,000 gold. Spells used: resist energy.

Negating

Immediately after the wearer of this armor is hit with a magic weapon, the armor casts greater dispel magic on the weapon(+21 dispel modifier). In the case of projectile weapons, the armor casts greater dispel magic on the weapon that fired the projectile if it is in range. If it is out of range, the armor does nothing. No weapon can be affected by the armor more than once per day (regardless of the success of the dispel check). Market Price: +5 bonus. Spells used: greater dispel magic.

Sonic Warding

The armor absorbs the first 50 points of sonic damage per round that the wearer would normally take (similar to the resist energy spell). +84,000 gold. Spells used: resist energy.

Specific Armors and Shields

Antimagic Armor

This +6 negating full plate armor is crafted of layers of adamantine. It provides damage reduction 6/-. Three times per day as a swift action, the wearer can invoke an antimagic field, centered on himself. Market Price: 227,000 gold. Spells used: antimagic field, greater dispel magic.

Armor of the Abyssal Horde

This +6 full plate armor's clawed gauntlets are effectively +4 keen weapons (1d10/19-20) that afflict the target as if she had been struck by an energy drain spell (Fortitude negates DC 30). The armor bestows two negative levels on any nonevil creature wearing it. These negative levels persist as long as the armor is worn and disappear when the armor is removed. The negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the armor is worn. Market Price: 442,000 gold. Spells used: energy drain.

Armor of the Celestial Battalion

This +7 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +10, no armor check penalty, and an arcane spell failure chance of 10%. It is considered light armor, and it allows the wearer to fly at will (as the fly spell). Furthermore, the wearer is at all times surrounded by a magic circle against evil effect (as the spell) which, if dispelled, can be created again as a free action. Market Price: 421,000 gold. Spells used: fly, magic circle against evil.

Bulwark of the Great Dragon

This +6 heavy shield bears the image of a metallic or chromatic dragon's head. Three times per day, the bearer of the shield can command it to belch forth a breath weapon of the appropriate type. The range of this breath weapon is 80 feet (if a line) or 40 feet (if a cone). Regardless of the type, the breath weapon deals 20d6 points of damage (Reflex DC 30 halves). In addition, the shield provides the bearer with resistance 50 to the energy type that matches its breath weapon. Market Price: 288,000 gold. Spells used: dragon breath, resist energy.

Dragonskin Armor

This +6 full plate armor is crafted from the hide of a great wyrm dragon. At the wearer's command, the armor sprouts enormous dragon wings, allowing the wearer to fly at a speed of 90 feet (clumsy) for a total of 4 hours each day. The armor also grants immunity to a specific type of energy, based on the color of dragon that supplied the armor. Market Price: 582,000 gold. Spells used: fly, energy immunity.

Shapeshifter's Armor

This suit of +10 hide armor grants its full Armor Class bonus regardless of any form the wearer takes (with polymorph subschool spells, alter self or other similar abilities). Market Price: 206,000 gold. Spells used: alter self.

Warlord's Breastplate

This +8 mithral breastplate has an armor check penalty of -1, a maximum Dexterity bonus of +5, and an arcane spell failure chance of 15%. It is considered light armor and weighs 15 pounds. It grants the wearer a +10 enhancement bonus to Charisma. Any soldiers that serve the wearer and stay within 500ft of him gain a +4 morale bonus to attack rolls, damage rolls, ability checks, skill checks and saving throws. Market Price: 344,000 gold.


Epic Weapons
Spoiler: ShowHide


There is no limit to the enhancement bonus of epic weapons, to the market price modifier of epic weapon special abilities, or to the total enhancement bonus and market price modifier of epic weapons. The +10 (+5 enhancement and +5 special abilities) cap on non-epic magical weapons is gone and an item can be enhanced indefinitely.

Epic Weapon Base Price

+10 weapon: 200,000 GP.
+11 weapon: 242,000 GP.
+12 weapon: 288,000 GP.
+13 weapon: 338,000 GP.
+14 weapon: 392,000 GP.
+15 weapon: 450,000 GP.
+16 weapon: 512,000 GP.
+17 weapon: 578,000 GP.
+18 weapon: 648,000 GP.
+19 weapon: 722,000 GP.
+20 weapon: 800,000 GP.

This pattern continues indefinitely. The formula to calculate weapon prices is the total enhancement bonus of the armor squared, times 2000. Example:

> roll (12*12)*2000
* Hatbot --> "Christmas_Ko rolls (12*12)*2000 and gets 288000."

This is for a +12 total enhancement bonus weapon.

Epic Weapon Special Ability Descriptions

Note that many special abilities are improvements over non-epic special abilities. In those cases, weapons should be allowed to upgrade to those, with the cost of the non-epic special ability as a discount to the price of the epic ability. For example, a shocking burst weapon that is to be upgraded to lightning blast should only cost +2 enhancement bonus to do so.

Acidic Blast

On command, an acidic blast weapon drips acid (though this deals no damage to the wielder). On any hit, this acid splashes the creature struck, dealing +3d6 points of bonus acid damage. On a successful critical hit it instead deals +6d6 points of acid damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition. Market Price: +4 bonus. Spells used: acid arrow.

Anarchic Power

This weapon is chaos-aligned and thus bypasses the corresponding damage reduction. When a weapon of anarchic power strikes a lawful target, this power deals +3d6 points of bonus chaotic damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of chaotic damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any lawful creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the anarchic power upon their ammunition. Market Price: +6 bonus. Spells used: word of chaos.

Axiomatic Power

This weapon is lawful-aligned and thus bypasses the corresponding damager reduction. When a weapon of axiomatic power strikes a chaotic target, this power erupts forth and deals +3d6 points of bonus lawful damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of lawful damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any chaotic creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the lawful power upon their ammunition. Market Price: +6 bonus. Spells used: dictum.

Distant Shot

A distant shot weapon can be used against any target within line of sight at no penalty for range. Market Price: +4 bonus. Spells used: sniper's shot.

Dread

A dread weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus damage against the foe. Market Price: +4 bonus. Spells used: summon monster 9.

Everdancing

An everdancing weapon is much like a dancing weapon, though it can be loosed with a free action and will fight as long as desired. It can move up to 60 feet away from its owner. Its owner can instruct it to move to a different target as a move action. If its owner is rendered unconscious or otherwise unable to direct it, it will fight the same opponent as long as that opponent is conscious and within range. The owner of an everdancing weapon can grasp it again as a free action (assuming it is within reach). Market Price: +7 bonus. Spells used: animate object.

Fiery Blast

On command, a fiery blast weapon is sheathed in fire (though this deals no damage to the wielder). On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire damage. On a successful critical hit it instead deals +6d6 points of fire damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition. Market Price: +4. Spells used: fireball.

Holy Power

This weapon is good-aligned and thus bypasses the corresponding damager reduction. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any evil creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the holy power upon their ammunition. Market Price: +6 bonus. Spells used: holy word.

Icy Blast

On command, an icy blast weapon is sheathed in icy cold (though this deals no damage to the wielder). On any hit, this cold washes over the creature struck, dealing +3d6 points of bonus cold damage. On a successful critical hit it instead deals +6d6 points of cold damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus cold damage upon their ammunition. Market Price: +4 bonus. Spells used: cone of cold.

Lightning Blast

On command, a lightning blast weapon crackles with electrical energy (though this deals no damage to the wielder). On any hit, lightning coruscates around the creature struck, dealing +3d6 points of bonus electricity damage. On a successful critical hit it instead deals +6d6 points of electricity damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus electricity damage upon their ammunition.  Market Price: +4 bonus. Spells used: lightning bolt.

Mighty Disruption

Removed due to the ban on instant death.

Sonic Blast

On command, a sonic blast weapon emits a low thrumming hum (though this deals no damage to the wielder). On any hit, this becomes a thunderous roar that deals +3d4 points of bonus sonic damage to the creature struck. On a successful critical hit it instead deals +6d4 points of sonic damage (or +9d4 if the critical multiplier is ×3, or +12d4 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus sonic damage upon their ammunition. Market Price: +4 bonus. Spells used: shout.

Triple-Throw

This special ability can only be placed on a weapon that can be thrown. A triple-throw weapon creates two duplicates of itself when thrown. Both the original and the duplicate weapons attack separately (at the same attack bonus). Regardless of the success of any of the attacks, the duplicates immediately disappear after the attack is completed. Any bonuses on damage due to accuracy or precision (including those from sneak attacks, the Precise Shot feat, or the ranger's favored enemy bonus) apply only to the original weapon's damage, not to the duplicates. Market Price: +7 bonus. Spells used: shades.

Unerring Accuracy

Ranged attacks made with this weapon negate the AC bonus granted by any cover. The weapon's ranged attacks also ignore any miss chance from concealment (including total concealment, but the wielder must still aim his or her attacks at the correct square). Market Price: +5 bonus. Spells used: true seeing.

Unholy Power

This weapon is evil-aligned and this bypasses the corresponding damage reduction. When a weapon of unholy power strikes a good target, this power erupts forth and deals +3d6 points of bonus unholy (evil) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of unholy (evil) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any good creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the unholy power upon their ammunition. Market Price: +6 bonus. Spells used: blasphemy.

Specific Weapons

Backstabber

This +8 short sword is a dull gray color and is often mistaken for a sword of subtlety. Any attack with this weapon counts as a sneak attack. Market Price: 328,000 gold. Spells used: wish or miracle.

Chaosbringer

This +6 greataxe of anarchic power grants its wielder the ability to fly into a rage (identical to a barbarian's rage) once per day (or one additional time per day if the wielder already has the rage class feature). If the wielder has the greater rage class feature, the weapon also grants the wielder the Incite Rage epic feat. Market Price: 450,000 gold. Spells used: mass charm monster, rage.

Elven Greatbow

In the hands of any nonelf, this bow performs only as a +2 composite longbow. In the hands of an elf, this weapon functions as a +6 composite longbow of unerring accuracy with a Strength bonus that matches its elven wielder's current Strength at all times. Furthermore, any arrows loosed from the bow are considered keen, regardless of the enhancement bonus of the arrow fired. Market Price: 392,000 gold. Spells used: bull's strength, keen edge, true seeing.

Finaldeath

This +7 undead dread ghost touch morningstar also grants its wielder immunity to energy drain attacks. Furthermore, if its wielder is capable of turning undead, they may turn undead once per minute as a free action. This turn undead does not consume the character's normal pool of turn undead uses, but this turning attempt suffers a -9d6 turning damage dice penalty. Market Price: 685,000 gold. Spells used: death ward, summon monster 9.

Gripsoul

Gripsoul is a +6 keen longsword, but instead of dealing killing a foe on a lethal strike, the weapon imprisons the victim in a gem set in the pommel of the sword as per a binding spell heightened to 16th level (DC 37 will negates). Only one creature can be so held, but the wielder can release the bound soul at any time with a command word. Market Price: 289,500 gold. Spells used: binding.

Holy Devastator

In the hands of any character other than a paladin, this sword performs as a +3 holy longsword. In the hands of a paladin, this weapon functions as a +7 longsword of holy power and grants a +5 sacred bonus on the wielder's saving throws against spells with the evil descriptor or spells cast by evil characters. If the paladin wielder smites evil with the holy devastator, he or she adds twice his or her paladin level to damage (rather than his or her paladin level). Market Price: 320,000 gold. Spells used: holy aura, holy smite, holy word.

Mace of Ruin

This +7 heavy mace ignores the hardness or damage reduction of any object or creature it strikes. Furthermore, the weapon can deal critical hits to objects and constructs as if they were living creatures. Market Price: 350,000. Spells used: disintegrate.

Quarterstaff of Alacrity

Both ends of this +6 quarterstaff of speed have equal enhancement and special powers, meaning that it allows an additional attack with each end every round. While the quarterstaff of alacrity is held, it grants its wielder a +5 resistance bonus on Reflex saves. It also deflects ranged weapons as if the wielder had the Deflect Arrows and Infinite Deflection feats. Market Price: 313,100 gold. Spells used: protection from arrows.

Souldrinker

This +6 bastard sword bestows 2d4 negative levels on its target whenever it deals damage, just as if its target had been struck by the energy drain spell. Each negative level bestowed grants the wielder 5 temporary hit points. One day after being struck, the subject must make a Fortitude save (DC 25) for each negative level or lose a level. If this sword's power causes a character to have negative levels at least equal to his or her current level, the character is instantly slain and the wielder gains an additional 10 temporary hit points. Temporary hit points gained from this weapon last for a maximum of 1 hour. Market Price: 550,000 gold. Spells used: energy drain.

Stormbrand

This +6 thundering lightning blast greatsword allows its wielder to fly at will (as the fly spell). Furthermore, the wielder can move normally (including flying) even in the strongest winds. When the weapon is drawn, the wielder gains electricity resistance 30 and sonic resistance 30. Market Price: 500,000 gold. Spells used: blindness/deafness, lightning bolt, resist energy.

Unholy Despoiler

In the hands of any character other than a blackguard, this sword performs as a +3 unholy longsword. In the hands of a blackguard, this weapon functions as a +7 longsword of unholy power and grants a +5 profane bonus on the wielder's saving throws against spells with the good descriptor or spells cast by good characters. If a blackguard wielder smites good with the unholy despoiler, he or she adds twice his or her blackguard level to damage (rather than his or her blackguard level). Market Price: 320,000 gold. Spells used: blasphemy, unholy aura, unholy blight.


Epic Rings:
Spoiler: ShowHide


Adamant Law

The wearer of this ring is constantly sheathed in a shield of law effect. It bestows one negative level on any chaotic creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn. Market Price: 336,000 gold. Spells used: shield of law.

Chaotic Fury

The wearer of this ring is constantly sheathed in a cloak of chaos effect. It bestows one negative level on any lawful creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn. Market Price: 336,000 gold. Spells used: cloak of chaos.

Energy Immunity

This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.  Market Price: 420,000 gold. Spells used: energy immunity.

Epic Protection

This ring offers continual magical protection in the form of a deflection bonus to Armor Class of +6 or higher. Market Price: 72,000 gold (+6), 98,000 gold (+7), 128,000 gold (+8), 162,000 gold (+9), 200,000 gold (+10). Spells used: shield of faith. Special: The formula continues indefinitely. It is the deflection bonus squared, times 2000. (2*2)*2000 for a ring of protection+2, for example.

Epic Wizardry

Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.  Market Price: 140,000 gold(V), 180,000 gold(VI), 230,000 gold(VII), 280,000 gold(VIII), 340,000 gold(IX). Spells used: wish.

Ineffable Evil

The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn. Market Price: 336,000 gold. Spells used: unholy aura.

Ironskin

This ring grants its wearer the benefits of an iron body spell at all times. Market Price: 500,000 gold. Spells used: iron body.

Rapid Healing

This ring grants a living wearer fast healing 3. It must be worn for 24 hours before its powers activate, and if removed it will not function again until it has been worn for 24 hours by the same individual. Market Price: 300,000 gold. Spells used: regenerate.

Sequestering

This ring becomes invisible when worn. Upon command, the wearer gains the benefits of a sequester spell (though he or she does not become comatose as normal for the spell). Market Price: 300,000 gold. Spells used: sequester.

Universal Energy Immunity

This ring functions as a ring of energy immunity for all types of energy—fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types. Market Price: 2,100,000 gold. Spells used: energy immunity.

Universal Energy Resistance, Greater

This ring functions as a ring of greater energy resistance for all types of energy—fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying. Market Price: 630,000 gold. Spells used: resist energy.

Virtuous Good

The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be over-come in any way (including restoration spells) while the ring is worn. Market Price: 336,000 gold. Spells used: holy aura.

Weaponbreaking

A ring of weaponbreaking is identical to a ring of ironbody, and has one additional power. Any weapon that successfully strikes the wearer must also make a Fortitude saving throw (DC 30) or be shattered into pieces. Market Value 650,000 gold. Spells used: iron body, shatter.

Epic Psionics

I'm not touching this one for the moment. It exists, I'm just not familiar with how psionic prices are determined. I'll come back to this later.


Epic Scrolls:
Spoiler: ShowHide


Epic scrolls function as normal scrolls. A selection of example scrolls are provided below, as well as the formula to determine the price of other epic scrolls. These are from the sorc/wiz and cleric lists largely and are priced as such.

10th level

Scroll of Belial's Mercy: 5,250 gold.
Scroll of Celestial Valor: 5,250 gold.
Scroll of Enviolate Spell: 5,250 gold.
Scroll of Energy Immunity: 5,250 gold.
Scroll of Glaciante's Spiteful Ward: 5,250 gold.
Scroll of Hellball: 5,250 gold.
Scroll of Mass Freedom of Movement: 5,250 gold.
Scroll of Mephistopheles' Cold Hand: 5,250 gold.
Scroll of Miracle of Health: 5,250 gold.
Scroll of Miracle of Uncursing: 5,250 gold.
Scroll of Naeys' Life Font: 5,250 gold.
Scroll of Spellpool: *
Scroll of Shield of Sylica: 25,250 gold.
Scroll of Syala's Awaken Defender of the Home: 5,250 gold.
Scroll of True Meteor Swarm: 5,250 gold.
Scroll of Wizard's Grace: 105,250 gold.

*Due to the costs and conditions of setting up a spellpool, this spell cannot be used as a scroll.

11th level

Scroll of Alabaster Perfection: 31,600 gold.
Scroll of Dire Winter: 6,600 gold.
Scroll of Epic Mage Armor: 6,600 gold.
Scroll of Martyr's Kiss: 6,600 gold.
Scroll of Mass Regenerate: 6,600 gold.
Scroll of Might of the Solar: 6,600 gold.
Scroll of Summon Black Rock Triskelion: 6,600 gold.
Scroll of Summon Planetar: 6,600 gold.
Scroll of Sunlance: 6,600 gold.
Scroll of Superb Dispelling: 6,600 gold.
Scroll of Tyranny: 6,600 gold.
Scroll of Volcanic Genesis: 6,600 gold.

12th level

Scroll of Beauty Triumphant: 8,100 gold.
Scroll of Wrath of the Heavens: 8,100 gold.

13th level

Scroll of Mirror's Mimickry: 9,750 gold.
Scroll of Morwel's Blessing: 9,750 gold.

14th level

Scroll of Radiant Storm: 11,550 gold.
Scroll of Summon Solar: 11,550 gold.

Pricing Epic Scrolls

The formula for pricing an epic scroll is the spell level times the caster level times 25. For these prices, the minimum possible caster level is assumed. See the examples below.

> roll 14*33*25
* Hatbot --> "Kotono rolls 14*33*25 and gets 11550."

The spell level(14th level magic) times the minimum caster level needed(33) times 25. In addition, any costly material components are added to the spell's final cost. Expensive focuses are not, as they are not exhausted like material components and are used in the preparation of the scroll.

Title: Re: Custom Material
Post by: Anastasia on December 27, 2011, 07:22:58 PM
War Dancer is Shiba Protector with tweaks and changed fluff. Changelog as follows: Removed Human(Phoenix) as a requirement, added 4 ranks of spellcraft as a prereq, added dance of reckless bravery as a prerequisite(Battle Dancer level 2 ability), replaced the skill list with the battle dancer skill list plus K:R and spellcraft, no thought is nerfed to replace str on attacks instead of adding to it and now operates off cha, dance of divine might is a changed up aid shugenja, dancing with the elements is continued to level 9 and primed for a possible epic progression, diamond soul was evened out so to be weaker than monk diamond soul but better than the 20 + wis mod diamond soul shiba protector had. Oh, and it went from fort/will good to reflex good, to match battle dancers.

A few changes merit discussion. This is now a battle dancer PrC, as the name changes suggest. The designed trainee in this class is a battledancer in service to Tempus, aiding the clergy as bodyguards and enhancers. They believe that the arts of war can be best understood by instinct, rejecting thought in favor of instinctual action. This training into augmenting those clerics gives them automatic insight into spells, manifesting as dancing with the elements.

The biggest change is to Dance of Divine Might. Before it was a strange sort of self buff, more relevant in 3.0 when many buffing spells had variable effects. These are much less common in 3.5, reducing the ability to an awkward sort of appendix. It's now a more tactical ability, allowing the War Dancer to aid clerics, paladins and other divine spellcasters. This sort of tactical ability makes sense for Tempus to have, and would probably trace some credit back to the Red Knight.

Beyond that, Dancing with the Elements is good. It's not great, as supernatural and extraordinary abilities bypass the save bonus. It still renders them greatly resilient to spellcasting assaults.

This PrC is available to anyone who wants to train under the Master.


War Dancer

Hit Die

d10

Requirements

Base Attack Bonus

+5

Skills

Knowledge(Religion) 4 ranks, Spellcraft 4 ranks.

Feats

Alertness, Combat Expertise, Iron Will.

Special

Dance of Reckless Bravery special ability.

Class Skills

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

Skill Points at Each Level

2 + int modifier.



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

No Thought (Ex)

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

Unarmed Progression (Ex)

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

Dance of Divine Might (Su)

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

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

Dancing with the Elements (Ex)

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

Dance of No Thoughts (Su)

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

Diamond Soul (Ex)

At 9th level the War Dancer gains spell resistance equal to her War Dancer level + 15.

Dance of All and Nothing (Su)

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

The War Dancer can use this ability a number of times per day equal to her highest ability score modifier.
Title: Re: Custom Material
Post by: Anastasia on December 28, 2011, 01:20:53 PM
Mastery of the Stunning Fist

Class: Monk.

Level: 15th.

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

Benefit: Your mastery of the art of the stunning fist lets you weave it into your blows like an artist painting a canvas. You may designate any number of attacks in a round as stunning fist attempts. Each one consumes a daily use of stunning fist as usual. You may only use target an individual creature once per round with stunning fist, however.
Title: Re: Custom Material
Post by: Anastasia on January 05, 2012, 12:48:28 AM
Yes, I've been working on this lately. Champion of Gwynharwyf makes a good epic progression thanks to rage+spells+damage reduction+smites+energy resistance. It's so loaded that it's 15+5 for feats and I seriously considered 16+6, but decided that was too much. The fast progressing damage reduction plus the damage reduction epic feat make a good combo if you wanna overload on that.

The main thing is epic spellcasting for a 4 level casting class. This was my experimental class for this type of casting and I think it came out okay. The guidelines for developing the epic spell set was to choose spells related to ones they gained before, spells that have thematic appropriateness to an eladrin champion, selections from the wrath domain and general judgment to make sure the lists aren't too barren. I stuck to the SRD+BoED, as the non-epic class did that. The 9th level list is rather barren, but that's normal enough. I made two custom spells for this progression, which can be found in houserules (The epic section for new magic). In any case, using a limited class like this was much easier than working out a paladin or ranger's epic spell progression. The spell compendium is awesome, but it's also a fucking bitch to work through for this.

Oh yes, and remember that the champions can prepare sanctified magic. This expands the spell lists a bit more, too. Handy stuff. As a mental note, I need to revise the sanctified magic rules sometime. I've been meaning to.

Feedback welcome.


Epic Champion of Gwynharwyf

Hit Die

d12

Skill Points at Each Level

4 + intelligence modifier.



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

Rage (Ex)

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

Damage Reduction (Ex)

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

Smite Evil (Su)

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

Bonus Feats

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

Epic Champion of Gwynharwyf Bonus Feat List

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

Spellcasting

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



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

5th: crown of flame, cure critical wounds, greater dispel magic, heroes' feast, mark of justice, mass cure light wounds, plane shift, righteous might, stars of arvandor, true seeing.
6th: antilife shell, celestial blood, crown of brilliance, heal, mass bull's strength, mass cure moderate wounds, mass eagle's splendor, mass owl's wisdom, touch of adamantine, vengence halo.
7th: bastion of good, eladrin form, greater restoration, gwynharwyf's blessing, holy word, mass cure serious wounds, regenerate, righteous glare, righteous smite, word of chaos.
8th: antimagic field, cloak of chaos, crown of glory, earthquake, holy aura, mass cure critical wounds, mind blank, sword of light, resurrection, tomb of light.
9th: blinding glory, freedom, gate, mass heal, miracle, storm of vengeance.
Title: Re: Custom Material
Post by: Anastasia on January 05, 2012, 10:57:28 PM
One off abilities may make a good normal class, but they don't do much for an epic progression. One could certainly make some expansion feats for the epic Contemplative, but I feel it's better served from the transformative style of epic PrC instead. I admit that I'm biased as the one NPC using this class has zero need for expansion feats with this class, too. I may give this another go later on if I have free time.

It's a great class until epic anyway, so really this isn't anything to shed tears over. This is why other PrCs or epic PrCs exist.


Epic Contemplative

Hit Die

d6

Skill Points at Each Additional Level

2 + intelligence modifier.



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

Bonus Domain (Ex)

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

Bonus Feats

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

Epic Contemplative Bonus Feat List

Automatic Metamagic, Bonus Domain, Dexterous Fortitude, Dexterous Will, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Ignore Material Components, Improved Alignment-Based Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.
Title: Re: Custom Material
Post by: Anastasia on January 08, 2012, 04:13:42 PM
I wanted to build a PrC that played with the numerological concepts that come up in this campaign. It feels like a great way to combine fluff and mechanics into a whole, so I tinkered awhile and came up with this.

Numerologist

Hit Die

d4

Requirements

Alignment

Neutral

Skills

Decipher Script 10 ranks

Spells

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

Special

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

Class Skills

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

Skill Points per Level

2 + intelligence modifier.



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

Numerology (Su)

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

One (Su)

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

Two (Su)

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

Three (Su)

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

Four (Su)

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

Five (Su)

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

Six (Su)

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

Seven (Su)

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

Eight (Su)

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

Nine (Su)

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

Balance (Ex)

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

The Tenth (Su)

From every number the Numerologist has learned great secrets. On passing the nine great numbers, he grasps the 10th and the secret it and every number beyond represents. Every number combines together, into one whole Creation. This grans the numerologist the ability to use any number of numerology at the same time. Each one takes a daily use of numerology as normal.
Title: Re: Custom Material
Post by: Anastasia on January 08, 2012, 10:41:54 PM
Epic Numerologist

Hit Die

d4

Skill Points at Each Additional Level

2 + intelligence modifier.



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

Numerology (Su)

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

Bonus Feats

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

Epic Numerologist Bonus Feat List

Aura of Numbers, Automatic Metamagic, Cloak of Numbers, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Extended Numerology, Ignore Material Components, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Permanent Emanation, Quickened Numerology, Share Numerology, Spell Stowaway, Spontaneous Spell, Tenacious Magic.
Title: Re: Custom Material
Post by: Anastasia on January 17, 2012, 11:58:21 PM
Epic Chameleon. I cribbed from the following epic progression, so thanks to the author of it for that. http://brilliantgameologists.com/boards/index.php?topic=707.msg16905#msg16905 Ironically, I had essentially the same ideas for feats and progressions for the epic Chameleon. Paradoxically this slowed me down a fair bit, as I constantly was checking over the other guy's work to see how things matched up. I've found I do better starting from scratch for these sort of things, as having a baseline to work against causes me to slow down, reconsider and not trust my work. Ah well. Onto the commentary.

Ability Boon is already awesome and I felt no need to continue that into epic. The other two main class features continue to advance an they get bonus feats at level 14 and every 4 levels thereafter. I suspect epic Chameleons are feat-starved simply due to the number of rolls they have to fill. As a nod to this, as well as the fact that a Chameleon could be going in several directions, I chose to give them any epic feat as a possible bonus feat. It is a bit of a cheat, but it's better than trying to make a fair bonus feat list for a class that can do it all. As for the epic feats themselves? Epic Ability Boon is Great Ability in essence and Extra Mimic Class Feature is unremarkable. Integrate Class Feature and Integrate Aptitude Focus allow the Chameleon to further expand his mimicry. Swift Refocus is nice but ultimately unremarkable. Finally, Triple Focus is pretty good. I'm not sure how good, as if you're going for pure optimization arcane/divine focus combo is by far the best. Any other is just icing. So eh.

I'm not sure how good Chameleon is in epic. I went back and forth on this one all day.


Epic Chameleon

Hit Die

d8

Skill Points at Each Additional Level

4 + intelligence modifier.



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

Mimic Class Feature

The epic Chameleon continues to gain additional uses of mimic class feature at level 12 and every three levels thereafter.

Aptitude Focus (Ex)

The epic Chameleon continues to gain additional uses of aptitude focus at level 15 and every five levels thereafter. In addition, at level 15 and every 10 levels thereafter, the bonuses granted by aptitude focus increase by two.

Bonus Feats

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

Spellcasting



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


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

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

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

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

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

Triple Focus [Epic]
Prerequisite: Aptitude Focus 3/day, Double Aptitude, int 21.
Benefit: You may select up to three aptitudes at once, in the time it takes you to select two. This follows all the other guidelines of Double Aptitude.
Title: Re: Custom Material
Post by: Anastasia on January 18, 2012, 03:22:39 AM
The feat names are intentionally overwrought. It's a style thing. The epic continuation feats for War Dancer are all good, though an already feat strained class will have difficulty getting them in a timely manner.

I spent all day fiddling with epic Chameleon and I'm meh with the results. I spent 15 minutes on this and I think I hit a home run. Inspiration is a fickle bitch.


Epic War Dancer

Hit Die

d10

Skill Points at Each Additional Level

2 + int modifier.



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

Dancing with the Elements (Ex)

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

Dance of Divine Might (Su)

At 12th level and every 2 levels thereafter, the epic War Dancer gains another daily use of Dance of Divine Might.

Bonus Feats

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

Epic War Dancer Bonus Feat List

Armor Skin, Blending of the Two Schools of Strategy, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Epic Will, Fast Healing, Improved Spell Resistance, Mastery of the Elemental Dances, Mindless, Perfect Moment of All and Nothing, Surpassing the Two Schools of Strategy.
Title: Re: Custom Material
Post by: Anastasia on January 18, 2012, 11:28:35 PM
Epic Battle Dancer. This class is mostly one-off abilities, so an epic progression doesn't look overwhelming at first. I did make four new epic feats for them and may come up with some more in the future.

Epic Battle Dancer

Hit Die

d8

Skill Points at Each Additional Level

4 + int modifier.



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

Bonus Speed (Ex)

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

Bonus Feats

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

Epic Battle Dancer Bonus Feat List

Armor Skin, Battle Dance, Blinding Speed, Damage Reduction, Dance of the Hunting Raptor, Dire Charge, Energy Resistance, Epic Dancer's Strike, Epic Prowess, Epic Speed, Epic Toughness, Fast Healing, Fist of Anarchy, Improved Combat Reflexes, Legendary Climber, Legendary Wrestler, Penetrate Damage Reduction.
Title: Re: Custom Material
Post by: Anastasia on January 20, 2012, 01:37:50 PM
Epic Aerial Avenger. The feats are nice, the rest of it is predictable enough. I didn't bother continuing the mobility increases. At +3 categories, only the worst fliers aren't at perfect. I figure they can just take Improved Flier to get to perfect, rather than continuing a useless ability.

Epic Aerial Avenger

Hit Die

d8

Skill Points at Each Additional Level

6 + int modifier.



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

Momentum (Ex)

At 11th level and every four levels thereafter, the epic Aerial Avenger's bonus from Momentum rises by 1.

Speed (Ex)

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

Death From Above (Ex)

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

Bonus Feats

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

Epic Aerial Avenger Bonus Feat List

Armor Skin, Blinding Speed, Dire Charge, Epic Dodge, Epic Power Dive, Epic Prowess, Epic Swoop, Epic Toughness, Epic Vision of the Skies, Fast Healing, Improved Terrifying Shriek, Spellcasting Harrier, Vision of the Skies.
Title: Re: Custom Material
Post by: Anastasia on January 24, 2012, 12:12:03 AM
Here you go. I needed this done before working out a real ACF for Sylvie, since I was constantly asking myself if an ACF should be that or an epic feat. Curses.

Epic Factotum

Hit Die

d8

Skill Points at Each Additional Level

6 + int modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpell LevelInspiration PointsSpecial
21+157th10-
22+168th10-
23+178th11Arcane dilettante (9 spells)
24+188th11Bonus feat
25+188th11Opportunistic piety (+1 use)
26+199th12Arcane dilettante (10 spells)
27+209th12-
28+219th12Bonus feat
29+219th13Arcane dilettante (11 spells)
30+2210th13Opportunistic piety (+1 use)

Arcane Dilettante (Sp)

At 23rd level and every three levels thereafter, the epic Factotum gains another daily spell for Arcane Dilettante. His maximum spell level also continues to rise, as indicated on the table above.

Opportunistic Piety (Su)

At 25th level and every five levels thereafter, the epic Factotum gains another daily use of Opportunistic Piety.

Bonus Feats

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

Epic Factotum Bonus Feat List

Arcane Knowledge, Arcane Mastery, Aura of Inspiration, Blinding Speed, Epic Dodge, Epic Font of Inspiration, Epic Prowess, Epic Trapfinding, Improved Cunning Insight, Improved Cunning Knowledge, Source of Inspiration, Superior Initiative.
Title: Re: Custom Material
Post by: Anastasia on January 25, 2012, 12:49:12 AM
Alternate Class Feature: Serene Body.

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

Class: Monk.

Level: 3rd.

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

Benefit: Your body is always calm, resisting the lure of death and dissolution. This grants you Diehard as a bonus feat. You do not need to meet the normal prerequisites for this feat.
Title: Re: Custom Material
Post by: Anastasia on January 25, 2012, 12:49:45 AM
Alternate Class Feature: Roaring Mind.

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

Class: Monk.

Level: 3rd.

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

Benefit: Whenever you are the target of a spell from the school of enchantment, you may unleash the power of your Roaring Mind.  A powerful shout startles the caster, who must make a will save (DC 10 + wis modifier + 1/2 hit dice) or be confused for one round. This does not prevent the spell from affecting you and you must make any saving throws as normal. A spell that does not affect you at all, such as one stopped by spell resistance or immunity, cannot trigger Roaring Mind. You must be within 60ft of the caster for Roaring Mind to effect him.
Title: Re: Custom Material
Post by: Anastasia on January 25, 2012, 12:49:55 AM
Alternate Class Feature: Still Nature

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

Class: Monk.

Level: 3rd.

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

Benefit: You gain the benefit of an Endure Elements spell active on you at all times. This is a supernatural ability.
Title: Re: Custom Material
Post by: Anastasia on January 25, 2012, 01:43:01 AM
Alternate Class Feature: Wall Jump.

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

Class: Monk.

Level: 4th.

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

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

A 20th level or higher monk treats slow fall any distance as 100ft and should continue to extrapolate what his slow fall should be if he goes beyond 20th level.

The monk's bonus to movement speed does not apply to the speed of Wall Jump, nor does any other bonus to movement speed.
Title: Re: Custom Material
Post by: Anastasia on January 25, 2012, 01:43:15 AM
Alternate Class Feature: Ki Leap.

A burst of ki from your legs allows you to make truly breath-taking leaps.

Class: Monk.

Level: 4th.

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

Benefit: The distance that your jump checks covers is doubled in both height and distance. This benefit is applied after the check and all other modifiers to the jump distance are calculated. For example, a monk with this ability attempts to jump over a 40ft chasm. She rolls a 30 and only makes it 30ft. With this ability, she instead leaps 60ft and easily clears the jump. In addition, you always clear the distance of your jump in one move action. This only applies to the distance of the jump, further distances added, such as by missing a jump and plummeting several hundred feet, are not affected by this.
Title: Re: Custom Material
Post by: Anastasia on January 25, 2012, 01:43:28 AM
Alternate Class Feature: Meteor Kick.

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

Class: Monk.

Level: 4th.

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

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

As the momentum of falling is key to the damage done, methods that prevent falling damage prevent you from gaining benefit from this ability. Feather Fall prevents you from using this ability, nor can you tumble to reduce your falling damage. You inflict damage at the moment of impact, so readied actions or immediate actions cannot alleviate the falling damage you take without negating the extra damage from Meteor Kick. At 20th level, you no longer have a cap to the distance you may fall and gain bonus damage form, except for the 200ft/20d6 terminal velocity ceiling.
Title: Re: Custom Material
Post by: Anastasia on January 25, 2012, 01:51:51 AM
Permanency and YOU!

Hi, I'm Troy McClure! You may remember me from movies like Fighter Bonus Feats and You, Psionics: The New Frontier and Cheese Factory 4: Cleric Dips and Devotion Feats. Today we're going to be talking about the spell Permanency. For those of you who aren't familiar with it, Permanency lets you make a spell last forever! Now I know what you're saying! Troy, that's awesome! Where do I sign up? Well, hold your horses a moment! If you go off and get true seeing with permanency attached, you may wake up in a bathtub full of ice cubes,  with a scar over your kidney and down 12 points of constitution!

Let's start with the rules of permanency. You can find it right below where we are right now! Entries in bold have been changed from the standard version.

QuotePermanency
Transmutation
Level: Sor/Wiz 5
Components: V, S, M.
Casting Time: 24 hours.

Range: See text.
Target, Area or Effect: See text.
Duration: Permanent; see text.
Saving Throw: No.
Spell Resistance: None.

This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and expend a number of gold pieces. In addition, the target, if a creature, must have a enough hit dice or suffer constitution penalties.

First of all, the caster must have a caster level of 8 + the level of the spell to be made permanent. The caster does not need to cast the spell to be made permanent himself, but another caster or item must have the sufficient caster level. Failing to meet the requirement causes permanency to fail. The casting of permanency requires rare ungents and herbs worth 1,000 gold pieces times the level of the spell to be made permanent. If these are not present, the permanency fails. The target, if a creature, must have hit dice equal to the spell to be made permanent times three. For example, a 2nd level spell requires a creature with six hit dice. If your hit dice are lower than this, you suffer a penalty to constitution equal to the difference between your hit dice and the required level. For example, a 2nd level creature with a permanent see invisibility effect would suffer a -4 penalty to constitution. This penalty cannot be overcome in any way as long as the permanent spell remains on the creature. If the creature lacks a constitution score, the permanency fails instead.

In any case, a creature cannot have more than two permanent spells active on him. Additional permanency spells fail. If a creature is willing, a successful dispel magic check can dispel permanency and thus the spell is was making permanent.

The caster level of permanent spells is static if cast on another person or on an object/area. If you cast a permanent spell on yourself, the caster level scales with your caster level. A permanent spell is suppressed by an anti-magic field as normal and resumes as soon as the field is left. Dispel magic and other effects can suppress a permanent spell for 1d4*10 minutes on a successful dispel magic check.

Follow all that? Easy as can be, right? Good! Now I'm sure you're asking what spells qualify to be made permanent. Let's get into that right now! First of all, the ultimate choice of what spells can be made permanent lies with your DM! Make sure to ask him first of all. Beyond that, this list of handy guidelines can let anyone figure out of a spell should be allowed to be made permanent!

Good spells for permanency

Perception spells as established in the SRD permanency spell. For example, see invisibility, detect magic and read magic. These spells seldom cause balance issues, and are quite often cast repeatedly. Making these permanent makes everyone's life a little easier.
Spells with 1 hour/level or longer spells. For example, mage armor. These spells are often as good as permanent, especially if a higher level caster applies Extend Spell to them. Since they are, making them permanent doesn't change balance at all.
Out of battle utility spells. For example, light. These spells are often conveniences that impact gameplay in a minimal way, if at all. Unless this spell isn't suitable for the campaign, there's no reason not to allow them to be permanent.
Spells that streamline gameplay. For example, identify. These spells allow everything to work smoother. A smooth game makes things more fun for everyone, so this is a good reason to make a spell permanent.
Spells that can help correct a fundamental imbalance that can't be easily corrected otherwise. These are the hardest to qualify, as this comes down to DM judgment. If the question is 'Can making this spell permanent salvage something that is harming the game and that no other reasonable means can?', then it may qualify for this.

Bad spells to be made permanent

Spells with a duration of round/level or 1 min/level. For example, most of your favorite buffs. Most of the spells are powerful but short lived. Making them permanent can radically alter gameplay balance. This is a no-no!
Ability boosting spells, especially any that are non-enhancement bonus. For example, divine agility, inner beauty. These allow cheap stat boosts, and permanent, non-enhancement bonus stat boosts can cause stat bloat. These spells are rare and precious, allowing anyone to permanency them cheapens them and hurts balance.
Things that should be epic magic items. For the sake of style and balance I'd rather not. For example, permanent superior resistance. Style choice.
Spells that cost GP per casting or have a component like sacrifice/corruption. For example, sanctified magic or stoneskin. These spells are balanced on the assumption you pay a cost in casting them each time. They don't balance to the way permanency is designed.
Spells on an object or creature that you can't target them with. For example, righteous might or divine favor.  These spells can only be self targeted! So you can't put them on another person anyway, silly!

DM judgment is the final arbiter of any permanency request. Same as the DM having final say so on custom magical items. Before you ask me, review your spell. If it has more negative qualities than positive qualities, think twice about asking your DM! He'll probably say no, and you'll wonder why he's beating his head in with his DMG!
Title: Re: Custom Material
Post by: Anastasia on January 26, 2012, 03:23:16 AM
Earthbone Steel

This super-dense iron is mined in tiny deposits within Earth, usually no more than the size of a human's thumb. Thereafter it is smelted into steel through secret processes by the greatest blacksmiths of Earth. Earthbone Steel is approximately four times denser and heavier than steel. It possesses quadruple the hardness and hit points of normal steel. It is not suitable for slashing or piercing weapons, offering no benefit to them. Bludgeoning weapons deal double the normal damage dice when made of Earthbone Steel. For example, a heavy mace made of Earthbone Steel would deal a base of 2d8 damage. In addition, the critical hit multiplier of the bludgeoning weapon is increased by 1. When used to make armor, the base armor bonus of the armor is doubled. For example, full plate armor made of Earthbone Steel has an armor bonus of +16. Any armor made from Earthbone Steel is counted as heavy armor due to the extreme weight of the material. Earthbone Steel has no price, as it is jealousy horded. It is said it takes millennia to find enough deposits to craft a single weapon or suit of armor, and magic is ineffective at duplicating its extreme hardness.
Title: Re: Custom Material
Post by: Anastasia on February 02, 2012, 09:04:14 PM
New Incantation, Fool Diabolical Eyes.

Fool Diabolical Eyes
Illusion (Glamer)
Effective Level: 12th.
Skill Checks: Knowledge (Arcana) DC 54, 9 successes; Knowledge (Planes) DC 54, 9 successes; Spellcraft DC 54, 9 successes.
Failure: Paranoia, Material Component Loss
Components: V, S, M
Casting Time: 9 days.
Range: Touch.
Area: 90ft radius from touched point.
Duration: Instantaneous.
Saving Throw: None.
Spell Resistance: No.

By means of ancient lore long lost to mortals, the caster renders the entire area completely invisible to those of lawful or evil alignment.  These creatures cannot perceive the warded area in any way, instead it appears to be utterly nondescript, matching the local area. See invisibility reveals nothing, nor do extra sensory abilities such as mindsight or blindsight help. Direct tactile contact will alert the target to something being there, but this in no way allows them to see it. Indirect cues and contact do not help - the target will see glitterdust lying on the nondescript ground rather than clinging to the hidden area, for example. Further, such creatures cannot even detect the magic of this incantation. A creature with True Seeing and Detect Magic (or greater magic that achieves the same function) is allowed a caster level check against DC 54. Success allows them to detect the magic of the incantation, and a DC 54 spellcraft check allows them to understand the illusion at work. On understanding it, the creature is immediately able to see past that instance of this ritual forevermore.

Non evil and non lawful creatures are not inhibited by this incantation's main effect. They may perceive the hidden terrain without difficulty. However, the magic of the incantation is still obscured to them.

Material Component

27 large bars of the purest silver, which crumble to dust and spread into the ground during the incantation. These bars cost a minimum of 90,000 gold.

Paranoia

On a failed incantation, the caster believes that THEY have detected his magic and disrupted it, and now they are coming for him.  This power is invariably a diabolical noble or figure of authority the caster despises. The caster will devote all of his resources to preparing and then taking a defensive position, waiting for the coming reprisals. This paranoia persists until a wish or miracle spell counters it.

Material Component Loss

For every successful check made before the incantation fails, one silver bar is consumed. These silver bars must be replaced before another attempt at the incantation.
Title: Re: Custom Material
Post by: Anastasia on February 06, 2012, 02:15:16 AM
Epic Master Ambassador. Nothing too interesting here, the new feats are cookie cutter and it makes a boring epic progression. You could make more custom feats playing with the concepts of a diplomat, but I'm not inclined to right now.

Epic Master Ambassador

Hit Die

d6

Skill Points at Each Additional Level

6 + intelligence modifier



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

Favored Embassy (Ex)

At 13th level and every 3 levels thereafter, the epic Master Ambassador gains another Favored Embassy, or increases the bonuses of an existing embassy by two.

Bonus Feats

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

Epic Master Ambassador Bonus Feat List

Adaptable Diplomat, Epic Reputation, Epic Skill Focus, Extended Life Span, Great Ability(Charisma), Great Ability(Wisdom), Improved Embassy, Improved Insightful Acclimation, Planar Diplomat, Polyglot, Superior Initiative.
Title: Re: Custom Material
Post by: Anastasia on February 09, 2012, 01:31:51 AM
I hate whomever designed Noble. The idea of gaining abilities in a consistent manner escaped them, so I had to make my own guesses on the preferred gain rates. Ah well. Anyway, on working with it, I'm struck by how Noble is essentially a pared down Bard. You get a watered down bardic knowledge (bonus class skill), watered down bardic music (inspire confidence and inspire greatness), watered down social skills/effects (favor) and watered down support (coordinate). In light of this I mostly repackaged the epic bard's feats and used them for Noble.

This build apparently conflicts with what I did with Empress Sulia, but apparently I deleted my notes on the epic noble progression I used for her. Oh well. Not a big deal.


Epic Noble

Hit Die

d8

Skill Points at Each Additional Level

4 + intelligence modifier.



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

Favor (Ex)

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

Inspire Confidence (Ex)

At 21st level and every 4 levels thereafter, the epic Noble gains another daily use of Inspire Confidence.

Inspire Greatness (Ex)

At 23rd level and every 3 levels thereafter, the epic Noble can affect an additional ally with Inspire Greatness.

Coordinate (Ex)

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

Bonus Feats

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

Epic Noble Bonus Feat List

Additional Magic Item Space, Armor Skin, Epic Aid, Epic Coordinate, Epic Favor, Epic Reputation, Epic Skill Focus, Great Ability(Charisma), Group Aid, Improved Favor, Inspire Nobility, Lasting Aid, Noble's Ego, Polyglot.
Title: Re: Custom Material
Post by: Anastasia on February 09, 2012, 03:47:20 AM
New Incantation, Repel the Crawling Ones.

Repel the Crawling Ones
Abjuration
Effective Level: 3rd.
Skill Checks: Knowledge (Nature) DC 23, 2 successes.
Failure: Reversal.
Components: V, S, M.
Casting Time: 30 minutes.
Range: Touch.
Area: 100ft radius from touched point.
Duration: Permanent.
Saving Throw: See text.
Spell Resistance: No.

By drawing strange and non-linear symbols that repel vermin, you ward an area against intrusion by them. No creature of the vermin type can enter the warded area, by free will or by being forced. If attempted to be forced, the vermin will be pushed back by an equal force. Intelligent vermin are allowed a DC 23 will save to overcome this effect. A dispel magic effect can end this incantation. (Treat this incantation's caster level as 5 for the sake of this.)

Material Components

Oil and concentrated pungent smoke that costs no less than 200 gold.

Reversal

If the incantation is failed, vermin are instead inexorably drawn to the warded area.
Title: Re: Custom Material
Post by: Anastasia on February 12, 2012, 02:30:47 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. This was made for Senaril way back in Balmuria 2. I revised it; I admit I've always been strangely proud of this PrC. I think it is because the flavor and mechanics mesh so well. I look at it and think that yeah, these are the abilities that a paladin of Shar would gain.

I don't expect this class to come up in Balmuria 3 at all, so this is here for the sake of completeness.


Dark Justicar

Hit Die

d10

Requirements

Feats

Evil Brand

Skills

Knowledge(religion) 3 ranks

Special

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

Class Skills

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

Skill Points at Each Level

2 + intelligence modifier.












Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +1 +2 +0 +2 Detect good, strike of oblivion+1d4
2 +2 +3 +0 +3 Eyes of Shar, dark blessing
3 +3 +3 +1 +3 Aura of entropy
4 +4 +4 +1 +4 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), 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 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 Material
Post by: Anastasia on February 12, 2012, 05:53:43 PM
This was made for Amaryl back in Balmuria 1/2. My main thought is that this could be mildly tweaked and made into a non epic PrC. It's not a bad epic PrC, and I like it as a PrC in general, but it feels a bit of a stretch. Nonetheless, I'm going to keep it as it is.

It could use couple of unique epic feats as well, but eh.


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. This arrow can only be used when you make a successful dragonfire strike. This exploding arrow deals damage as normal to the target, then explodes out in a 30ft radius. This explosion deals fire damage equal to the damage of the attack to all creatures within the radius, including the target of the dragonfire strike. A reflex save (DC 10 + charisma modifier + 1/2 character level) halves this damage. Note that the benefit of Searing Dragonfire Strike applies to Explosive Flames.

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 Material
Post by: Anastasia on February 24, 2012, 06:45:40 PM
This was overdue, as more than one person has taken this class. Not a lot to say here - most of the improvements are textbook or simple extensions of previous abilities. This isn't a bad class by any means, but there's not a whole lot of inspiration to be drawn from it. I feel it accomplished exactly what it meant to already. You could build more feats to continue this PrC, certainly.

Epic Arcane Duelist

Hit Die

d8

Skill Point at Each Additional Level

4 + ability modifier.



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

Enchant Chosen Weapon (Su)

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

Bonus Feats

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

Epic Arcane Duelist Bonus Feat List

Blinding Speed, Devastating Critical, Dire Charge, Epic Dodge, Epic Prowess, Epic Reputation, Greater Blur, Greater Mirror Image, Improved Enchant Chosen Weapon, Mislead, Overwhelming Critical.
Title: Re: Custom Material
Post by: Anastasia on February 26, 2012, 06:51:54 PM
Eb made this PrC for Afina. Any feedback or comments can be directed to him. His fluff below.

Within every fey resides the accumulated experience and heritage of innumerable previous lives prior to the current existence. For most this is nothing more than distant and dim memories, put aside in favour of savouring the moment. But some fey are able to draw upon that prior experience in a tangible fashion, becoming a step closer to sylvan perfection.


Inheritor of the Cycle

Hit Die

d6

Requirements

Race

Any fey

Skills

Concentration 12 ranks, Knowledge(Nature) 12 ranks.

Saves

Base Will Save+7

Class Skills

The Inheritor of the Cycle's class skills are: Concentration (Con), Handle Animal (Cha), Hide (Dex), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)

Skill Points at Each Level

4 + intelligence modifier


   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+0+2+2Memories of spring+1 sorcerer or druid
2+1+0+3+3Sprite's tricks+1 sorcerer or druid
3+1+1+3+3Memories of summer+1 sorcerer or druid
4+2+1+4+4Nymph's wrath+1 sorcerer or druid
5+2+1+4+4Leanan sidhe's inspiration+1 sorcerer or druid
6+3+2+5+5Memories of autumn+1 sorcerer or druid
7+3+2+5+5Dryad's bond+1 sorcerer or druid
8+4+2+6+6Memories of winter+1 sorcerer or druid
9+4+3+6+6Frostwind's caress+1 sorcerer or druid
10+5+3+7+7Spirit of all seasons+1 sorcerer or druid

Memories of Spring (Ex)

As you once celebrated the burgeoning vitality and creation of the Spring, your spirit becomes better able to resist the sometimes out of control creation that magic can bring. This results in a +1 increase to your spell resistance.

Sprite's Tricks (Sp)

Often overlooked as mere pranksters, you can recall many a time when a talent for stealth and illusion was all that stood between your past incarnations and disaster. You gain either Pyrotechnics, Invisibility, or Major Image as a spell like ability usable 3 times per day.

Memories of Summer (Ex)

The baking heat of the Summer sun feels like joyful caresses to a fey of that season, as you once were. From this you are able to resist the first 5 points of damage from any source of fire damage. If you already possess fire resistance, it is increased by 5 points.

Nymph's Wrath (Su)

While primarily known for their beauty, your previous experiences show that a wronged nymph can easily provoked into a fury that few can resist. With but a glance, you can channel your wrath into a look that leaves all but the stoutest shaking in their boots. The target must succeed on a fortitude save (the DC is equal to ten plus half your hit dice and your charisma bonus) or be stunned for 1d4 rounds. If you already possess the Stunning Glance ability, increase the DC by 2 points.

Leanan Sidhe's Inspiration (Su)

You once existed as a leanan sidhe, a mysterious muse that brought inspiration and despair in equal measure to foolish mortals. So to can you now offer aid to your others in reaching greater heights, yet always at a price. As an immediate action, you can designate any creature that can see and hear you to gain a bonus equal to half your Inheritor level to one ability coupled with a penalty of the same amount to another. Possible pairs are attack and armour class (either way) or one saving throw (the penalty being applied to the remaining two). This ability can be resisted with a will save (the DC is equal to ten plus your Inheritor level and your charisma bonus) and lasts until the start of your next turn.

Memories of Autumn (Ex)

As vitality recedes with Autumn's ascent, all life must shelter itself and prepare the cold ahead. But as you once took quiet joy in this subdued season, your skin grows stronger to endure its travails. This grants a +1 increase to your natural armour score.

Dryad's Bond (Su)

Once your very existence depended utterly upon a single tree, that you cherished as it grew in the Spring and Summer, and guarded as it fell into its torpor of Autumn and Winter. That tree is long since gone, but with your recognition of those memories, you also become aware of the gratitude felt by trees wishing to repay that bond. Once per day you may touch a huge tree, animating it to act as a treant for one hour. This treant does not possess the Animate Trees ability, but gains a morale bonus to attack, damage, armour class, and saving throws equal to your Inheritor level.

Memories of Winter (Ex)

The harsh winter punishes all but the hardiest of life, but the biting winds and endless blizzards were once a source of strength and security for you, so it will be again. From this you are able to resist the first 5 points of damage from any source of cold damage. If you already possess cold resistance, it is increased by 5 points.

Frostwind's Caress (Su)

As a pitiless spirit of the coldest mountain snowstorms, you once embodied nature at its most indiscriminate and cruel. You are no longer that being, having been tempered by so many other incarnations. But when required you can still call upon the frost against those you judge unworthy, disrupting and freezing their bodies. As a touch attack you can inflict 1d6 untyped and 1d6 cold damage, both damage dies being modified by your charisma bonus (for example a nymph with 22 charisma would do 1d6+6 +1d6+6). If you already possess the Frostbite Touch ability, the damage stacks.

Spirit of all Seasons

Possessing an understanding and affinity for all of the four seasons beyond that which most fey can appreciate, you are ever more in tune with the rhythms and flows of the natural world, setting you apart from your more focused siblings. With this greater attunement, your natural resistance improves, increasing your damage reduction/cold iron by 5 points, or granting damage reduction if it is not already possessed.
Title: Re: Custom Material
Post by: Anastasia on February 26, 2012, 07:06:21 PM
Take a wild guess who this is for. Epic vampires strive against the limitations of their form while seeking yet more power. Dark arcana and mastery of undeath grants them great abilities, as well as forever gaining more ability to destroy and steal life from other creatures.

Considering the level adjustment and amount of power that should be involved in managing to partially circumvent a vampire's weaknesses, I feel this should be an epic PrC. Both solutions are quite imperfect, one requiring the cold blooded murder of an innocent and the other an imperfect way to sustain yourself without real blood.

Incidentally, I find it odd that both vampires of any standing in Balmuria have subverted the typical vampire weaknesses. I'm not sure why that is.


Vampire Archmage

Hit Die

d12

Requirements

Feats

Fell Drain

Epic Feats

Automatic Metamagic (Fell Drain)

Spells

Able to cast 9th level arcane spells.

Special

Must be a vampire and of eminent age or older.

Class Skills

The vampire archmage's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all, taken individually) (Int), Profession (Wis), Spellcraft (Int)

Skill Points at Each Additional Level

2 + Int modifier.












Level Base Attack Bonus Special Spells
1 +0 Blood arcana (blood sword) +1 arcane
2 +1 Fell drain+1/+0 +1 arcane
3 +1 Blood arcana (blood spell) +1 arcane
4 +2 Bonus feat, fell drain +1/+1 +1 arcane
5 +2 Blood spell (blood poisoning) +1 arcane
6 +3 Fell drain +2/+1 +1 arcane
7 +3 Blood arcana (blood lie) +1 arcane
8 +4 Bonus feat, fell drain +2/+2 +1 arcane
9 +4 Blood arcana (blood synthesis) +1 arcane
10 +5 Fell drain +3/+2 +1 arcane

Blood Arcana (Su)

The vampire archmage learns several powerful techniques based on her vampiric heritage and mastery of arcane magic. Blood Arcana draws in the reserves of power a vampire possesses. This drawing is not without a price, as it increases the amount of constitution a vampire must drain to stay sated. The exact amount varies from arcana to arcana and lasts until you have fully sated yourself once. For example, a vampire who has to drain 24 points of constitution a day uses the Blood Sword arcana. She would need to drain 27 points of constitution a day until she has fully sated herself once; at that point her need would return to 24 points per day. The use of multiple Blood Arcana stacks, there is no upper limit to the amount of constitution debt that can be accumulated.

Blood Sword

As a standard action, a vampire archmage may conjure up a sword made of her own blood. This functions as a mage's sword spell except as noted here. Blood Sword has an enhancement bonus equal to your vampire archmage level and is not subject to spell resistance. Using this arcana requires you to drain an additional 3 points of constitution per use.

Blood Spell

As a free action, a vampire archmage of 3rd level may designate a spell a Blood Spell. This spell must deal hit point damage and draw blood, such as by cutting or slicing. On doing so the blood flies to you, absorbed into your body. You heal damage equal to the amount of damage your Blood Spell deals, with any excess gained as temporary hit points, to a maximum of two times your maximum hit points. Creatures that are not alive or do not bleed cannot be the target of a Blood Spell. Blood drained in this way does not count to satisfy the hunger. Using this arcana requires you to drain an additional 5 points of constitution per use.

Blood Poisoning

As a standard action, a vampire archmage of 5th level can touch a single living being, poisoning their blood with the seed of unlife. To do so requires a melee touch attack, a miss does not incur any penalty or increased need for constitution drain by the vampire archmage. On a successful touch attack the target's blood is poisoned. There is no saving throw against this phase of the poisoning. One round after and every round thereafter, the target must make a fortitude save (DC 10 + 1/2 hit dice + cha modifier) or take one point of constitution drain. This continues until the target passes six fortitude saves in a row, receives a neutralize poison spell or dies. A creature slain by this ability rises one round later as a vampire spawn under the control of the vampire archmage. Immunity from poison provides immunity from Blood Poisoning. Using this arcana requires you to drain an additional 9 points of constitution per use.

Blood Lie

By calling on dark powers and stealing energies of life, the vampire archmage can gain the benefits of both life and death. When draining a living victim to death and draining at least 10 points of constitution from the victim, the vampire archmage may choose to forfeit the constitution drained from the victim from satisfying her hunger. If she does so, she uses this life-energy to active the Blood Lie for 1 hour. During this time, the vampire archmage fools Creation itself, being both alive and dead.

While under the effects of the Blood Lie, the vampire archmage is considered both living and dead. She uses whichever state would be to her advantage at any given time and for any given effect. She heals from both positive and negative energy and is thus immune to being turned. Spells that target undead fail against her, as do effects such as undead bane weapons, a ranger's favored enemy being undead or any other effect. She still retains all of her undead trait immunities and advantages; enervation would still fail to drain her, for example. Further, normal vampire weaknesses are suppressed while under the Blood Lie. Mirrors show her reflection, garlic does not nauseate them, sunlight has no effect and so on. Weaknesses that would still cause physical harm, such as a stake through the heart, deals normal damage but has no other effect. For example, if a vampire under the Blood Lie staked through the heart would take the normal damage for the attack with no other penalty. (Treat a stake as a dagger for the sake of damage.) Blood Lie does not allow the vampire to use vampire abilities that would be suppressed by sunlight, however.

Using this arcana does not require you to drain any more blood, as the cost is paid at the beginning.

Blood Synthesis

At 9th level, the vampire archmage can transform arcane magic into the precious blood she needs to survive. As a full round action she may convert prepared spells or spell charges into blood that satisfies the hunger. For every 5 spell levels sacrificed in this way, the vampire archmage creates enough pure blood to count for one point of constitution drain. Only spells or spell charges that come from her own natural ability can be converted. Spells granted by magical items, such as wands, scrolls, rods and wondrous items cannot be be converted, nor can bonus spells from items such as rings of wizardry. Spell-like abilities cannot be transformed in this way, either. Bonus spells granted indirectly from items, such as by a cloak of charisma or circlet of intelligence, are eligible to be converted. Bonus spells from temporary effects, such as fox's cunning or eagle's splendor, are not able to be transformed in this way.

Using this arcana requires you to drain an additional 1 point of constitution per use, plus an additional 1 point for each consecutive day you use this ability. You only incur this extra cost once per day, multiple uses of blood synthesis in the same day do not increase the constitution you must drain to hold off the hunger.

Fell Drain (Ex)

The vampire archmage is a master of stealing the life force of her foes, leaving them withered husks damned to an eternity of wandering as an undead shade. At 2nd level and every 4 levels thereafter, the benefit from her automatic metamagic (fell drain) is increased by 1 level. This stacks with all instances of automatic metamagic the vampire archmage possesses; for example, a vampire archmage with automatic metamagic (fell drain)x2 and fell drain +1/+0 would automatically apply fell drain to her 0-7th level spells. In addition, at 4th level and every 4 levels thereafter, fell drain inflicts an additional negative level.  For example, a vampire casting a fell drain fireball with fell drain +1/+1 would deal two negative levels to each person who takes damage from the fireball.

Bonus feats

A vampire archmage gains an epic bonus feat at level 4 and every 4 levels thereafter.

Vampire Archmage Bonus Feat List

Automatic Metamagic, Enhance Spell, Epic Spell Focus, Epic Spell Capacity, Epic Spell Penetration, Familiar Spell, Ignore Material Components, Improved Metamagic, Intensify Spell, Master Staff, Master Wand, Multiaction, Perfect Lie, Resist Hunger, Rotting Blood, Spell Knowledge, Spell Opportunity, Spell Stowaway, Vile Arcana.
Title: Re: Custom Material
Post by: Anastasia on February 29, 2012, 05:31:47 PM
Sometimes you wonder what a true psycho would develop as a PrC. This is one attempt to answer the question. It makes terrible and immediately memorable effects, though it isn't the most combat potent class. It's grotesque, nasty and generally unpleasant.

Mutilator

Hit Die

d12

Requirements

Skills

Profession (Torturer) 8 ranks.

Saves

Base Fortitude Save+4.

Feats

Willing Deformity plus any one Deformity feat.

Class Skills

The Mutilator's class skills are: Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis) and Swim (Str).

Skill Points at Each Level

2 + intelligence modifier



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

Self Mutilation (Ex)

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

Scarring Strike (Ex)

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

Mutilation (Ex)

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

Eyes

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

Tongue

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

Limb

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

Bonus Deformity (Ex)

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

Vile Mutilation (Ex)

At 10th level, the hatred and depravity of the Mutilator spreads into the wounds he inflicts, making them difficult to reverse. The ability damage from Scarring Strike becomes vile ability damage. In addition, the injuries caused by Mutilation are treated as vile as well and can only be reversed on hallowed ground. Note that the normal damage from Scarring Strike and Mutilation are not vile damage, only the secondary effects of charisma damage and mutilation.
Title: Re: Custom Material
Post by: Anastasia on February 29, 2012, 09:10:08 PM
Epic Mutilator. This class doesn't lend itself to a great epic progression. I don't feel that Scarring Strike should continue, being ability damage. That leaves...not much. There's only so many ways to mutilate the body. The feats try to address this, at least. I didn't make too many, there doesn't need to be twenty gazillion vile ways to violate, mutilate and scar someone up. I might make more when I'm in a better frame of mind for it later.

Something like Fighter(Zhentarim variant) 8/Mutilator 10/something else to boost intimidate and the right build could make an intimidation monster with how self mutilation works. Horrific injuries+psycho+intimidation is what I was going for with this class.


Epic Mutilator

Hit Die

d12

Skill Points at Each Additional Level

2 + intelligence modifier.



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

Self Mutilation (Ex)

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

Bonus Feats

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

Mutilator Bonus Feat List

Armor Skin, Blinding Speed, Butcher's Glee, Epic Fortitude, Epic Toughness, Fast Healing, Improved Rapid Mutilation, Improved Scarring Strike, Multiaction, Penetrate Damage Reduction, Rapid Mutilation, Superior Initiative.
Title: Re: Custom Material
Post by: Anastasia on February 29, 2012, 10:04:07 PM
No, she's not coming back. I'm being through; I consider making an epic progression standard for new classes. In any case this is almost entirely rehashed from other feats with a quick reskin. I don't plan to ever use this, but it is a matter of feeling like I should do it.

If you're curious, everything but the two shadow feats are rehashes. I borrowed from epic blackguard and epic rogue feats, respectively. You should be able to figure out which ones go with which.


Epic Dark Justicar

Hit Die

d10

Skill Points at Each Additional Level

2 + intelligence modifier.



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

Strike of Oblivion (Su)

At 13th level and every 4 levels thereafter, the epic Dark Justicar's strike of oblivion rises by 1d4.

Bonus Feats

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

Epic Dark Justicar Bonus Feat List

Armor Skin, Devastating Critical, Dire Charge, Epic Prowess, Epic Reputation, Epic Toughness, Greater Shadow Servant, Improved Aura of Entropy, Improved Shadow Servant, Improved Strike of Oblivion, Overwhelming Critical, Perfect Health, Widen Aura of Entropy, Vile Oblivion.
Title: Re: Custom Material
Post by: Anastasia on March 02, 2012, 02:22:12 PM
This is a PrC focusing on providing a small, hyper-focused spell list revolving around spells relevant to Talos and with an emphasis on spells with the electricity descriptor. It is essentially a different take on a Divine Crusader styled PrC, but refocused and tailored to one faith.

Storm Mantle's freedom of movement effect is meant to synergize well with the higher level wind/storm spells that often impede movement.


Thunderborn

Hit Die

d8

Requirements

Alignment

Any chaotic.

Base Save Bonus

Fortitude+4

Skills

Survival 8 ranks.

Feats

Conductivity, Toughness

Special

Must worship Talos.

Class Skills

The Thundeborn's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex) and Spellcraft (Int).

Skill Points at Each Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+2+0+2Spells
2+1+3+0+3Lightning adept
3+2+3+1+3Storm's grace (5)
4+3+4+1+4Emissary of change
5+3+4+1+4Born of the three thunders
6+4+5+2+5Thunderous endurance
7+5+5+2+5Storm's grace (10)
8+6+6+2+6Summon storm elemental
9+6+6+3+6Chaotic storm
10+7+7+3+7Storm mantle

Lightning Adept (Ex)

You are skilled in dealing with spells and effects invoking electricity, understanding them with a sublime ease. You gain a bonus equal to your class levels to spellcraft checks to identify spells with the electricity descriptor.

Storm's Grace (Su)

The wrath of storms only lightly caresses you, shielding you from the worst of its wrath. You gain resistance to electricity 5. This rises to resistance 10 at level 7.

Emissary of Change (Ex)

Thunderborn are wholly caught up in the lightning storms of Talos, living every moment in change to strip away the weak an encourage new growth. As such, your inherently chaotic nature grants you a bonus equal to one half of your thunderborn class level to bluff, diplomacy, gather information and sense motive checks against worshipers of Talos and creatures with the chaotic subtype.

Born of the Three Thunders (Ex)

At 5th level, your study of storms that bring lightning have given you new insight. You gain Born of the Three Thunders as a bonus feat. If you already have this feat, you may select another feat that you qualify for.

Thunderous Endurance (Su)

Your long exposure to the explosions of thunder and the crashing noise it brings has toughened your ears. As such, you are now immune to deafness.

Summon Storm Elemental (Sp)

So devout are you to lightning that Talos grants you the secrets of summoning one of the incarnations of storms. As a standard action, you may summon a large storm elemental. This elemental automatically understands you and serves you to the best of its ability, and to the death. The elemental stays for one hour, until banished or slain. You may use this ability once per day.

Chaotic Storm (Su)

In storms come change, nature renewing itself in the downpour of rain, the shearing winds and the forest fires started by lightning strikes. In this chaos and change you draw strength, able to empower your spells with raw chaos. Three times per day as a free action, you may supercharge one of your spells with chaos. A spell empowered in this way deals half of its normal damage as anarchic damage. This damage ignores resistance to energy and other defenses, but does not harm creatures of chaotic alignment. In contrast, lawful creatures are particularly vulnerable to this energy. Against them, the damage dice of the empowered spell rises by one step, to a maximum of d12s. For example shocking grasp spell so empowered would deal 5d8 damage instead of 5d6 damage to a lawful creature. Half of this damage would be electricity damage and the other half would be anarchic damage.

Storm Mantle (Su)

At the apex of your power, a glorious mantle of lightning adorns your shoulders forevermore, ready and willing to protect you. This appears as a cloak and takes up your cloak slot, preventing any other magical cloaks from working for you. This mantle grants you a fly speed of 60ft (good), a +4 deflection bonus to armor class and a constant freedom of movement effect. As a standard action you may cause your cloak to recede into your body. If you do, you lose all benefit of the Storm Mantle, though it still takes up your shoulder slot. This mantle is pure electrical energy and is thus unable to be sundered or removed, short of killing the Thunderborn.

Spells

A thunderborn casts divine spells, which are drawn from the thunderborn spell list. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a thunderborn gains access to a new level of spells, he automatically knows all the spells for that level listed on the thunderborn's spell list. Essentially, his spell list is the same as his spells known list.

To cast a spell, a thunderborn must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a thunderborn's spell is 10 + the spell's level + the thunderborn's Charisma modifier. Like other spellcasters, a thunderborn can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given below. In addition, he receives bonus spells for a high Charisma score. His caster level is equal to his thunderborn level times two.

Unlike a cleric or a wizard, a thunderborn need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.



   
   
   
   
   
   
   
   
   
   
   
Level01st2nd3rd4th5th6th7th8th9th
142--------
2530-------
35310------
463210-----
5633210----
66333210---
763333210--
8633333210-
96333333210
106333333321

0: Detect Magic, Electric Jolt, Read Magic.
1: Lesser Orb of Electricity, Shocking Grasp, Thunderhead.
2: Electric Loop, Electric Vengeance, Lightning Blade, Resist Energy.
3: Call Lightning, Lightning Bolt, Protection From Energy, Scintillating Sphere.
4: Arc of Lightning, Energy Spheres, Orb of Electricity.
5: Ball Lightning, Call Lightning Storm, Greater Electric Vengeance, Lightning Leap, Lord of the Sky.
6: Chain Lightning, Moonbow, Storm of Elemental Fury.
7: Control Weather, Storm Tower, Stun Ray.
8: Lightning Ring, Stormrage.
9: Crushing Fist of Talos, Storm of Vengeance, Towering Thunderhead.
Title: Re: Custom Material
Post by: Anastasia on March 05, 2012, 12:07:46 AM
For Sylvie, since she's skill focused and already gets int to AC. I prefer not to stack the same attribute to AC multiple times as I feel it's cheese.

Alternate Class Feature: Brains Over Everything

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

Class: Factotum

Level: 16th.

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

Benefit: You gain your Intelligence modifier as a bonus to skill checks based on Wisdom, Charisma and Constitution.
Title: Re: Custom Material
Post by: Anastasia on March 09, 2012, 08:58:39 PM
Variant Cor wanted.

Eladrin Ascendant 2

Hit Die

d8

Requirements

Type

Outsider(native)

Alignment

Chaotic Good.

Skills

Knowledge(Planes) 12 ranks, Knowledge(Religion) 12 ranks.

Epic Feats

Holy Strike

Special

Must be a half celestial.

Class Skills

The eladrin ascendant's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Survival (Wis).

Skill Points at Each Additional Level

8 + Int modifier.



   
   
   
   
   
   
LevelBase Attack BonusSpecial
1+1Eladrin Magic, Ascension
2+2Eladrin Magic, Tongues
3+3Eladrin Magic, Alternate Form
4+4Eladrin Magic, Eladrin Immunities
5+5Eladrin Magic, Ascension

Eladrin Magic (Sp)

As the eladrin ascendant advances, she gains the ability to call on several spell like abilities. At 1st level she gains the ability to cast holy smite and chaos hammer at will. At 2nd level she gains detect evil and detect law as always active spell-like abilities. At 3rd level she gains the ability to cast greater restoration at will. At 4th level she gains the ability to cast true seeing at will. At 5th level she gains the ability to cast mass heal once per day.

Ascension (Ex)

At 1st level, the eladrin ascendant joins the eternal celebration of life, becoming one of the eladrin. Her type changes to outsider and she loses the native subtype. Despite losing the native subtype, she still qualifies for this class and does not lose any of its benefits. She gains the good and chaotic subtypes. She is no longer mortal in any way and is not subject to natural aging. She no longer suffers penalty for age nor do bonuses accrue.
On reaching 5th level the eladrin ascendant gains spell resistance equal to 13 + hit dice and damage reduction 20/epic, evil and cold iron.

Tongues (Su)

At 2nd level, the eladrin ascendant is under the benefit of a permanent tongues spell, with a caster level equal to her hit dice.

Alternate Form (Su)

Halfway through her apotheosis, the eladrin ascendant grasps the innate duality of the eladrin. She gains an alternate form, like the incorporeal ball of the courre, the pillar of fire of the firre and so forth. The exact form varies from each eladrin ascendant. The player may choose a fitting form, once this choice is made it cannot be undone. Most have a form akin to that of other established eladrin, though some develop unique alternate forms instead. The DM must approve the chosen form.

In any case, changing forms is a standard action that does not provoke attacks of opportunity.

Eladrin Immunities (Ex)

At 4th level, the eladrin ascendant becomes immune to electricity and petrification.
Title: Re: Custom Material
Post by: Anastasia on March 09, 2012, 10:39:39 PM
Interesting idea for a class that breaks some norms, so I played a bit loose with the epic design rules as well. In particular, giving them any epic feat as a bonus feat is an experiment. As they get 4 unlimited bonus feats from 1-20, I feel it's reasonable to try this. Almost any class that gets more than one or two bonus feats followes a limited theme. Savant's the only exception I can think of, so why not? They're jacks of all trades anyway.

Leaving the two custom feats here since they aren't listed in the feat list. Woah, redundant.


Epic Savant

Hit Die

d8

Skill Points at Each Additional Level

6 + intelligence modifier.



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

Sneak Attack (Ex)

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

Skill Assistance (Ex)

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

Bonus Feats

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

Epic Savant Bonus Feat List

The epic Savant may select any epic feat he qualifies for as an epic bonus feat.

Spells

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

Arcane



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level1st2nd3rd4th5th6th7th8th9th
2133330----
2233331----
2333332----
2433333----
25333330---
26333331---
27333332---
28333333---
293333330--
303333331--
313333332--
323333333--
3333333330-
3433333331-
3533333332-
3633333333-
37333333330
38333333331
39333333332

Arcane Savant Spells

5th level

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

6th level

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

7th level

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

8th level

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

9th level

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

Divine



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level1st2nd3rd4th5th6th7th8th
212221----
223221----
233332----
2433330---
2533331---
2633332---
2733333---
28333330--
29333331--
30333332--
31333333--
323333330-
333333331-
343333332-
353333333-
3633333330
3733333331
3833333332
3933333333

Divine Savant Spells

5th level

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

6th level

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

7th level

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

8th level

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

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

Versatile Assistance [Epic]
Prerequisite: Skill Assistance (20ft), int 25
Benefit: Select any two skills. You may now use these skills with your skill assistance ability. You may select skills that are otherwise ineligible for skill assistance with this feat.
Title: Re: Custom Material
Post by: Anastasia on March 19, 2012, 10:43:02 PM
Lightblood Stone

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

- Fast healing 2
- Toxin removal. Saving throws against poison and disease are made with a +4 bonus. In addition, even if a saving throw is failed, these impurities are purged from the body in one round, preventing any further effect.
- Immunity to effects that cause bleeding wounds, such as the attack of a bearded devil. In these cases, the wounds simply stop bleeding.
- The first 10 points of vile damage from any source of damage is converted to normal damage.
- Damage reduction 10/evil.

A suit of armor made from Lightblood Stone costs an additional 500,000 gold.
Title: Re: Custom Material
Post by: Anastasia on March 25, 2012, 01:32:08 PM
For Gisfal. There's nothing world-shattering here. I have another PrC in the works anyway, so.

Epic Battleguard of Tempus

Hit Die

d10

Skill Points at Each Additional Level

2 + intelligence modifier



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

Arms Lore (Ex)

The epic Battleguard of Tempus continues to add his total Battleguard of Tempus level to Arms Lore checks.

Enchant Weapon (Su)

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

Bonus Feats

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

Epic Battleguard of Tempus Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Enchant Weapon, Epic Spell Penetration, Epic Spell Capacity, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Opportunity, Spontaneous Domain Access, Supreme Lore.
Title: Re: Custom Material
Post by: Anastasia on April 09, 2012, 07:47:15 PM
For Balyss. Her melee is a lost cause short of heavy buffing, and it's just not going to keep up with dedicated damage dealers. This gives her a purpose in melee besides healing. Also see the related feats in houserules.

Alternate Class Feature: Favored of Selune

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

Class: Favored Soul

Level: 3rd

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

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

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

The benefits of this ability apply to any normal castings of Moon Blade you cast as a normal spell.
Title: Re: Custom Material
Post by: Anastasia on April 13, 2012, 08:14:30 PM
The changes to Perfect Wight are largely to update it to 3.5 coupled with a few upward tweaks. The pre-reqs got overhauled. Why is a class that does not progress sneak attack require 10d6 sneak attack to qualify? That's simply daft, especially since the class is supposed to be the ultimate sneak thief. I changed the prerequisites to things that fit that better circa the end of 3.5.

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

I may tweak this a little later in regards to how Ghostform handles touch attacks, but we'll see.


Perfect Wight

Hit Die

d6

Requirements

Skills

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

Feats

Darkstalker

Epic Feats

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

Class Skills

The Perfect Wight's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), 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 at Each Level

8 + intelligence modifier



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

Mastery of Stealth (Ex)

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

Superior Invisibility (Su)

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

Ghostform (Su)

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

Improved Legerdemain (Su)

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

Shadow Form (Su)

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

Superior Legerdemain (Su)

At 8th level, the Perfect Wight may use Improved Legerdemain at far greater distances. His range with Improved Legerdemain improves to 100ft. Despite this distance, he is able to make sneak attacks while using it past 30ft.

Bonus Feats

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

Perfect Wight Bonus Feat List

Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy.
Title: Re: Custom Material
Post by: Anastasia on April 17, 2012, 02:40:57 PM
This is for Stille, as I couldn't find a good cleric PrC for him besides Divine Oracle and Silverstar. Both of those are already claimed by Balyss and I'd prefer more variety, so here we are. I like a phases of the moon themed PrC, but the Selune one requires tracking moon phases. Fuck that. To be 100% clear since this has been asked already, the moon phase abilities are not tied to the current phase of the moon. They are always active and not dependent on phase of the moon at all. This is purely flavor.

This class is focused, but in a weird sort of way. It's all over the place, but the focus is constant change of the moon cycle and drawing on several aspects of that. I like how the class features are interconnected with one another, each one influencing the one ahead of it and behind it. The opener is the only exception to this, as I had an empty level to fill up. The capstone draws on everything behind it to present the moon's cycles as a coherent, eternal cycle. It can't impact the ability ahead of it since it is the last ability, so let's compensate by having it draw on all the others in flavor.

This was originally going to be a 9/10 or 8/10 PrC, but I didn't want to fall into the Spellsword trap. This class requires at least four non-cleric levels and is designed for 10th level entry. There may be a few variant classes or PrC dips out there that lessen this caster loss, but fundamentally you're going to be down at least a few CLs. No sense to making that worse. Gestalt does help with this class, I admit, but Stille's so unfocused in his leveling that it's a moot point here.

Edit: A monk can take the raging monk variant to get evasion+rage in two levels, change to CG, take the cleric levels then dip paladin of freedom to knock it down to a three level diversion. Theoretically, a prestige paladin of freedom PrC could reduce this to two casting levels lost, but this is getting pretty speculative. I'm just curious as to how far you could cut down the multiclassing and still get in.


Phasic Priest

Hit Die

d8

Requirements

Skills

Ten different skills with at least one rank.

Spells

Able to cast 3rd level divine spells

Special

Evasion

Special

Smite Evil 1/day

Special

Rage 1/day

Special

Must have Selune as a patron.

Class Skills

The phasic priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+0+2+2Lunar magic+1 divine
2+1+0+3+3New moon+1 divine
3+2+1+3+3New moon to waxing moon+1 divine
4+3+1+4+4Waxing moon+1 divine
5+3+1+4+4Waxing moon to full moon+1 divine
6+4+2+5+5Full moon+1 divine
7+5+2+5+5Full moon to waning moon+1 divine
8+6+2+6+6Waning moon+1 divine
9+6+3+6+6Waning moon to new moon+1 divine
10+7+3+7+7Eternal moon+1 divine

Lunar Magic (Ex)

The first lesson Phasic Priests learn is to call on the moon to strengthen them. Whenever she is under the light of the moon, she gains a +1 bonus to caster level.

New Moon Phase (Ex)

During the new moon, Selune is unseen by all and obscured by the starry night. Phasic Priests learn to mimic this behavior, giving her the ability to dodge even the most deadly assault; this gives her improved evasion. This functions as the rogue ability of the same name.

New Moon to Waxing Moon (Su)

As the new moon cycles to the waxing moon, the Phasic Priest's evasive skills grow along with her rage. Whenever she is in a rage, she gains a +4 sacred bonus to reflex saves.

Waxing Moon (Su)

At the waxing moon, the pull of the moon and tides inflame the rage Phasic Priests nurture. Whenever a Phasic Priest rage, her strikes are encased in fiery white moonlight. This causes her weapons to glow with light equivalent to a torch and they deal an extra 1d6 points of damage per successful strike. This fire is the same fire conjured with a Moonfire spell, though her application of it is only enough to deal damage and shed light.

Waxing Moon to Full Moon (Su)

As Selune reaches her fully glory, the Phasic Priest's righteous powers obtain a glorious zenith. Whenever she successfully smites evil while raging, she gain a +4 morale bonus to attack rolls, saving throws, checks and armor class for the duration of her rage.

Full Moon (Su)

At the height of glory, the full moon shines down to expose evil. Whenever the Phasic Priest attempts to smite evil, she ignores illusion based effects that impede her attack, such as mirror image or blur. For the sake of this ability, illusion based effects are spells or spell like abilities from the illusion subschools of figment or glamer.

Full Moon to Waning Moon (Su)

With the glorious light of the moon fading into memory once more, the Phasic Priest find it in herself to kindle the memories of that light to empower you further. Whenever she successfully smites evil, she gain blindsense 20ft for 1 minute. This stacks with the blindsense granted from Waning Moon for a total of blindsense 40ft.

Waning Moon (Su)

While the moon may be fading, Phasic Priests continue to feel the inexorable pull Selune affects on the world. This grants her a greater sensitivity to everything around, giving her blindsense 20ft.

Waning Moon to New Moon (Ex)

As the new moon comes, Phasic Priests become withdrawn and introspective, seeing what is hidden in the night and avoiding it. When a creature she can detect with her blindsense successfully damages her, she may make a reflex save (DC = damage dealt) to negate the attack entirely. She may use this ability once per day.

Eternal Moon (Su)

The final lesson that a Phasic Priest learns is that the moon is eternal and her cycle always continues. She takes this lesson to new depths within her, granting her incredible powers of recovery. When the Phasic Priest is reduced to zero hit points or less, she immediately gains the benefit of a heal spell (caster level equals her hit dice). This can prevent death or incapacitation with no hindrance to the Phasic Priest. This ability functions once per day. Effects that kill or incapacitate the Phasic Priest without reducing her hit points to zero or below do not trigger this ability, and excessive damage that results in her being at zero hit points or less after healing still incapacitate or kill her.
Title: Re: Custom Material
Post by: Anastasia on April 18, 2012, 07:29:51 PM
Yeah, this is a good example of a PrC that makes a lousy epic progression. There's really no helping it and there's not a whole lot of room to work with. I may whip up a few more feats for this later.

Epic Phasic Priest

Hit Die

d8

Skill Point at Each Additional Level

2 + intelligence modifier.



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

Lunar Magic (Ex)

At 11th level and every ten levels thereafter, the epic Phasic Priest's bonus to caster level from Lunar Magic rises by 1.

Bonus Feats

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

Epic Phasic Priest Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Greater Eternal Moon, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Improved Lunar Magic, Intensify Spell, Planar Turning, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.
Title: Re: Custom Material
Post by: Anastasia on April 23, 2012, 04:16:42 PM
Yian didn't use it or have a chance to, but I did this anyway. Never hurts having another PrC progression done. The rich number of feats can be blamed on Yuth's dragon PrC, as I did these at the same time, so I had ideas going back and forth between them.

Epic Initiate of the Draconic Mysteries

Hit Die

d8

Skill Points at Each Level

4 + intelligence modifier



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

Increased Unarmed Damage (Ex)

At 12th level and every four levels thereafter, the epic Initiate of the Draconic Mysteries unarmed strike damage improves by one step.

Dragonshape (Sp)

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

Bonus Feats

An epic Initiate of the Draconic Mysteries gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Initiate of the Draconic Mysteries Bonus Feat List

Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical, Draconic Fortitude, Embrace of Wings, Energy Resistance, Epic Prowess, Epic Toughness, Eternal Dragonshape, Extra Dragonshape, Fast Healing, Great Wyrm's Shape, Improved Combat Reflexes, Improved Darkvision, Improved Spell Resistance, Legendary Climber, Legendary Wrestler, Overwhelming Critical, Superior Senses.
Title: Re: Custom Material
Post by: Anastasia on April 28, 2012, 01:38:01 PM
Been meaning to do this for awhile.

Epic Hellbreaker

Hit Die

d6

Skill Points at Each Additional Level

6 + intelligence modifier



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

Sneak Attack (Ex)

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

Plane Hop (Sp)

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

Bonus Feats

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

Epic Hellbreaker Bonus Feat List

Adept Stowaway, Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Speed, Improved Sneak Attack, Legendary Climber, Lingering Damage, Mass Stowaway, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Telepathic Sting, Trap Sense, Widen Telepathic Static.
Title: Re: Custom Material
Post by: Anastasia on April 28, 2012, 09:37:28 PM
I'm no fan of mounted combat, but Cavalier at least does it well. I considered it for Crystal, but the lawful requirement scuttled that. No custom feats for this one, as no PC or NPC has levels in it.

Epic Cavalier

Hit Die

d10

Skill Points at Each Additional Level

2 + intelligence modifier



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

Courtly Knowledge (Ex)

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

Special Mount (Sp)

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

Deadly Charge (Ex)

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

Ride Bonus (Ex)

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

Mounted Bonus (Ex)

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

Bonus Feats

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

Epic Cavalier Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Prowess, Epic Toughness, Improved Combat Reflexes, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction, Spellcasting Harrier, Superior Initiative.
Title: Re: Custom Material
Post by: Anastasia on May 06, 2012, 01:12:51 AM
This class plays with the concept of a warrior who uses intelligence and knowledge to win the day. This is usually the domain of spellcasters due to the way warriors and wizards are set up. Having the skill points and the intelligence modifier to invest in knowledge skills is a luxury for most warriors. This class attempts to make a non spellcaster who can contribute with knowledge and get a strong benefit from having a good intelligence modifier.

The prerequisites are fairly manageable (barring getting at level 6 in some classes), and this is on purpose. With this class, you're already giving up your skill points and a feat to qualify, all to make yourself need yet another stat. I view a typical warrior who takes this class as being behind already due to this. Further, you're giving up the typical enhancements PrCs give your raw fighting ability in exchange for more estoric abilities. Certainly gaining int to AC at level 3 and to saves at level 9 is shiny, but your actual offensive ability rises anemically. Wise attack is limited to three creature types and knowledge devotion doesn't even require this class to use.

I personally think this class is balanced, though Cor disagreed. A two or three level dip is pretty solid, though it's not something an equivalent amount of dipping (say monk 1+kung fu genius+cleric 1+knowledge domain to knowledge devotion) can't achieve. If anything I feel the class sags from level 4 to level 8, without much of interest going on. The 9th and 10th level abilities are both very good, but I'm okay with that. Prestige classes should finish strong.

Chatting it over with Merc and a few others, suggested level 6 entry is ranger 2/swashbuckler 3. Ranger takes care of the skill issues and swashbuckler gets int to damage.


Knight of the Wise Convent

Hit Die

d6

Requirements

Base Attack Bonus

+5

Feats

Skill Focus (any knowledge skill)

Skills

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

Special

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

Class Skills

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

Skill Points at Each Level

6 + intelligence modifier.



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

Lore (Ex)

This ability functions as bardic knowledge. If you possess bardic knowledge or a similar ability, levels of Knight of the Wise Convent stack with that class for the sake of that ability.

Wise Attack (Ex)

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

Knowledge Devotion

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

Wise Defense (Ex)

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

Knight's Knowledge (Ex)

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

Improved Lore (Ex)

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

Power of Knowledge (Ex)

At 9th level, the Knight of the Wise Convent adds his intelligence modifier as a bonus to saving throws.

Greater Knight's Knowledge (Ex)

At 10th level, you may add your Knight of the Wise Convent class level as a bonus to all knowledge checks. In addition you may make knowledge checks untrained, even if the DC of the check is higher than 10. This does not stack with the bonus to knowledge checks for Knowledge Devotion from Knight's Knowledge.
Title: Re: Custom Material
Post by: Anastasia on May 12, 2012, 11:24:11 AM
Simmer's PrC. I may tweak one or two abilities later, these won't be mechanical changes as much as minor adjustments.

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.



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

Essence of Fire (Su)

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

Living Fire (Ex)

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

Pyrosynthesis (Su)

The purifying and vital power of positive energy laced fire suffuses your being. Whenever you cast a spell with the fire descriptor, you heal hit points equal to 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's(Intelligence for wizards, charisma for sorcerers, for example) modifier, 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 Material
Post by: Anastasia on May 12, 2012, 11:28:59 PM
5/10 spellcasting class? Yikes, it better shit gold with the class features! While the class features don't truly make up for 5 lost levels of casting, I feel they're rewarding and useful abilities.

Voice of the Triune

Hit Die

d8

Requirements

Race

Elf or half elf.

Feats

Vow of Silence, Words of Creation.

Skills

Knowledge(Religion) 8 ranks.

Spells

Able to cast 1st level divine spells.

Class Skills

The voice of the triune's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level

2 + intelligence modifier.



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

Blessed Silence (Su)

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

Words of Creation (Ex)

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

Words of the Triune (Su)

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

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

Words of Benediction

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

Words of Freedom

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

Words of Love

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

Words of Retreat

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

Words of Glory

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

Improved Aural Defenses (Ex)

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

Silent Grace (Su)

At 10th level, you are fully warded by your Vow of Silence, protected by the noise and manipulation of sounds. You gain immunity to sonic and language-dependent effects, including sonic damage.
Title: Re: Custom Material
Post by: Anastasia on May 16, 2012, 01:01:53 PM
Pretty unremarkable for an epic progression. Nothing from Lord of the Bright Fires smoothly continues, so I gave it 1/3 feat progression and stopped worrying there. There's a grand total of one custom feat for it, as stock feats can extend other class abilities (Great Ability for + con, for instance) otherwise.

Epic Lord of the Bright Fires

Hit Die

d6

Skill Points at Each Level

2 + intelligence modifier.



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

Bonus Feats

An epic Lord of the Bright Fires gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Lord of the Bright Fires Bonus Feat List

Automatic Metamagic, Enhance Spell, Epic Spell Focus, Epic Spell Capacity, Epic Spell Penetration, Familiar Spell, Great Ability(Constitution), Ignore Material Components, Improved Metamagic, Improved Pyrosynthesis, Intensify Spell, Master Staff, Master Wand, Multiaction, Spell Knowledge, Spell Opportunity, Spell Stowaway.
Title: Re: Custom Material
Post by: Anastasia on May 17, 2012, 11:13:28 PM
This will probably get more feats later, once I've playtested Voice of the Triune.

Epic Voice of the Triune

Hit Die

d8

Skill Points at Each Additional Level

2 + intelligence modifier.



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

Bonus Feats

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

Epic Voice of the Triune Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Intensify Spell, Planar Turning, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Widen Words, Words of Salvation.
Title: Re: Custom Material
Post by: Anastasia on May 23, 2012, 04:46:18 PM
Leaving the Code alone for now. It needs clarification but I'm simply not up to wrangling with one. It's not in immediate play, so.

Anyway, Cor made this so comments can be directed to him.


Scarlet-Patterned Armored Knight

Hit Die

d12

Requirements

Base Attack Bonus

+7

Feats

Goad, Proficiency with heavy armor and with a shield.

Skills

Intimidate 10 ranks, Tumble 5 ranks.

Special

Must have studied this armored combat style under Jaela of Aurora.

Class Skills

The dragon disciple's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str) and Tumble (Dex)

Skill Points at Each Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial
1+1+2+0+2Code of Chivalry, Armor Mastery (light), Improved Goading
2+2+3+0+3Armored Defense
3+3+3+1+3Armored Evasion
4+4+4+1+4Shield Ally
5+5+4+1+4Armor Mastery (medium)
6+6+5+2+5Superior Goading
7+7+5+2+5Improved Armor Mastery
8+8+6+2+6Improved Shield Ally
9+9+6+3+6Armor Master (heavy)
10+10+7+3+7Impetuous Endurance

Code of Chivalry (Ex)

The Knight follows a simple yet strict Code upon the battlefield. Every single one of the Knight's skills are geared towards protecting others, often at her own expense. The Knight fights not to destroy the enemy but to shield her allies and innocent bystanders. Should she willingly choose to forgo this path by seeking glory for herself in battle instead or for any other such base reason, she will lose the use of all of her abilities from this class for 24 hours. If this choice ended up causing the death of an ally or an innocent, then the duration is increased to a week and the Knight suffers a -4 penalty to all ability scores that cannot be cured by any means. Mechanically, this means making a conscious choice not to use a class ability that would defend an ally or innocent when in a position to do so.

Armor Mastery (Ex)

The Knight is able to wear her armor like a second skin. She begins such training with light armor at 1st level, slowly learning the ways of Armored Defense and Armored Evasion. Starting at 5th level, she may ignore the standard speed reduction for wearing medium armor. Starting at 9th level, she ignores the speed reduction imposed by heavy armor as well.

Improved Goad (Ex)

Due to her increased use of this ability, The Knight learns how to use Goad as a swift rather than a move action.

Armored Defense (Ex)

The Knight radiates an imposing aura of menace about herself. As a result, starting at 2nd level The Knight may add her Charisma modifier to AC while wearing armor that she has gained Armor Mastery of. Conditions that cause The Knight to lose her Dexterity bonus to Armor Class also cause The Knight to lose this bonus.

Armored Evasion (Ex)

Due to the constant way The Knight's Code sends her in danger in the place of another, she has learned to minimize the damage to herself from such rash behavior. Starting at 3rd level, The Knight gains the benefits of Evasion while wearing armor that she has gained Armor Mastery of.

Shield Ally (Ex)

The Knight truly begins to shine at this stage. No longer content to merely draw the enemy towards her and serve as a bulwark before her allies, she has learned how to actively pull her allies out of danger at the last moment! Starting at 4th level, as an immediate action The Knight can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before her next turn, she can take half this damage on herself. The target takes the other half as normal. The Knight can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Superior Goad (Ex)

When The Knight uses Goad, it now lasts her Charisma modifier (minimum 1) amount of rounds. The target does not receive a fresh saving throw each round.

Improved Armor Mastery (Ex)

The Knight's training with armors comes along, allowing her to use her familiarization to such a degree that even the shabbiest of armors appears to be made of fine mithral and impedes her far less than anyone else who might put it on. Her maximum dexterity bonus with armor she has mastered is increased by 2. Her skill check penalty with armor she has mastered is reduced by 3 to a minimum of 0. The armor's traits are not changed, and the benefits may stack even with those from masterwork or mithral armor.

Improved Shield Ally (Ex)

At 8th level, The Knight's ability to absorb damage increases. Once per round she can absorb all the damage from a single attack directed against an adjacent ally. In addition, she continue to absorb half the damage from other physical attacks on an adjacent ally, if she so chooses. The Knight must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage. Choosing between Shield Ally and Improved Shield Ally never constitutes as foregoing the path of The Knight.

Impetuous Endurance (Ex)

Starting at 10th level, The Knight's fighting spirit enables her to push her body beyond the normal limits of endurance. She no longer automatically fails a saving throw on a roll of 1. She might still fail the save if her result fails to equal or beat the DC.

Goad [General]
Prerequisites: Base attack bonus+1, cha 13
Benefit: As a move action, you may goad an opponent that has line of sight to you, can hear you and has an Intelligence of 3 or higher. When the goaded opponent starts its next turn, if it has line of sight to you, it must make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. (If it kills you, knocks you unconscious, loses sight of you, or otherwise is unable to make melee attacks against you, it may make any remaining melee attacks against other foes, as normal.) A goaded creature may still cast spells, make ranged attacks, move or perform other actions normally. The use of this feat restricts only melee attacks. The goad is a mind-affecting effect and an extraordinary ability.
Special: A fighter may select Goad as one of his fighter bonus feats.
Title: Re: Custom Material
Post by: Anastasia on July 09, 2012, 08:23:42 PM
For Rosa. Not a lot to say here.

Epic Skullclan Hunter

Hit Die

d6

Skill Points at Each Additional Level

6 + intelligence modifier.



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

Sneak Attack (Ex)

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

Bonus Feats

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

Epic Skullclan Hunter Bonus Feat List

Blinding Speed, Dawnstrike, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Magic Circle Against Evil, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Sword of Twilight, Uncanny Accuracy.
Title: Re: Custom Material
Post by: Anastasia on July 09, 2012, 11:30:12 PM
I skipped custom feats for Fiend-Blooded on account of Ellese. Her situation is unique and the typical transformative feats are wasted on her. So I'm saving myself the effort for those. As for other feats, I'll figure that out in a few levels. All I want is the basic chassis done for now.

Epic Fiend-Blooded

Hit Die

d4

Skill Points at Each Additional Level

2 + intelligence modifier.



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

Fiendish Sorcery (Ex)

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

Smiting Spell (Su)

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

Bonus Feats

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

Epic Fiend-Blooded Bonus Feat List

Automatic Metamagic, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Familiar Spell, Great Ability(Any), Ignore Material Components, Improved Combat Casting, Improved Metamagic, Intensify Spell, Master Staff, Master Wand, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.
Title: Re: Custom Material
Post by: Anastasia on July 28, 2012, 12:37:34 AM
Mortal Hunter is from the BoVD. It's a 3.0 PrC and shows in several ways, so I chose to update it to 3.5's design preferences as well as my own. Changelog is as follows:

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

This makes the entire PrC a potent choice for most fiends.


Mortal Hunter

Hit Die

d10

Requirements

Race

Any outsider

Alignment

Any evil

Skills

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

Feats

Alertness, Mortalbane, Track

Special

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

Class Skills

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

Skill Points at Each Level

4 + intelligence modifier



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

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

Detect Mortals (Su)

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

Mortal Hunting (Ex)

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

Change Shape (Su)

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

Dark Gift (Su)

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

Smite Mortals (Su)

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

Spurn Mortal Magic (Su)

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

Claws of the Overfiend (Ex)

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

Mortalbane Shout (Su)

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

Condemn Mortal (Su)

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

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

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

Spells

A mortal hunter gains the ability to cast a small number of arcane spells. To cast a spell, the mortal hunter must have a Charisma score of at least 10 + the spell's level, so a mortal hunter with a Charisma of 10 or lower cannot cast these spells. Mortal hunter bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + Cha modifier. When Table 5–10 shows 0 spells of a given level, such as 0 1st-level spells at 1st level, the mortal hunter gets only bonus spells. A mortal hunter without a bonus spell for that level cannot yet cast a spell of that level. The mortal hunter's spell list appears below; it has access to any spell on the list and need not prepare those spells ahead of time, just as a sorcerer. A mortal hunter casts spells just as a sorcerer does.



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

1st Level: cause fear, charm person, detect good, heartache, protection from good, sleep, unnerving gaze.
2nd Level: detect thoughts, evil eye, hold person, magic circle against good, see invisibility, web, wither limb.
3rd Level: flesh ripper, mirror sending, nondetection, scrying, suggestion, vile lance, wrack.
4th Level: arcane eye, call nightmare, locate creature, morality undone, phantasmal killer, resonating resistance.
Title: Re: Custom Material
Post by: Anastasia on July 28, 2012, 12:38:24 AM
Epic Mortal Hunter

Hit Die

d10

Skill points at Each Additional Level

4 + intelligence modifier



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

Mortal Hunting (Ex)

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

Smite Mortal (Su)

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

Bonus Feats

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

Epic Mortal Hunter Bonus Feat List

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

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

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

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

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

Spellcasting

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



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

5th level: dominate person, false sending, fiendish quickening, prying eyes, sending, soul shackles.
6th level: eyebite, fiendish clarity, mass suggestion, symbol of fear, wave of pain, wretched blight.
7th level: blasphemy, insanity, pestilence, phantasmal thief, power word stun, soul's treasure lost.
8th level: demand, despoil, greater prying eyes, power word stun, trap the soul, utterdark.
9th level: crushing fist of spite, eternity of torture, freedom, imprisonment, soul bind, spread of savagery, weird.
Title: Re: Custom Material
Post by: Anastasia on August 23, 2012, 09:53:54 PM
Besides adjustments to power points/epic powers work, this isn't changed from the SRD.

Epic Psychic Warrior

Hit Die

d8

Skill Points at Each Additional Level

2 + intelligence modifier



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

Powers

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

Bonus Feats

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

Epic Psychic Warrior Bonus Feat List

Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Manifesting, Epic Prowess, Epic Psionic Focus, Epic Toughness, Exceptional Deflection, Improved Combat Reflexes, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.
Title: Re: Custom Material
Post by: Anastasia on August 23, 2012, 11:10:00 PM
Frost Mage is a good PrC that has mild difficulty transitioning to epic. Gain Knowledge is an open problem to adapt into epic, so I chose to omit it. This is arguable, as I made a built in class progression and a epic feat progression to it. Both had difficulties so I didn't go in that direction. I may return to this one later.

Epic Frost Mage

Hit Die

d4

Skill Points at Each Additional Level

2 + intelligence modifier



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

Natural Armor Increase (Ex)

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

Bonus Feats

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

Epic Frost Mage Bonus Feat List

Armor Skin, Automatic Metamagic, Efficient Item Creation, Energy Resistance, Enhance Spell, Epic Crafting, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic.
Title: Re: Custom Material
Post by: Anastasia on August 25, 2012, 08:02:40 PM
Yeah, sundering isn't a popular combat option. That all said, I figured there should be support for someone who wants to specialize in it anyway. The idea of this prestige class is breaking things and getting benefits from it.

Shattering Knight

Hit Die

d10

Requirements

Feats

Cleave, Improved Sunder

Skills

Knowledge(Architecture and Engineering) 9 ranks

Special

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

Class Skills

The shattering knight's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str).

Skill Points at Each Level

2 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Magic touched, sunder specialist (+1/+1d4)
2+2+3+0+0Cleaving sunder
3+3+3+1+1Sunder specialist (+2/+2d4)
4+4+4+1+1Glorious destruction
5+5+4+1+1Sunder specialist (+3/+3d4)
6+6+5+2+2Touch of adamantine
7+7+5+2+2Sunder specialist (+4/+4d4)
8+8+6+2+2Improved glorious destruction
9+9+6+3+3Sunder specialist (+5/+5d4)
10+10+7+3+3Absorb dweomer

Magic Touched (Su)

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

Sunder Specialist (Ex)

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

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

Cleaving Sunder (Ex)

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

Glorious Destruction (Su)

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

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

Touch of Adamantine (Su)

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

Improved Glorious Destruction (Su)

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

Absorb Dweomer (Su)

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

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

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

If the shattering knight uses absorb dweomer on a non-magical item, it has no effect and that use of absorb dweomer is wasted.
Title: Re: Custom Material
Post by: Anastasia on August 25, 2012, 08:03:24 PM
Epic Shattering Knight

Hit Die

d10

Skill Points at Each Additional Level

2 + intelligence modifier



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

Sunder Specialist (Ex)

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

Bonus Feats

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

Epic Shattering Knight Bonus Feat List

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

Epic Sunder [Epic]
Prerequisite: Improved Sunder, str 23
Benefit: You gain a +6 bonus on the CMB check you make to sunder a creature's equipment, as well as a +6 bonus to CMD to resist your equipment being sundered. This stacks with the bonus from Improved Sunder. When you successfully sunder a creature's worn or carried equipment, any damage you deal to the equipment above and beyond what is needed to destroy it is instead inflicted to the creature.

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

Shatter Golem [Epic]
Prerequisite: Sunder Specialist (+3/+3d4), str 19
Benefit: Your skill at destroying objects extends into animated objects and golems. You add your bonus to sunder attempts from sunder specialist as a bonus to attack rolls against constructs, as well as the bonus damage from sunder specialist to damage rolls against constructs.
Title: Re: Custom Material
Post by: Anastasia on September 17, 2012, 01:25:12 AM
For Yuth. Dragon shenanigans. It's basically a bigger elemental form with a breath weapon and upgrades as you gain class levels. I have some concerns about the baseline stats for the dragon form, but it's not really out of line with the elemental fury shape shifter form. It's +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16 vs a +20 enhancement bonus to strength, +6 enhancement bonus to constitution saves and +20 natural armor.

Dragonheart Shapeshifter

Hit Die

d8

Requirements

Skills

Knowledge (Nature) 12 ranks

Special

Must possess the shapeshift class feature and have access to the elemental fury shapeshift.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack bonusSpecialSpells
1+0Draconic ravager form, epic shapeshifting+1 divine
2+1Dragon power+1 divine
3+2-+1 divine
4+3Dragon power+1 divine
5+3Bonus feat+1 divine
6+4Dragon power+1 divine
7+5-+1 divine
8+6Dragon power+1 divine
9+6-+1 divine
10+7Bonus feat, dragon power, dragon soul+1 divine

Epic Shapeshifting (Ex)

Dragonheart Shapeshifter levels stack with Druid levels to determine the enhancement bonus your natural weapons gain while shapeshifted. Note that once the bonus becomes +6 or higher, those natural weapons count as epic to bypass damage reduction.

Draconic Ravager

At 1st level the Dragonheart Shapeshifter can take the form of a dragon four size categories larger than himself, up to a maximum of Colossal. The Dragonheart Shapeshifter can choose what type of dragon they will transform into, but only the standard True Dragons are available. This is restricted by alignment. Good = metallic, evil = chromatic. Neutral shapeshifters must choose either of the two branches at the time this ability is obtained. They do not gain access to the opposing branch.

While in draconic ravager form, he gains appropriate attacks and damage according to a dragon of his new size. The draconic ravager can also use a single breath weapon, dealing elemental damage matching the type of dragon he turned into. For example, a gold dragon breathes fire, a black dragon breathes acid and so on. The size and shape of the breath weapon also matches the type of dragon chosen. The Dragonheart Shapeshifter gains immunity to the element of his breath weapon while in draconic ravager form. This breath weapon deals 1d6 points of damage for each effective shapeshift level. The damage is calculated by adding the total number of Shapeshifting Druid levels to the total number of Dragonheart Shapeshifter levels. The save DC of the draconic ravager form's breath weapon is equal to 10 + 1/2 hit dice + constitution modifier.

The Dragonheart Shapeshifter gains reach for a long creature of his size while in draconic ravager form.

The draconic ravager can also choose to crush an opponent or series of opponents under its weight if it chooses to land on them. This functions as the crush ability of true dragons.

The draconic ravager gains a +20 enhancement bonus to Strength, a +6 enhancement bonus to Fortitude saves, and its natural armor bonus improves by 20. Land speed becomes 60ft and it gains a fly speed of 250ft (clumsy).

At 3rd level, the draconic ravager gains the Flyby Attack and Multiattack feats as bonus feats while in draconic ravager form, even if he would not normally qualify for it.

Dragon Power (Ex)

At 2nd level and every two levels thereafter, the Dragonheart Shapeshifter unlocks a secret of draconic power. He may choose one of the following benefits. Unless stated otherwise, each ability can only be selected once. These abilities only function while in Draconic Ravager form.

Arcane Fortitude

The Dragonheart Shapeshifter gains spell resistance equal to 25 + Dragonheart Shapeshifter level.

Draconic Immunity

The Dragonheart Shapeshifter gains immunity to paralysis and sleep effects.

Draconic Senses

The Dragonheart Shapeshifter gains the Keen Senses and Blindsense qualities of true dragons.

Frightful Presence

This functions as a true dragon's Frightful Presence special quality. The radius of this ability is equal to 30ft x Dragonheart Shapeshifter class level. The save DC is 10 + 1/2 hit dice + charisma modifier.

Improved Breath

The required interval between uses of an available breath weapon is reduced by 1 round. For instance, a Dragonheart Shapeshifter with this feat can use its breath weapon once every 1d4-1 rounds instead of every 1d4 rounds. If the 1d4-1 result is 0, he can breathe again in the following round (but not twice in the same round). If the Dragonheart Shapeshifter possesses the Recover Breath feat or similar means to further reduce the interval between uses of his breath weapon, these abilities stack. This ability may be selected more than once.

Overwhelming Breath

The damage of your breath weapon rises by one die step, from 1d6 per level to 1d8 per level.

Ravager's Might

The Dragonheart Shapeshifter's strength score increases by four. This ability may be selected more than once.

Serrated Teeth

The Dragonheart Shapeshifter's bite attack as a Draconic Ravager now threatens a critical hit on a natural roll of 18 to 20.

Toughened Hide

The Dragonheart Shapeshifter's natural armor bonus increases by three. This ability may be selected more than once.

Dragon Soul (Ex)

At 10th level, the Dragonheart Shapeshifter's connection to the draconic influences him. He gains the draconic creature template.

Bonus Feats

The Dragonheart Shapeshifter gains a bonus feat at level 5 and every 5 levels thereafter.

Automatic Metamagic, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spell Capacity, Fast Healing, Ignore Material Components, Improved Combat Casting,  Improved Metamagic, Intensify Spell, Magical Beast Companion, Multiaction, Perfect Health, Permanent Emanation, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic.
Title: Re: Custom Material
Post by: Anastasia on November 16, 2012, 01:38:29 AM
For Mirajane. This focuses on removing the redundant parts of Sentinel for celestials. Resist Fiendish Lure (protective aura/magic circle+SR+high will saves+divine grace) is largely irrelevant for celestial Sentinels, so that goes for a Spot booster. Celestial Minion goes in favor of expanding on celestial's racial resistance to poison and also provides immunity to disease, stopping two common fiendish strategies. While Celestial Minion isn't strictly redundant, most celestials aren't going to get much use out of a celestial template summon. They either outpace the creature (and can't use it for a mount most likely) or can use summon monster as an SLA. Finally, Dispel Evil is a common SLA for celestials, so it's swapped for the utility of Atonement. This is likely less useful overall, but either replaces remove disease from the standard paladin, so they're both coming up ahead.

I chose not to get too powerful/creative here. Mirajane's unique abilities aren't a product of her classes.


Unearthly Sentinel

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

Requirements

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

Hit Die

d10

Class Skills

Unearthly Sentinels have the same class skills as a standard Sentinel.

Skill Points per Level

2 + intelligence modifier.

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

Alight Gaze (Su)

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

Heavenly Purity (Su)

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

Redemption (Sp)

Through your long struggles and hard earned wisdom, you can aid mortals in atoning from the shadow of evil. You may use Atonement as a spell like ability once per week. This replaces your Dispel Evil class feature; whenever you would gain another use of Dispel Evil you instead gain another use of Atonement.
Title: Re: Custom Material
Post by: Anastasia on April 27, 2013, 12:31:45 PM
Putting this here since it doesn't fit in Vastwoods.

This trades Factotum's casting for various martial abilities. It's great if you want to get up to shenanigans without magic, though I suspect it's move downward as far as optimization goes. Cunning weapons has some interesting possibilities at least.


Martial Factotum

Hit Die

d10

Requirements

Base Attack Bonus

+4

Feat

Weapon Focus

Special

Inspiration and Cunning Strike abilities

Class Skills

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

Skill Points at Each Level

6 + Intelligence modifier



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

Inspiration

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

Cunning Focus (Ex)

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

Cunning Toughness (Ex)

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

Bonus Feat

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

Improved Cunning Strike (Ex)

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

Cunning Breach (Ex)

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

Cunning Dodge (Ex)

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

Cunning Weapons (Ex)

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

Epic weapon properties cannot be emulated with this ability.

Improved Cunning Defense (Ex)

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

Improved Brains over Brawn (Ex)

A master martial factotum learns to apply her formidable intellect to how she fights. The martial factotum may use her Intelligence modifier in addition to her Strength or Dexterity modifier on weapon attack rolls and weapon damage rolls. This does not stack with the bonus to attack or damage rolls from Cunning Insight.
Title: Re: Custom Material
Post by: Anastasia on April 27, 2013, 12:52:15 PM
Nothing really to say here. It could use some unique epic feats to boost it, but they're not a priority right now. This is one of those classes that doesn't really lend itself to epic anyway.

Epic Martial Factotum

Hit Die

d10

Skill Point at Each Additional Level

6 + Intelligence modifier



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

Inspiration

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

Bonus Feats

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

Epic Factotum Bonus Feat List

Armor Skin, Aura of Inspiration, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Dodge, Epic Prowess, Epic Toughness, Epic Trapfinding, Exceptional Deflection, Improved Combat Reflexes, Improved Cunning Insight, Improved Cunning Knowledge, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Source of Inspiration, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.
Title: Re: Custom Material
Post by: Anastasia on April 27, 2013, 10:56:52 PM
Edit note: Obsoleted due to an error. Would you believe I forgot the AC bonus? I suck. A fixed version will be presented in a new post.

The reasons for this are two fold. First of all, Cor's aiming to play a dervish in Vastwoods. Second of all, Lady Gwynharwyf is a dervish. I figure I can save some time by having this ready now.


Epic Dervish

Hit Die

d10

Skill Points at Each Additional Level

4 + Intelligence modifier




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

Dervish Dance (Ex)

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

Fast Movement (Ex)

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

Bonus Feats

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

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

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

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

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

Untouchable [Epic]
Prerequisite: Dervish Dance 3/day, Epic Dodge, dex 25
Benefit: You are not subject to attacks of opportunity provoked from moving while you are in a dervish dance.
Title: Re: Custom Material
Post by: Anastasia on April 29, 2013, 06:44:18 PM
For Dispater.

Epic Master Specialist

Hit Die

d4

Skill Points at Each Additional Level

2 + intelligence modifier



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

Expanded Spellbook (Ex)

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

Caster Level Increase (Ex)

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

Bonus Feats

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

Epic Master Specialist Bonus Feat List

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

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

Expanded Esoterica [Epic]
Prerequisite: Major School Esoterica, int 19
Benefit: You may use your major school esoterica and your epic school esoterica (if you have that feat) an additional three times per day.
Special: You may select this feat more than once. Its benefits stack.
Title: Re: Custom Material
Post by: Anastasia on May 07, 2013, 07:09:33 PM
Note: An Aspirant should gain another use of spontaneous casting at level 20. This progression assumes that houserule is in place.

From Cerulean Joy. Nothing fancy here, didn't make anything custom.


Epic Aspirant

Hit Die

d8

Skill Points at Each Additional Level

4 + Intelligence modifier



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

Spellcasting

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

Aspirant spells per day


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level10th11th12th13th14th15th16th
211------
222------
233------
2441-----
2542-----
2643-----
27441----
28442----
29443----
304441---
314442---
324443---
3344441--
3444442--
3544443--
36444441-
37444442-
38444443-
394444441

Spontaneous Casting (Ex)

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

Shield of the Divine (Ex)

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

Bonus Feats

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

Epic Aspirant Bonus Feat List

Armor Skin, Automatic Metamagic, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Permanent Emanation, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic.
Title: Re: Custom Material
Post by: Anastasia on May 15, 2013, 07:05:55 PM
An experiment in class design. This offers several powerful bonuses that don't track with any other class. It's intended for warriors with the full BAB and no spell progression. It comes with a big, immediate downside but gets lots of useful powers as you level up. How useful it is depends on the style of the game and how much of a role resurrection plays in it.

Hell-Bound Warrior

Hit Die

d10

Requirements

Alignment

Lawful Evil

Feats

Devil's Favor

Skills

Knowledge(Planes) or Knowledge(Religion) 4 ranks

Special

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

Class Skills

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

Skill Points at Each Level

4 + intelligence modifier



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

Hell's Vitality (Ex)

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

The Price of Failure (Ex)

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

Lesser Devil's Eyes (Ex)

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

Energy Resistance (Ex)

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

Bonus Feat

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

Telepathy (Su)

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

Diabolical Tactics (Ex)

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

Greater Devil's Eyes (Ex)

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

Summon (Sp)

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

Hell-Scarred Flesh (Ex)

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

Devilish Immunities (Ex)

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

Regeneration

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

Devil's Body (Ex)

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

Special Note

A Hell-Bound Warrior that becomes an outsider or otherwise changes type may keep any devil-touched feats it no longer qualifies for. This is a special exception. Alternately the character may choose a different feat in place of the devil touched feats. If so, they still meet the qualifications for Hell-Bound Warrior and do not suffer any loss of class abilities.
Title: Re: Custom Material
Post by: Anastasia on May 17, 2013, 07:00:58 PM
Nothing too fancy here. The class grants bonus feats and that's it, as it's one of those classes that doesn't transition to epic.

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


Epic Hell-Bound Warrior

Hit Die

d10

Skill Points at Each Additional Level

4 + Intelligence modifier



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

Bonus Feats

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

Epic Hell-Bound Warrior Bonus Feat List

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

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

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

Hellbound Flesh [Epic]
Prerequisite: Hell-Scarred Flesh, Armor Skin
Benefit: Your damage reduction from Hell-Scarred Flesh improved to 15/epic, good and silver.

Title: Re: Custom Material
Post by: Anastasia on May 20, 2013, 01:53:51 AM
For Kaessa.

This assumes houserules adjusting the save progression for the DC of poison touch, as well as a houserule requiring only one save instead of two saves for poison gaze to actually poison something.


Epic Poisoner

Hit Die

d6

Skill Points at Each Additional Level

8 + Intelligence modifier



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

Sneak Attack (Ex)

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

Bonus Feats

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

Epic Poisoner Bonus Feat List

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

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

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

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



   
   
Str or Dex damageCon damageInt, Wis or Cha damage
2d61d62d4
Title: Re: Custom Material
Post by: Anastasia on June 25, 2013, 03:53:56 PM
Ash Purifier was an aborted attempt to make a custom PrC for Raziel. It ultimately wasn't needed, but I came back to it, spruced it up and finished it. It has some similarities to Sacred Exorcist in theme, though it goes about what it does in a different direction. I think Ash Purifier offers a stronger set of class abilities (except for gishes since turn undead is that useful), but is only 9/10 casting.

Ash Purifier

Hit Die

d8

Requirements

Alignment

Any good

Skills

Knowledge(Religion) 9 ranks

Feats

Searing Spell

Spells

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

Special

Must have a patron that grants the Fire Domain

Class Skills

The ash purifier's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level

2 + intelligence modifier



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

Fire Domain

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

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

Burn Impurity (Su)

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

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

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

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

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

Pure Flames (Ex)

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

Fiery Spell

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

Blistering Spell

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

Cleansing Meltdown (Su)

A master Ash Purifier can summon a massive inferno that cleanses evil. This functions as a fireball spell with a doubled area of effect and is a standard action to use. It deals 2d10 points of fire damage per class level of the Ash Purifier and has a save DC of 10 + 1/2 hit dice + Charisma modifier. All effects from Burn Impurity apply to this ability and it ignores any immunity or resistance to fire evil creatures possess. This ability can be used twice per day.
Title: Re: Custom Material
Post by: Anastasia on July 01, 2013, 08:40:42 PM
Posted this back as a design exercise during B3. I'm placing it here for easier reference. It's not official or anything.

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


Fighter

Hit Die

d10

Class Skills

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

Skill Points at 1st Level

(2 + Int modifier) x 4.

Skill Points at Each Additional Level

2 + Int modifier.



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

Class Features

All of the following are class features of the fighter.

Weapon and Armor Proficiency

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

Bonus Feats

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

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

Weapon Focus (Ex)

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

Armored Savant (Ex)

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

Skill Focus

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

Weapon Specialization (Ex)

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

Extended Intimidation (Ex)

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

Bonded Armor (Ex)

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

Weapon Mastery (Ex)

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

Swift Demoralization (Ex)

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

Greater Weapon Focus  (Ex)

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

Overpowering Attack (Ex)

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

Defensive Juggernaut (Ex)

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

Greater Weapon Specialization (Ex)

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

Weapon Supremacy (Ex)

At 18th level, a fighter has reached the peak of his skill, rivaled by only the greatest of all time. He gains several benefits when wielding a weapon he is proficient with. You gain a +4 bonus to CMD against attempts to disarm you. You can wield your weapon in a grapple freely (but not while pinned). Once per round when you make a full attack, you may add a +5 bonus to any attack roll after the first. Once per round before making an attack roll, you can take 10 on an attack. Whenever you are wielding a weapon you are proficient with, you gain a +1 bonus to armor class(this bonus only applies once if you are wielding more than one weapon at a time).
Title: Re: Custom Material
Post by: Anastasia on July 06, 2013, 07:37:40 PM
For someone I'm working on. I also edited a few errors out of cleansing meltdown in regular ash purifier. Whoops.

Epic Ash Purifier

Hit Die

d8

Skill Points at Each Additional Level

2 + intelligence modifier



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

Pure Flames (Ex)

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

Bonus Feats

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

Epic Ash Purifier Bonus Feat List

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

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

Purified Blood [Epic]
Prerequisite: Perfect Health, Burn Impurity(Good Descriptor)
Benefit: You have channeled so much holy power that your blood has become sanctified. Whenever you take slashing or piercing melee damage from an evil creature within 10ft, a spray of your blood burns the wicked. This deals 2d6 points of fire damage. All the effects of burn impurity apply to this damage.
Title: Re: Custom Material
Post by: Anastasia on August 18, 2013, 09:41:12 PM
For future reference. You'd be surprised how often this comes up. Note that these numbers are for medium bipeds; larger/smaller creatures and quadrapeds apply extra modifiers.

Extended Carrying Capacity List



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Strength ScoreLight LoadMedium LoadHeavy Load
30532 lb or less533-1064 lb1065-1600 lb
31612 lb or less613-1224 lb1225-1840 lb
32692 lb or less693-1348 lb1349-2080 lb
33800 lb or less801-1600 lb1601-2400 lb
34932 lb or less933-1864 lb1865-2800 lb
351064 lb or less1065-2132 lb2133-3200 lb
361224 lb or less1225-2452 lb2453-3680 lb
371384 lb or less1385-2772 lb2773-4160 lb
381600 lb or less1601-3200 lb3201-4800 lb
391864 lb or less1865-3732 lb3733-5600 lb
402128 lb or less2129-4256 lb4257-6400 lb
412448 lb or less2449-4896 lb4897-7360 lb
422768 lb or less2769-5536 lb5537-8320 lb
433200 lb or less3201-6400 lb6401-9600 lb
443728 lb or less3729-7456 lb7457-11200 lb
454256 lb or less4257-8528 lb8529-12800 lb
464896 lb or less4897-9808 lb9809-14720 lb
475536 lb or less5537-11088 lb11089-16640 lb
486400 lb or less6401-12800 lb12801-19200 lb
497456 lb or less7457-14928 lb14929-22400 lb
Title: Re: Custom Material
Post by: Anastasia on August 31, 2013, 07:08:41 PM
Working on these. I'll post them in groups as I make progress. This is meant to be something nice for skill-heavy characters and give all characters new options for buying heavily into a skill.

Epic Skills, part 1

Despite the near-magical nature of some epic level skill uses, all uses of skills are considered exceptional abilities (except if noted otherwise), and thus function normally even within areas of antimagic.

The goals of this is to create interesting epic skill usages that reward people for investing 24 or more ranks into a skill. These abilities are balanced around epic level play and assume that you have 10th level or higher magic as a factor in the campaign. These abilities blur the line between skill and sorcery. At this point, a typical character is well past being mundane, so this is meant to match that reality. These abilities replace the SRD standard epic skill usages.

While it is possible for non-epic characters to make the DC of some of these skills with the proper techniques, they simply don't have the skill base to achieve these feats regardless of natural talent, magical aid or exceptional circumstances. These are the domain of epic characters and epic adventures, not someone who buys a big skill booster and combos that with a skill-boosting spell. Ideally, they allow characters to achieve mythical feats without magic. Under these rules, a grandmaster monk can fly because he can balance on the spring breeze, while the greatest merchant-adventurer in generations can discover the lost history of an item with a few minutes of appraisal.

Reading the Tables

Tasks in italics are non-epic skill tasks and may be accomplished by a character with less than 24 ranks in the skill. A task in bold is a supernatural ability.

Appraise



   
   
   
   
   
TaskDC
Detect Magic30
Identify40
Discern Curse50
Item History60

An epic appraiser can learn almost anything about an item, rivaling the divinations of mages and the wise words of sages.

Detect Magic

The character can sense if an item has a magical aura. He or she can then use Spellcraft to learn more about the item as if he or she had already cast detect magic on the item. This requires a full-round action.

Identify

The character can analyze a magical item to learn more about it. They learn all properties of the item, including how to activate the item's functions and any charges the item has left (if applicable). This ability does not function on artifacts and it does not discern curses(but see below).

Discern Curse

The character's analysis can detect a cursed item. He learns that the item is cursed and the nature of the cursed and is not affected by the curse while appraising the item. This action takes no particular action and is part of appraise checks. In essence, a check of 50 or higher result prevents the appraiser from being cursed and allows them to learn what the curse is. For the sake of interacting with effects and more powerful curses, treat this ability as analyze dweomer.

Item History

The character can learn about items by appraising them. This is equivalent to a legend lore spell. This ability requires ten minutes of appraising the item.

Balance



   
   
   
   
   
   
   
   
   
Narrow SurfaceBalance DC
7-12 inches wide10
2-6 inches wide15
1-2 inches wide20
1/4th inch to 1 inch wide30
Hair-thin40
Liquid50
Cloud 60
Air70

A character this sure of foot can defy gravity in increasingly obvious ways. At high levels of skill, they can balance on thin air and use that to fly like a bird.

Extended Narrow Surface DCs

The character can balance and walk on surfaces as wide as noted above. A DC 50 Balance check allows walking on liquids. A DC 60 Balance check allows walking on clouds, mist or anything insubstantial.

A DC 70 Balance check allows the character to walk on air. This grants them a fly speed equal to their land speed with perfect maneuverability for one round. Characters that have no chance of failing the DC 70 check are treated as having a permanent fly speed. The character is never at risk of losing their balance on account of taking damage.

Disguise



   
   
   
   
TaskDC
Illusory Appearance40
Alter Self50
Permanent Disguise80

Masters of disguise can make disguises so potent that they become magical illusions, or change the actual form of a creature since the disguise is more real than the creature's form.

Illusory Appearance

The character can create disguises that transcend reality and become minor illusions. The disguised creature can be changed to anything of the same size category. The disguise is perfect to sight. Touch, smell and extraordinary senses and abilities that defeat illusions foil this skill usage. This illusion lasts until the the disguised character changes his appearance (such as removing or adding clothing), which causes the illusion to end.

This is a supernatural ability.

Alter Self

The disguises of the character are so effective that he can change the actual details of the disguised creature. This functions as an alter self spell except that the effect lasts until the disguised creature changes his appearance.

Permanent Disguise

The character can make disguise so real that they become the new truth for the disguised character. This functions as alter self, except that the duration is instantaneous. Once disguised, the creature's new base form is the disguise. A wish or miracle spell can undo this change, as can another permanent disguise.
Title: Re: Custom Material
Post by: Anastasia on September 03, 2013, 04:37:57 PM
Whoops. I meant to do these in alphabetical order. Somehow Disguise got posted early. No big deal but I feel like an idiot.

Bluff



   
   
   
   
   
   
TaskDC
Instill Suggestion45
Display False Alignment50
Disguise Surface Thoughts50
Disguise Lies60
Assume False Alignment85

Bluffers of this skill can make people act as if enchanted, defeat spells that show the truth and even bluff well enough to temporarily take on a new alignment.

Instill Suggestion

The character can bluff so convincingly that it can temporary overwhelm minds. This is identical to the effect of the suggestion spell, except that it is nonmagical and lasts for only 10 minutes. It can be sensed as if it were an enchantment effect (Sense Motive DC 25). The target is allowed a Will save to resist (DC is 10 + 1/2 your hit dice + your Charisma modifier) and may substitute a Sense Motive check in place of the Will save. Instilling a suggestion is a full-round action.

A suggestion that is successfully saved against generally can't be tried again in the same social interaction, but this doesn't stop a different suggestion.

Display False Alignment

The character can fool alignment-sensing effects by displaying a false alignment of his choice. Once set, a false alignment remains as long as the character remains conscious and awake. Setting or changing a false alignment requires a full-round action.

Disguise Surface Thoughts

The character can fool spells such as detect thoughts (or similar effects) by displaying false surface thoughts. While the character can't completely mask the presence of his or her thoughts, he or she can change his or her apparent Intelligence score (and thus the character's apparent mental strength) by as much as 10 points and can place any thought in his or her surface thoughts to be read by such spells or effects. If a character attempts to use Sense Motive to detect his or her surface thoughts (see the Sense Motive skill description), this becomes an opposed check (though any result lower than 50 automatically fails).

Disguise Lies

The character can fool spells that detect lies such as discern lies (or similar effects). The character's lies are not detected by these spells as lies. Opposed Sense Motive checks are not affected by this ability.

Assume False Alignment

The character can maintain a bluff that fools reality. This functions as display false alignment above, except that the character is treated as having that alignment by effects. A lawful evil creatures assuming a chaotic good alignment would be immune to the extra damage from a holy weapon and take extra damage from an unholy weapon. This ability has no effect on qualifying for feats, prestige classes or other personal abilities, which continue to use your true alignment.

Climb



   
   
   
   
   
TaskDC
A perfectly smooth, flat, vertical surface40
A perfectly smooth, flat, overhang or ceiling50
A surface or ceiling that can't support you60
Air70

Characters with this level of climbing acumen can use anything to climb, even empty air.

Extended Climbing DCs

The character can climb surfaces as noted above. A DC 40 Climb check allows climbing a perfectly smooth, flat, vertical surface. A DC 50 Climb check enables climbing a perfectly smooth, flat overhang or ceiling. A DC 60 Climb check allows climbing things that won't be able to support you normally, such as mist, cobwebs or the sand in a sandstorm.

A DC 70 Climb check allows the character to climb air. This allows them to climb virtually anywhere.

Concentration

Concentration does not possess an epic usage.

Behind the Curtain: Why no epic usages for Concentration?

Concentration is a skill that greatly rewards the characters that need it. It's generally considered mandatory for a character with spellcasting or spell-like abilities. It already gives out useful benefits and continues to scale up to provide protection against being disrupted while casting. There's not a lot of room to design or add to that; moreover, Autohypnosis occupies related niches that Concentration could claim. There isn't much room or need for Concentration to provide for new skill usages. If you wish, you could allow Concentration to borrow Autohypnosis skill usages that you feel fit.
Title: Re: Custom Material
Post by: Anastasia on September 08, 2013, 01:19:06 AM
Craft is up next. Armor and weapon smithing are obligatory and craft(paint) was chosen to demonstrate how crafting could get creative. There's a lot of design space to work with for epic skills if you get creative. Mental note: When I compile all of these, have a section talking about that.

If you're wondering why paint demiplane is a supernatural ability, it's because any sort of demiplane or planar creation is innately magical. Magic's part of Creation as much as gravity or direction.


Craft (Armorsmithing)



   
   
   
   
   
   
   
TaskDC
Improved Masterwork Armor40
Light Armor50
Arcane Armor60
Superior Masterwork Armor70
Feather-Light Armor80
Ethereal Armor100

Master armorers can make armor that is so light that it's like wearing normal clothes.

Note

Each DC of the tier below is applied as well. For example, an arcane armor is also an improved masterwork armor. The time and cost is only multiplied by the most expensive tier. The character may choose to omit any qualities he sees fit except for the one he is aiming for.

Improved Masterwork Armor

The character can make armor a step above masterwork armor. Improved Masterwork Armor reduces the armor check penalty of the armor by -2. The time and cost to create an improved masterwork armor is doubled.

Light Armor

The character's crafted armors are easier to move in. The maximum dexterity cap of the armor rises by 2. This stacks with special materials that also raise an armor's maximum dexterity cap, such as mithral. The time and cost to create light armor is doubled.

Arcane Armor

The character's crafted armors are adapted to be used by mages. The arcane spell failure of the armor is reduced to zero. The time and cost to create arcane armor is tripled.

Superior Masterwork Armor

The character's masterwork armor now has no armor check penalty. The time and cost to create a superior masterwork armor is tripled.

Feather-Light Armor

The character's created armors now have no maximum dexterity cap. A character that wears this armor can benefit from any amount of dexterity bonus they have. This benefit does not function if the wearer is not proficient with the armor. The time and cost to create feather-light armor is quadrupled.

Ethereal Armor

The character can make armor so solid that it can stop ghostly things and touches. The armor's armor bonus now applies to touch armor class. This includes any enhancement bonus the armor possesses. The time and cost to create ethereal armor is quadrupled.

Craft (Weaponsmithing)



   
   
   
   
   
   
TaskDC
Improved Masterwork Weapon40
Improved Design50
Superior Masterwork Weapon60
Masterwork Critical70
Epic Masterwork Weapon 80

The character's weapons are unbelievably well made and downright deadly.

Note

Each DC of the tier below is applied as well. For example, an improved design weapon is also an improved masterwork weapon. The time and cost is only multiplied by the most expensive tier. The character may choose to omit any qualities he sees fit except for the one he is aiming for.

Improved Masterwork Weapon

The character's weapons are superior to that of masterwork weapons. The weapon has a +2 bonus to attack rolls. This replaces the +1 bonus to attack rolls that a standard masterwork weapon has. This bonus overlaps with any enhancement bonus the weapon has. The time and cost to create an improved masterwork weapon is doubled.

Improved Design

The character's crafted weapons have obvious designs that make them more effective. The weapon is considered one size category larger to determine damage. For example, an improved design longsword would deal 2d6 damage instead of 1d8 damage. Colossal weapons instead deal an extra 2d8 damage. The time and cost to create an improved design weapon is doubled.

Superior Masterwork Weapon

The character's weapons are virtually magical in effectiveness. The weapon's masterwork bonus increases to +4, this overlaps with the masterwork and improved masterwork weapon bonuses. This otherwise functions like improved masterwork weapon. The time and cost to create an superior masterwork weapon is tripled.

Masterwork Critical

The character's created weapons easily deal grievous damage. The weapons critical hit threat range doubles. Unlike most effects, this stacks with a keen weapon or improved critical. The time and cost to create a masterwork critical weapon is tripled.

Epic Masterwork Weapon

The character's weapons are epic in effectiveness. The weapon's masterwork bonus increases to +6, this overlaps with the masterwork and improved masterwork weapon bonuses. This otherwise functions like improved masterwork weapon. The time and cost to create an epic masterwork weapon is quadrupled.

Craft (Painting)

   
   
   
   
   
TaskDC
Photorealistic Painting50
Create Objects60
Paint Door70
Paint Demiplane90

Artists of this skill eliminate the line between artistic wonder and magic, combining the two through a mix of talent and skill.

Note: Applications of this skill require paint and a surface to paint on. The raw material costs are negligible.


Photorealistic Painting

The character can make a painting that is an exact replica of what she sees. All details are fully correct, no matter how small, so long as the character can perceive them. Creating a photorealistic painting takes one day's work.

Create Objects

The character's ability to portray reality becomes indistinguishable from it. With a DC 60 Craft(Painting) check, the character may replicate the effects of one pot of marvelous pigments. Creating objects takes one day's work.

Paint Door

The character can draw a door, portal or other passage on a solid material and cause it to become real. With this, the character can paint his own doors through walls as she sees fit. This ability works on any material or object, so long as it is not more than 10ft thick, an artifact or the work of a deity. This ability does not function on creatures. Painting a door takes one hour.

Paint Demiplane

The character's art is now capable of creating a world of pure imagination, a small demiplane that the painting is the portal to. The demiplane created has a radius in feet equal to the result of the skill checks times two. For example, a DC 90 result creates a demiplane 180ft in radius.

The character determines the environment within the demiplane when she begins painting, reflecting most any desire she can visualize. She determines factors such as atmosphere, water, temperature, planar traits and the general shape of the terrain. This ability can create vegetation, but not animals or intelligent life. It can create construction of anything the character can visualize, however, anything created must be non-magical.

Once finished, the painting is the only portal into the demiplane. The demiplane is destroyed if the painting is destroyed.

The time trait of a demiplane created in this way cannot be changed. It is always identical to the native plane of the artist.

Creating a demiplane takes one day per 5ft of the demiplane's radius. For example, a 180ft radius demiplane would take 36 days of work.

This is a supernatural ability.
Title: Re: Custom Material
Post by: Anastasia on September 20, 2013, 01:32:05 PM
I'll come back to epic skills when I have the whole set done. I also need a break from them since Vastwoods has been prep heavy lately.

Agonized Fist is for Belial and Fierna. It sacrifices three of the monk's defensive abilities in favor of ways to endure and ultimately benefit from pain. These abilities are designed to reward characters who take lots of monk levels. Free quickened sadism/masochism is a neat trick and I like the flavor involved. A deranged monk dedicated to pain isn't going to worry about dodging so much. They're going to welcome the pain and use it to their advantage.


Agonized Fist

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

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

Hit Die

d10

Class Skills

Agonized Fists have the same class skills as a standard Monk.

Skill Points per Level

4 + intelligence modifier.

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

Endure Fire (Su)

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

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

Gift of Pain (Sp)

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

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

At 14th level, the Agonized Monk may use this ability as a swift action.

Body of Agony (Ex)

At 13th level, an Agonized Monk becomes immune to non-lethal damage of all types. They still feel pain from this damage and take superficial injuries, but no true damage is done. Non-lethal damage from Endure Fire still counts for the sake of masochism, even though the Agonized Monk takes no damage.
Title: Re: Custom Material
Post by: Anastasia on September 22, 2013, 03:09:13 AM
Duelist sucks. It's a crappy class that suffers from early 3rd edition game design. It just doesn't give much for the buy-in, let alone to compete against other classes. But since my next project is someone who uses it, I'm sprucing it up. This isn't really a revamp as much as adding enough to make it less of a pile of failure. A change log is below.

Changelog:
Spoiler: ShowHide


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

I still don't think the class is good, but it at least has more oomph.


Duelist

Hit Die

d10

Requirements

Base Attack Bonus

+6

Skills

Perform 3 ranks, Tumble 6 ranks

Feats

Dodge, Mobility, Weapon Finesse

Class Skills

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

Skill Points at Each Level

4 + Intelligence modifier



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

Enhanced Mobility (Ex)

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

Acrobatic Charge (Ex)

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

Improved Reaction (Ex)

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

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

Canny Defense (Ex)

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

Grace (Ex)

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

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

Precise Strike (Ex)

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

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

Crippling Strike (Ex)

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

Elaborate Parry (Ex)

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

Deflect Arrows

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

Superior Mobility (Ex)

When wearing no armor and not using a shield, a duelist does not provoke attacks of opportunity for moving. She can enter and leave threatened squares without risk.
Title: Re: Custom Material
Post by: Anastasia on September 23, 2013, 02:03:48 AM
Epic duelist. Nothing groundbreaking, but three progressions+13/3 bonus feats isn't horrid. The original epic duelist only had bonus feats and precise strike. The added init and reflex save bonuses give it more punch.

Epic Duelist

Hit Die

d10

Skill Points at Each Additional Level

4 + Intelligence modifier



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

Improved Reaction (Ex)

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

Grace (Ex)

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

Precise Strike (Ex)

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

Bonus Feats

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

Epic Duelist Bonus Feat List

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

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

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

Spell Parry [Epic]
Prerequisite: Elaborate Parry, Exceptional Deflection, dex 25
Benefit: Once per round as an immediate action, you may parry a spell cast at you. You may only parry spells that have you as a target. Effect and area spells are not affected, nor are touch range spells. A spell that is parried does not affect you.
Title: Re: Custom Material
Post by: Anastasia on October 19, 2013, 02:00:23 PM
For someone I'm working on.

Epic Knight of the Chalice

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier



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

Fiendslaying (Ex)

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

Bonus Feats

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

Epic Knight of the Chalice Bonus Feat List

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

Spellcasting

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



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

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

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

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

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

Widen Courage of Heaven [Epic]
Prerequisite: Courage of Heaven (Radius), cha 23
Benefit: The radius of your courage of heaven ability increases to 100ft. All allies within that range gain the benefits of that ability.
Title: Re: Custom Material
Post by: Anastasia on October 23, 2013, 11:59:45 PM
Epic dervish, take two. Turns out I forgot to add the AC Bonus to the previous writeup. I suck! I'm doubly annoyed since I remember thinking 'don't forget the AC bonus since it's not standard.' Maddening, but this version is fixed.

Epic Dervish

Hit Die

d10

Skill Points at Each Additional Level

4 + Intelligence modifier



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

Armor Bonus (Ex)

At 13th level and every 3 levels thereafter, the epic dervish's bonus to armor class rises by 1.

Dervish Dance (Ex)

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

Fast Movement (Ex)

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

Bonus Feats

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

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

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

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

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

Untouchable [Epic]
Prerequisite: Dervish Dance 3/day, Epic Dodge, dex 25
Benefit: You are not subject to attacks of opportunity provoked from moving while you are in a dervish dance.
Title: Re: Custom Material
Post by: Anastasia on November 17, 2013, 08:48:14 PM
Expanded ability modifier and bonus spells chart. Useful for making intermediate/greater deities and the occasional epic creature. This saves me the hassle of counting out the pattern each time.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
ScoreModifier01st2nd3rd4th5th6th7th8th9th
46-47+18-554444333
48-49+19-555444433
50-51+20-555544443
52-53+21-655554444
54-55+22-665555444
56-57+23-666555544
58-59+24-666655554
60-61+25-766665555
62-63+26-776666555
64-65+27-777666655
66-67+28-777766665
68-69+29-877776666
70-71+30-887777666
72-73+31-888777766
74-75+32-888877776
76-77+33-988887777
78-79+34-998888777
Title: Re: Custom Material
Post by: Anastasia on November 21, 2013, 12:42:45 AM
For Neveril. I did this back in B2 and it's unchanged barring a few typo corrections and cleanups.

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.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0+0+2Reverberation
2+1+0+0+3Song of hope
3+2+1+1+3Charisma bonus+2
4+3+1+1+4Song of peace
5+3+1+1+4Song of delusion
6+4+2+2+5Charisma bonus+4
7+5+2+2+5Song of idiocy
8+6+2+2+6Charisma bonus+6
9+7+3+3+6Song of nature
10+7+3+3+7Song 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 hit dice) 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 + Charisma modifier + 1/2 hit dice. 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 + Charisma modifier + 1/2 hit dice, 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 hit dice. This is a sonic, mind affecting ability.
Title: Re: Custom Material
Post by: Anastasia on November 21, 2013, 12:53:03 AM
More Neveril stuff. Added move silently as a class skill and a few other minor tweaks. It's still the same thing otherwise. Her charisma will be sky high, but hey. Cor always likes them charismatic.

Sirine Paragon

Hit Die

d6

Requirements

Race

Sirine

Alignment

Any chaotic

Class Skills

The sirine paragon's class skills (and the key ability for each skill) are Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge(Nature) (Int), Move Silently (Dex), Perform (Cha) and Swim (Str).

Skill Points At Each Level

6 + intelligence modifier.



   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+0+2+2Improved spell-like abilities-
2+1+0+3+3Fey skin+1 bard
3+1+1+3+3Ability boost (Cha+2)+1 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.
Title: Re: Custom Material
Post by: Anastasia on December 13, 2013, 12:32:47 AM
A 10 level version of Occult Slayer. This is meant to replicate (as much as possible from memory) the lost, full version of Occult Slayer. See the change logs for changes from the CW version. Anyway, this class is fairly straightforward and does what it means to without any frills.

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


Changelog:
Spoiler: ShowHide


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


Occult Slayer

Hit Die

d8

Requirements

Base Attack Bonus

+5

Skills

Knowledge (Arcana) 4 ranks, Spellcraft 3 ranks

Feats

Mage Slayer, Weapon Focus (any weapon)

Special

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

Class Skills

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

Skill Points at Each Level

2 + Intelligence modifier.



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

Auravision (Su)

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

Weapon Bond (Ex)

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

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

Magical Defense (Ex)

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

Vicious Strike (Ex)

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

Mind over Magic (Su)

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

Nondetection Cloak (Su)

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

Bonus Feats

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

Blank Thoughts (Ex)

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

Antimagic Field (Su)

A 10th level occult slayer can surround himself with a field of pure antimagic. This functions as the spell antimagic field and is centered on the occult slayer. This ability may be used or turned off as a swift action and may be used for a number of rounds each day equal to the occult slayer's class level. This ability's duration may be spread out as the occult slayer wishes and it does not need to be used consecutively.
Title: Re: Custom Material
Post by: Anastasia on December 14, 2013, 12:55:18 AM
Epic Occult Slayer. There's nothing groundbreaking here, as the two new feats were made awhile back. If I use this down the line, I'll probably whip up a few more feats for it.

Epic Occult Slayer

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier



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

Magical Defense (Ex)

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

Mind over Magic (Su)

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

Weapon Bond (Ex)

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

Bonus Feats

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

Epic Occult Slayer Bonus Feat List

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

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

Sever the Weave [Epic]
Prerequisite: Mage Slayer, Magic Bane, str 25
Benefit: Spellcasters are not aware that they may not cast defensively near you. In addition, anyone you hit with an attack of opportunity must make a Will save (DC 10 + str modifier + 1/2 hit dice) or be unable to cast spells or spell-like abilities for 1 minute.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.
Title: Re: Custom Material
Post by: Anastasia on January 26, 2014, 11:26:48 PM
Nothing like a Disgaea game to eat up a month of productivity.

Horizon Walker's a funny class in core. While not without value, it has several flaws and substandard execution. You can tell it was made early on in 3rd edition's developmental cycle. So lets spruce it up! The goals of this are several: Improve the terrain masteries to be not-worthless compared to the planar terrain masteries, add a few more options, streamline away all the picky +1s that depend on the monster's native habitat and overall make it a bit more worth a character's time.

The class is okay in normal play. It gives a lot of goodies, but it lacks spellcasting or any obvious offensive strategy. You gain lots of ways to move and several ways to toughen yourself up, but that's it. The original has this problem. Terrain bonuses now help more broadly with attack and damage rolls, but they're hardly making up for a lot. You need to have an offensive gimmick already figured out before hand. A ranger going archery or the variant strong arm style's two handing strikes me as the best choice. It's also good for a dip if you need a particular immunity it offers or mode of movement.

Final note, the heaps of text on aquatic and mountain's terrain masteries is repeating all the things that apply to creatures with that sort of movement innately.


Horizon Walker

Hit Die

d8

Requirements

Skills

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

Feats

Endurance

Special

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

Class Skills

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

Skill Points at Each Level

6 + Intelligence modifier.



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

Terrain Mastery

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

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

Planar Terrain Mastery

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

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

Terrain Masteries

Aquatic

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

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

Desert

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

Forest

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

Hills

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

Marsh

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

Mountains

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

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

Plains

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

Underground

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

Planar Terrain Masteries

Fiery

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

Weightless

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

Cold

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

Transitive

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

This is a supernatural ability.

Aligned

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

Cavernous

You gain tremorsense with a 30ft range.

Positive

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

Negative

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

Watery

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

QuoteApplying Planar Terrain Masteries

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

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

When in doubt, the DM should use his best judgment.


Title: Re: Custom Material
Post by: Anastasia on February 08, 2014, 11:05:37 PM
Epic Horizon Walker. Not much to say here beyond that the master feats open up various options. One could easily make more.

Epic Horizon Walker

Hit Die

d8

Skill Points at Each Additional Level

6 + Intelligence modifier



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

Bonus Feats

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

Epic Horizon Walker Bonus Feat List

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

Add energy resistance

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

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

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

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

Water Terrain Master [Epic]
Prerequisite: Aquatic terrain mastery, marsh terrain mastery, watery planar terrain mastery
Benefit: You are treated as being under the effects of freedom of movement in regards to dealing with liquids. This also applies to your ranged attacks, such as arrows, but not to spells and supernatural abilities.
Title: Re: Custom Material
Post by: Anastasia on March 28, 2014, 01:54:16 PM
Various new poisons, rules for poisons and revised epic poisons. To get sourcing out of the way first, the rules for increasing the DCs of poisons are from Kingdoms of Kalamar. I revised and adjusted them for Balmuria. Likewise, epic poisons are from an epic insights article, there's a link in the epic poisons section. Enjoy. Iddy, if you have any questions or comments, toss them in loot or nagging, whichever fits. Notes as follows.

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

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

- Purchasing poisons at up to +10 DC (the max skill focus allows) shouldn't be difficult for Lief. Between Aurora's resources, Brightwater, the favors an epic party can call in and the fact that poisons aren't automatically evil in Balmuria means getting that isn't hard. Epic poisons and poisons boosted by +10 or more is trickier and would require hunting down a source, as that requires epic characters.

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


New Poisons



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

Enchanter's Friend

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

Enchanter's Slave

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

Elemental Essence

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

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

Wizardbane

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

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

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

Increasing the DC of poisons

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

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

Epic Poisons

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

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

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

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

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

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

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

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



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

* Ravage. See BoED as well as houserules.

Chaos Ichor

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

Mertonion

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

Bloody Aloe

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

Bloodburn

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

Soulfreeze

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

Jormugandr's Breath

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

Voidchild's Essence

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

Nessian Sludge

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

Sands of Time

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

Godsblood

The blood of a deity distilled into its purest form. The exact color depends on the deity the blood was taken from, as does the smell, taste and other defining characteristics. No matter the source, Godsblood destroys mortal and immortal minds by forcibly uniting them with the unknowable power of a deity. A creature that fails the secondary damage saving throw suffers complete mental obliteration. The creature's mental ability scores are permanently reduced to 0 and cannot be raised by any means short of divine intervention. In essence, the creature is now a mindless husk of meat locked in nightmares as long as it lives. Creatures with divine rank are immune to this poison.
Title: Re: Custom Material
Post by: Anastasia on April 14, 2014, 08:01:15 PM
A new area for the Elemental Plane of Water. I'm working up a dungeon in it. It's meant to be a place suited for high/epic level adventurers. The local conditions are sufficiently hostile to scare off most creatures, but the powerful can turn that into the perfect place for a secret lair.

New Elemental Plane of Water Area: Crystal Reef Sea

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

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

Crystal Reef Sea Traits

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

Changes to Existing Traits

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

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

New Traits

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

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

Crystal Reef Sea Inhabitants

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

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

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

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

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

Movement and Combat

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

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

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

Features of the Crystal Reef Sea

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

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

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

Existing Features of Water

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

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

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

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

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

New Features for the Crystal Reef Sea

Ice Lakes

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

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

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

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

Border Instability

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

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

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

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

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



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

Frigid Algae

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

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

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



   
   
DiseaseInfection DCIncubationDamage
Auril's RevengeContact/Inhalation 261 day2d6 Con

Auril's Revenge

The result of exposure to frigid algae, which carry the disease. Causes the bloodstream to freeze and can result in death via slow hypothermia and oxygen deprivation.
Title: Re: Custom Material
Post by: Anastasia on April 16, 2014, 06:30:46 PM
Soul Eater. Revised and toned down a bit. While it's nasty and open to abuse, the fact that it's an evil PrC in a book mainly meant for DMs makes it reasonable enough to me. Nonetheless, I did tweak it down a little bit and altered some parts to fit Balmuria better, as well as clearing up a few weak points in the text.

Change log is as follows.

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


Soul Eater

Hit Die

d10

Requirements

Alignment

Any vile

Base Attack Bonus

+5

Skills

Knowledge (Arcana) 2 ranks

Feats

Vile Natural Attack, Weapon Focus (Any natural weapon)

Special

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

Class Skills

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

Skill Points at Each Level

4 + Intelligence modifier.



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

Energy Drain (Su)

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

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

Ravenous (Ex)

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

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

Soul Strength (Su)

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

Soul Blast (Su)

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

Soul Enhancement (Su)

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

Soul Endurance (Su)

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

Soul Radiance (Su)

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

Soul Subsistence (Su)

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

Soul Agility (Su)

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

Soul Slave (Su)

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

Soul Power (Su)

After a 10th level soul eater had drained energy, all spell-like and supernatural abilities gain a +2 profane bonus to their saving throw DC for 24 hours. Further, and and all spell-like or supernatural abilities the soul eater possesses may be used twice as often as normal during that 24-hour period. For example, if an aboleth soul eater drains energy, it may use its enslave power six times per day rather than three times per day.
Title: Gone Fishin'
Post by: Yuthirin on December 02, 2016, 10:37:52 PM
This is a WotC-style race entry for Tryll & Gytha's race, the irrigo.

Irrigo

Description

The irrigo are a very large species of intelligent cephalopods with body structure similar to aboleths.

Where an aboleth has a piscine appearance with fishy fins and a fluke tail, an irrigo has a trio of fluked tendrils extending from its hind end, allowing it to propel itself and steer in watery environments. Dexterous bundles of tentacles cluster around the creature's middle, and a forest of smaller tendrils extend beard-like from its face.  Above these tendrils rest a pyramid of eyes, one stacked upon two. These eyes are independent, each able to look in a different direction.

Unlike aboleths they lack a toothy maw, instead possessing a filter-feeding orifice behind their facial tendrils that can compress to crush plant matter.

Irrigo range in size depending on the depth at which they dwell, generally 30-40 ft. long by 10-15 ft. tall by 7-10 ft. wide. Deeper dwellers tend to be smaller, though adult irrigo under 25 feet in length are rare.  They are frail for their size, lending to the fact that they have no natural predators, and are agrarian by nature. They are largely herbivorous, supplementing their diet with filter-fed insects and small fish.

Culture & Society

The irrigo came to be on a now-dead plane that had no above-water landmasses. Irrigo can  be found as solitary units, familial pods of three (or more if offspring are included), or communities of 6-60. They are gentle and cerebral creatures, generally avoiding conflict when possible.

Irrigo tend toward farming and pursuits of the mind.

Abilities

Irrigo are inherently psionic beings, possessing the ability to communicate telepathically with any creature within 60 ft. that has a language. They are nimble swimmers and quick-witted scholars. They have few bones, their endoskeletal structure bodies instead made of cartilage and fatty rubber-like skin. Because of this, they are not as durable as their appearance would otherwise suggest. Their alien appearance makes them discomfiting at best to other races.

Psychology

While alien to humanoid life, they are not aggressive. Irrigo tend to react to other mortal races with great curiosity, much to the dismay of said races. Though they are often mistaken for aboleths at a distance, those up close can see the differences in both physiology and disposition clearly. 

Irrigo tend toward non-hostility. They will readily greet any friendly or neutral creature and introduce themselves. Hostile or dangerous creatures are avoided at large distances, and an irrigo will use any and all of their abilities to escape combat if possible. Those who choose to pursue magical studies tend to favor spells that manipulate water.

Ecology

Irrigo are aquatic creatures, ill-equipped for land travel. Though it is theoretically possible for irrigo to traverse dry land, they have no means of breathing oxygen outside of a liquid medium without magical support. Because of this, irrigo are rarely encountered outside of their home plane. In the vast majority of cases, those encounters are underwater.

Homelands

The home plane of the irrigo is a land almost entirely submerged under water. Average depth was 100 ft. Irrigo are a species with a nomadic lean and tend toward small, mobile communities. Plane-wide, there were only two communities that broke this mold and established themselves as underwater cities.

H'ph'n (pronounced HO-fin), whose name means "Spire", is a city built into a massive spike of volcanic rock which breaches the surface of the water far above the sea floor.  The city is a haven for the arts and boasts a massive population of 23,000. Its major exports are art objects, textiles, and fine foods.

B'l'sh'n (pronounced Bolo-shen), whose names means "Suspended over Darkness", is a city suspended on a calcified sea hemp trellis over a deep-sea trench.

Religion

The overwhelming majority of irrigo worship the triune god M'ph's-T'l-H'k (pronounced Mef-ISS Tell HO-k). Aspects of their creation can be seen in their physiology, which favors threes. Three eyes, clusters of three tendrils, and three genders.

Psions are very common, and spellcasters are not unheard of. Clerics are generally found in larger communities, though wandering or hermit clerics do occur. In general, clerics of M'ph's-T'l-H'k tend toward artistry and any temples toward them are both ornate and colorfully decorated.

Adventurers

Though many irrigo tend to wander, adventurers are very rare. Their home plane does not contain any other sentient species and there are few beasts that can pose a threat to something so large, so most adventuring would be found outside of their home plane. Given that they are fairly weak for their size and are usually bound to watery environments, only those significantly more powerful than the average become adventurers.

The majority of adventurers become so in order to become merchants or researchers. Occasionally, a 

Statblock

Posthumous