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

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Anastasia

New Demiplane: The Cauldron

It is where water and fire are born into steam.

It is where heat burns eternal within the Silver Sea.

It is where rivers of gold are whispered to flow.

The Cauldron is a finite demiplane modeled after a vast volcano. It's slopes rise high, into great terraced areas within, the entire Cauldron criss-crossed with caves.

Cauldron Traits

- No gravity: Movement in The Cauldron is as per the Astral Plane.

- Normal time

- Finite size: The Cauldron is about 50 miles in diameter. The edges lead back into the Astral Plane. As Seira is a burgeoning power, The Cauldron's size may change as she sees fit.

- Divinely morphic : Certain powerful creatures (Seira) can alter The Cauldron with a thought. Normal creatures find The Cauldron as easy to alter as the Prime Material Plane.

- Minorly fire and water dominant: The Cauldron was designed to be fire dominant by the hand of Imix. Seira's rulership of The Cauldron has introduced water to the demplane, which has lessened this to a pervasive heat that can be tolerated by creatures, rather than one that burns most creatures.

- Enhanced magic: Spells and spell-like abilities with the fire or water descriptors are cast at +1 caster level.

- Impeded magic: Spells and spell-like abilities with the cold descriptor are cast at -1 caster level. As Seira's studies of elemental harmony advance, it is likely both the enhanced and impeded magic traits of The Cauldron will further change.

The Cauldron Links

The Cauldron is linked with the Astral Plane. Creatures flying from The Cauldron can pass into the Astral. Creatures who reach The Cauldron from the Astral can enter as well.

The Cauldron Inhabitants

The Cauldron is dominated by elementals of all types. Seira has recruited elementals from the various elemental planes, para-elemental planes and quasi-elemental planes, as well as from pacts with various archomentals of elemental good. Celestials and Seira's servants can also be found here, as well as a contingent of travelers and traders at all time.

Movement and Combat

Combat is similar to combat on the Astral Plane, with three dimensional combat and flight playing a large role. Unlike the Astral Plane, time flows and wounds heal naturally.

Features of The Cauldron

Steam's Reach

The outer walls of The Cauldron are dotted with hidden caves, fortified into defensive zones. Illusions and favorable terrain give defenders a defensive advantage. These cave are death traps of oozes, animated objects and elementals. These defenses are meant to stymie an indirect attack around The Cauldron's main defenses in the volcano's maw. These caves are also full of veins of gold and even rivers of liquid gold superheated by The Cauldron's natural affinity for fire, a fact made to tempt a greedy invader right into the teeth of Seira's defenses.

Rising Heat

The highest terraces of The Cauldron are dedicated to defense. Animated statues of adult red dragons are about and ready to come to life to defend the realm. The first ten terraces are heavily fortified. A garrison of elementals, Seira's clerics and allied forces constantly mans them, serving as border guards in times of peace and a potent defense in times of war. True seeing and magic circles against evil are used to ensure that fiendish trickery does not gain them entry to The Cauldron.

The Market

The middle section of The Cauldron's terraces are dedicated to trade and visitors. It is an ensnaring pattern of walkways and labyrinthine passages, all leavened by the fact that flight is normal here. Gold banners adorn the market area, Waukeen's portraits mingling with shields bearing the image of a majestic golden dragon. Seira's efforts and connections to Brightwater (for Seira followed Waukeen in her mortal life) ensure that the marketplace is full of goods from across the planes, as well as The Cauldron's own offerings.

Temple of the Golden Flame

The second to last terrace holds the Temple of the Golden Flame. An immense phantom flame burns eternal at its center, as Seira wills it, encouraging all those who pass through it as though Seira had shared a fragment of her power directly with them. It harms none, even fiends, though fiends would experience a profound emptiness should they attempt to defile these sacred grounds. The temple is just above the final terrace, which is dominated by a massive lake of lava. This lake is hallowed and in spite of the heat it sheds, everything around is bearable even to those without protection against fire.

Innocence

Seira's abode rests besides the lake of lava in the final terrace. It is a gingerbread palace of whimsy and wonder, where Seira and Amaryl reside. It houses essential functions and receptions for important guests. The design of the palace is not tied to normal physics and it often goes on wondrous, impossible designs.

Notable People of The Cauldron

Seira Aryn: The Dragon Princess

Seira is the ruler of The Cauldron and its founder. She is forever busy seeing to The Cauldron and its continued growth. She is an optimistic bundle of energy combined with draconic vigor. She is not weighed down by her new duties and instead embraces them. She is known as a passionate leader who is not afraid to buck against normal trends to do what she feels is right.

Amaryl Gaial: Princess-Consort

Amaryl is Seira's lover and partner. She aids Seira as she continues to grow into her own role and divinity. She is a rising quasi-power, following the path Seira forged decades ago. She organizes things for Seira and ensures The Cauldron's affairs flow smoothly. She runs a more even keel than Seira, but tends to defer to her.

Donald Smurth

The Cauldron gathers a great deal of intelligence about all the planes. It falls to Donald to manage this as well as The Cauldron's various espionage efforts. While Donald is something of a fool and has a knack at saying the wrong thing at the wring time, he is strikingly competent in this field. Notably, Donald eschews any sort of title nor does he seem to care overmuch about propriety.

Lady Sanzha: Mistress of the Elements

Lady Sanzha is a former Padisha of the Marid who now serves Seira. She is a calm and confident woman who oversees much of The Cauldron's research into elemental harmony. Her role has her deal with elemental magic most of the time, though she is a capable guide and hostess when circumstances require, for her previous experience as Padisha trained her well in diplomacy and people skills.

Oraga, Fallen

A fallen angel who was reached by Seira and as a result of a long, complicated situation, was put into the body of a mortal elf female. Since then, Oraga sees to the defenses of The Cauldron and savagely trains those that would defend it. While he is not fully fallen anymore, Oraga does not mind the title of such.

The Cauldron Encounters



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
d%EncounterNumber
1-10Fire Elementals*1d6
11-20Water Elementals*1d6
21-30Earth Elementals*1d6
31-40Air Elementals*1d6
41-50Mercane + Elemental Bodyguards**1d4 + 1d4+1
51-60Mortal pilgrim***1
61-63Ice Para Elemental*1d6
64-66Ooze Para Elemental*1d6
67-69Magma Para Elemental*1d6
70-72Smoke Para Elemental*1d6
73-74Lightning Quasi Elemental*1d6
75-76Vacuum Quasi Elemental*1d6
77-78Steam Quasi Elemental*1d6
79-80Salt Quasi Elemental*1d6
81-82Mineral Quasi Elemental*1d6
83-84Dust Quasi Elemental*1d6
85-86Radiance Quasi Elemental*1d6
88-90Elemental Monolith****1
91-94Githyanki2d6
95-99Adult metallic dragon*****1
100Unique encounter******1

* The exact type of elemental varies from small to elder. Mixed groups are common and lead by the biggest elemental present.
** Mercane are guarded by large earth elementals.
*** Mortal pilgrims are mortals on a pilgrimage to The Cauldron. Typical examples are paladins or clerics of Seira. Waukeenites are also common.
**** The DM may choose which type of elemental (or para or quasi elemental) monolith is encountered. Fire and water monoliths are the most common.
***** The DM may choose which type of metallic dragon is encountered. Copper and gold dragons are the most common.
****** A unique encounter is one where a notable personality of The Cauldron is met. As The Cauldron is a small and new realm, it's even possible to encounter Seira in this manner.

The Cauldron Miscellanea

New Alchemical Items



   
   
   
SubstanceCraft (Alchemy) DCCost
Liquid Fire Bomb30500 gp
Sticky Bomb35850 gp

Liquid Fire Bomb

This bomb is composed of fire forced into the form of liquid water, encased in a glass sphere. This combination is inherently unstable and explodes once exposed to air. This bomb can be throw up to 100ft and is a special splash weapon, so it requires a ranged touch attack roll to hit a target. It deals 5d6 fire damage to the target and 2d6 fire damage as splash damage to all creatures within 10ft of the target.

Sticky Bomb

This is identical to a liquid fire bomb, except that a bit of earth energy has been added to the mix. This adds stickiness to the compound. Creatures damaged by a sticky bomb find themselves on fire and take an additional 2d6 points of fire damage per round for 1d4+1 rounds. A creature set on fire can take a full round action to extinguish the flames, this requires a successful DC 20 Reflex save. Immersion in water or 10 or more points of cold damage automatically extinguish the flames.

New Special Material

Cauldron Steel

This rare iron is forged in The Cauldron, heated by elemental fire, cooled with elemental water, shaped with elemental air and hardened with the spirit of elemental earth. Weapons and armor made of cauldron steel are 25% heavier than normal steel, but have a hardness 5 points higher than steel. Further, weapons made of this material count as cold iron and retain some elemental power. They deal one point each of acid, cold, electricity and fire damage on each hit. Armor made of cauldron steel grans resistance to acid, cold, electricity and fire 3.

Cauldron steel equipment costs the same as adamantine equipment.

New Weapon and Armor Special Abilities

Elemental Harmony

This special weapon ability can only be applied to a weapon made of cauldron steel and that has a special property that deals energy damage (such as flaming, frost, shock and so forth). Whenever a weapon enchanted with this ability deals energy damage, all of the energy damage becomes whichever type is most beneficial to the wielder. For example, a creature immune to acid and cold, with resistance to electricity 30 and vulnerability to fire would take all fire damage from the weapon's energy damage.

Moderate transmutation; CL 12th; Craft Magic Arms and Armor; Price +2 bonus.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#136
Alternate Class Feature: Divine Leader

Some marshals specialize in rallying the faithful, just like a cleric or paladin.

Class: Marshal

Level: 4th

Special Requirement: You must worship a deity or power.

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

Benefit: You gain true believer as a bonus feat. When you wear or wield a relic of your deity, your ability to inspire the faithful rises. The bonuses your auras grant rise by 2 for followers of your deity. This applies to both your major and minor auras.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Alternate Class Feature: Grant Rage

Most marshals focus on precision, command and control. However, a rare few prefer to inspire sheer fury.

Class: Marshal

Level: 4th

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

Benefit: You can inspire overwhelming fury in your allies. Once per day as a standard action, the marshal may cause all willing allies within 30ft to fall into a rage. This is identical to a rage spell, except that it lasts for a number of rounds equal to the marshal's Charisma modifier (minimum 1) and does not require the marshal to concentrate on the effect.

When you would gain another daily use of grant move action, you instead gain another daily use of grant rage.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Alternate Class Feature: Rally Attack

A marshal may specialize in sharp and sudden strikes rather than that strategic maneuverability.

Class: Marshal

Level: 4th

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

Benefit: You can provoke a sudden rally of attacks in your allies. Once per day as a standard action, the marshal can allow all allies within 30ft to immediately make a single melee or ranged attack (but not a spell or spell-like ability). This counts as a creature's attack of opportunity for the round, so a creature cannot make an extra attack if they have already made their maximum number of attacks of opportunity in a round. The marshal is not affected by his own use of rally attack.

When you would gain another daily use of grant move action, you instead gain another daily use of rally attack.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#139
This class was a design experiment. It didn't work out, so it's not really canon. It's posted as a curiosity and for the sake of discussion.

The idea behind the class is interesting (at least to me), but on reflection it's overly meta and I don't think it works out. That happens sometimes, not every idea bears good fruit. By the way, the class didn't go past a first draft, some wording issues, balance and overall presentation may have issues. They won't get corrected.

Fundamentally, who wants to play a class about waiting around? I suppose it may have some passing merit as an NPC class, but not nearly enough.


Patient Warrior

Hit Die

d12

Requirements

Base Attack Bonus

+5

Feats

Combat Reflexes, Endurance

Skills

Concentration 4 ranks, Knowledge (History) 2 ranks

Class Skills

The patient warrior's class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str).

Skill Points at Each Level

2 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Patient stance+2
2+2+3+0+0Offensive gathering
3+3+3+1+1Bonus hit points, patient stance+3
4+4+4+1+1Perfect chance
5+5+4+1+1Patient stance+4, slow
6+6+5+2+2Defensive gathering
7+7+5+2+2Patient stance+5
8+8+6+2+2Delay effect
9+9+6+3+3Patient stance+6
10+10+7+3+3Imprisonment

Patient Stance (Ex)

You are at your best when you delay or ready an action in combat. You gain a +2 bonus to armor class, saving throws, attack rolls and weapon damage rolls while you are delaying or while you have an action readied but not yet executed. This bonus ends at the start of your turn or when you take your readied action. Attacks of opportunity may be made without forfeiting these bonuses.

This bonus rises by 1 at level 3 and every 2 levels thereafter.

Offensive Gathering (Ex)

When you take no actions at all for a round, you take that chance to gather your internal energies. When you delay your actions until your next turn and thus take no actions at all in a round, you gain a +4 bonus to Strength. Any save DCs for attacks you make likewise gains a +4 bonus, this bonus stacks with the bonus to Strength for a total of +6 if the attack's save DC is Strength based.

This bonus lasts until the end of the encounter. You can benefit from this bonus only once per encounter. For the sake of the save DC boosting aspect of this ability, an attack is anything that would deal damage, inflict an unfavorable condition on your enemies or otherwise be considered a hostile action against them.

Bonus Hit Points (Ex)

The nature of a patient warrior is to wait. As a result of this, being able to survive as you wait is paramount. You gain bonus hit points equal to your patient warrior class level.

Perfect Chance (Ex)

Your bonus from patient stance now lasts until the end of your delayed turn or until just after you take your readied action. For this bonus to apply, at least one enemy has to have taken a turn while you delayed or had an action readied.

Slow (Sp)

Your control over the ebb and flow of combat and your own patience pays dividends, as you learn to control the speed of others in combat to better suit your own plans. You can cast slow as a spell-like ability. You may use this spell like ability a number of times per day equal to your level in this class. Additionally, you may use this in place of an attack of opportunity while you are delaying or readying an action. Using slow in this way does not provoke an attack of opportunity, and it still takes up one of your attacks of opportunity for the round as normal.

While you may use slow an attack of opportunity, it can still affect multiple targets as normal when used as such. One of the targets must be the creature that provoked the attack of opportunity.

Defensive Gathering (Ex)

When you gain the benefits of offensive gathering, you also gain a +4 bonus to Constitution and Dexterity. These bonuses follow all the rules for the Strength bonus of offensive gathering.

Delay Effect (Su)

You can control your own timing so well that you can even delay when something affects you. As an immediate action three times per day, you can cause any one instance of damage or condition to be delayed. You delay it for a number of rounds equal to your level in this class.

Imprisonment (Sp)

You can delay an opponent forever now. Once per day you can cast imprisonment as a spell like ability.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#140
The Bleeding Temples

These gallant knights serve Empress Sulia as dashing, noble protectors. They exemplify Empress Sulia's dedication to noble martyrdom.

To take an bleeding temples substitution level, a character must worship Empress Sulia and be about to take his 2nd, 5th or 10th level of knight.

Hit Die

d12

Class Skills

Bleeding Temples have the same class skills as a standard knight.

Skill Points per Level

2 + Intelligence modifier

2nd: Lose Shield Block, gain Offer Life
5th: Lose Vigilant Defender, gain Defensive Sacrifice
10th: Lose Bonus Feat, gain Jaela's Gambit

Offer Life (Su)

Knights who serve Empress Sulia learn to sacrifice themselves to save those in peril. As a standard action, the bleeding temple may touch a creature (a melee touch attack is required if the creature is unwilling) to heal 1d12 points of damage. The bleeding temple takes 3 points of damage when this ability is used. At 4th level and every 2 levels thereafter, the damage healed increases by 1d12 and the damage to the bleeding temple rises by 3. For example, an 8th level knight heals 4d12 points of damage and takes 12 points of damage to do so.

Offer life may be used a number of times per day equal to the bleeding temple's Constitution modifier. Bleeding temples cannot use this ability on themselves. Undead creatures take damage from this ability, just as they take damage from cure spells and the like.

The damage the bleeding temple takes from this ability manifests as a cut on their temple, hence the name of the order and substitution levels.

Defensive Sacrifice (Ex)

By offering themselves to the blade, bleeding temples can stop opponents from slipping past them. If an creature attempts to use the Tumble skill to slip through an adjacent square a bleeding temple threatens or a square the bleeding temple occupies, he can choose to stop them. They stop in the adjacent square and cannot advance further. If the creature attempted to pass through a square the bleeding temple occupied, they are forced back into the closest square adjacent to the bleeding temple.

Doing this puts the bleeding temple directly in harms way. This provokes an attack of opportunity from the creature stopped, as well as any other creatures that threaten the bleeding temple. The bleeding temple is flat footed against these attacks of opportunity.

Jaela's Gambit

A 10th level bleeding temple gains Jaela's Gambit as a bonus feat. If he already possesses this feat, he may choose another instead.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#141
Alternate Class Feature: Eldath's Mercy

Rangers who follow Eldath can forsake traditional weapon mastery in exchange for skill in subduing foes without slaying them.

Class: Ranger

Deity: Eldath

Level: 2nd

Replaces: If you select this alternate class feature, you do not gain combat style, improved combat style or combat style mastery.

Benefit: You gain subduing strike as a bonus feat. If you already have this feat, you may choose another that you qualify for.

At 6th level, you gain stunning fist as a bonus feat. Additionally, you may choose a single melee weapon (such as a scimitar, longsword, heavy mace and so on). You may use stunning fist with that weapon, but only when you deal nonlethal damage.

At 11th level, you may treat your ranger level as your monk level to determine daily uses of stunning fist. If you have levels in monk, your monk and ranger level stack to determine daily uses of stunning fist.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

This is a variant of pyrokineticist from the SRD. It's unrelated to the conversion in Frostburn. Anyway, Cor wanted this for his B5 character, so here it is.

Cryokineticist

Hit Die

d8

Requirements

Alignment

Any chaotic

Skills

Concentration 8 ranks, Craft(Alchemy) 1 rank, Knowledge(Arcana) 2 ranks

Special

Must be capable of casting 1st level spells

Special

Must have survived 24 hours in freezing cold without protection

Class Skills

The cryokineticist's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int) and Spellcraft (Int)

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+2+2+0Ice spear
2+1+3+3+0Cold adaptation, frozen hand
3+2+3+3+1Snowball
4+3+4+4+1Frost weapon
5+3+4+4+1Nimbus
6+4+5+5+2Frostwalk
7+5+5+5+2Fear no cold
8+6+6+6+2Greater frost weapon
9+6+6+6+3Heat death
10+7+7+7+3Snowstorm

Ice Spear (Sp)

A cryokineticist gains the ability to fashion a 15-foot-long spear of ice from moisture in the air as a move action. She takes no damage from the icy weapon she creates, and if she releases her hold on it, the spear immediately dissipates. The spear deals 1d8 points of cold damage to a target within 15ft on a successful ranged touch attack. A cryokineticist can take weapon focus, weapon specialization and other feats related to a spear for the ice spear, so long as she otherwise meets the prerequisites. This spear remains in existence as long as the cyrokineticist holds it.

Cold Adaptation (Ex)

At 2nd level, a cryokineticist becomes resistant to cold, gaining a +4 bonus on all saving throws against cold and ice spells and effects. In addition, she gains resistance to cold 10.

Frozen Hand (Sp)

A cryokineticist of 2nd level or higher can activate this ability as a move action. Frost creeps up one of the cyrokineticist's hands all the way up to her wrist (but does her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of cold damage.

Snowball (Sp)

Starting at 3rd level, as a standard action, a cryokineticist can launch a snowball at any target in line of sight within 60ft. This effect is treated as a ranged touch attack and deals 1d6 points of cold damage for each class level the cryokineticist has.

Frost Weapon (Sp)

At 4th level and higher, a cryokineticist can activate this ability as a move action. Ice that harms neither her nor the weapon engulfs one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of cold damage on a successful hit. The weapon retains this effect for as long as the cryokineticist wields it.

Nimbus (Sp)

Beginning at 5th level, a cryokineticist can activate this ability as a move action. A torrent of snow that harms neither the cryokineticist nor her equipment engulfs her entire body. While she is surrounded by dancing snowflakes, the character's Charisma score increases by 4, she can make a melee touch attack for 2d6 points of cold damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of cold damage. This ability lasts for up to 1 minute per cryokineticist level and is usable once per day.

Frostwalk (Su)

Beginning at 6th level, as a free action a cryokineticist can expend her magic to form icy bridges over any substance and even walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A frostwalking cryokineticist leaves snowflake-shaped footprints in the air that disperse in 2 rounds, but her tread does not deal damage.

A cyrokineticist must pay 1 spell level per round spent traveling in this fashion. She may spend one spell or multiple lower level spells to pay this cost. She cannot move in this way longer than her available spells would allow her to.

Fear No Cold (Ex)

At 7th level, a cryokineticist becomes highly resistant to cold, gaining a +8 bonus on all saving throws against cold and ice spells and effects and also gaining resistance to cold 20.

Greater Frost Weapon (Sp)

At 8th level, when a cryokineticist activates her frozen hand ability or her frost weapon ability, her unarmed attack or weapon deals an extra 4d6 points of cold damage instead of 2d6. Touch attacks made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6.

Heat Death (Sp)

A cryokineticist who reaches 9th level can take a full round action to briefly lower the internal temperature of one living creature within 30ft to absolute zero. The target must succeed on a Fortitude saving throw (DC 10 + 1/2 the cyrokineticist's hit dice + cyrokineticist's Cha modifier) or be paralyzed for 2d4 rounds. Even on a successful save, the target takes 6d8 points of cold damage.

Snowstorm (Sp)

At 10th level, a cryokineticist gains the ability to create a massive storm of snow and ice around herself as a standard action. The storm deals 15d6 points of cold damage in a 30ft radius emanating from herself, and moves with her when she does. Any creature or object caught in the storm can make a Reflex saving throw (DC 10 + 1/2 the cyrokineticist's hit dice + cyrokineticist's Cha modifier) for half damage. The storm lasts for up to 1 round per cryokineticist level and is usable once per day.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Dragonborn Paragon

Hit Die

d12

Requirements

Race

Dragonborn

Class Skills

The dragonborn paragon's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis)

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+2Improved aspect
2+2+3+0+3Frightful roar
3+3+3+1+3Ability boost (Cha+2)

Weapon and Armor Proficiency

Dragonborn paragons are proficient with all simple weapons and the scimitar. Dragonborn paragons gain no proficiency with armors or shields.

Improved Aspect (Ex)

At 1st level, the chosen draconic aspect of the dragonborn improves as follows.

Heart

The DC of the Reflex save increases by 2.

Mind

The darkvision of the dragonborn improved by 30ft.

Wings

Flight speed increaes by 30ft.

Frightful Roar (Ex)

At 2nd level, a dragonborn can channel a small amount of a dragon's frightful presence through a roar. As a move action, the dragonborn's roar may unsettle all creatures within a 60ft cone. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragonborn's hit dice + dragonborn's Cha modifier) remains immune to a frightful roar for 24 hours.

On a failure, creatures become shaken for 1d6 rounds. Creatures immune to fear or to a dragon's frightful presence also ignore a dragonborn's frightful roar.

Ability Boost (Ex)

At 3rd level, a dragonborn paragon's Charisma score increases by 2 points.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Alternate Class Feature: Survivalist

It is not unknown for a scout to forsake trapfinding in favor of better self-sufficiency.

Class: Scout

Level: 1st

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

Benefit: You gain self-sufficient as a bonus feat. Replace Disable Device with Heal on your scout class skill list.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

For the monk that believes SMASH is the epitome of effective combat.

Alternate Class Feature: Brutish Monk

A typical monk learns techniques to indirectly defeat his foe. You eschew those in favor of a more direct approach.

Class: Monk.

Level: 6th.

Replaces: If you select this alternate class feature, you do not gain improved disarm or improved trip as bonus feats.

Benefit: You may select improved overrun or improved sunder as a bonus feat.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Feat Booster: Exalted Feats

This is a collection of exalted feats, designed to offer extra options to PCs of exalted alignment. These feats are sometimes tied to Balmuria related fluff. In those cases, a link is provided for more information.

Angelic Lore [Exalted]
Prerequisite: Skill Focus (Knowledge: Planes)
Benefit: You gain a +5 bonus on knowledge checks about evil outsiders and undead, as well as the lower planes. This bonus also applies to bardic knowledge, lore and similar class features.

Arch-Angel's Mystery [Exalted] Second relevant link
Prerequisite: Knowledge (Planes) 15 ranks, Words of Creation, int 17, cha 17
Benefit: You study the secret lessons of the 77+7 arch-angels of Elysium and learn how to hide yourself from detection. This allows you two ways to use the Words of Creation, ways pioneered by them as they sought to escape the notice of all.

Obscurity: You can hide yourself from the detections of others, creating an effect that shields you while allowing the glories of others to be humbly seen instead. This is identical to a nondetection spell with a caster level equal to your hit dice. Using the Words of Creation in this way deals 14d4 points of nonlethal damage to you.
Invisibility: You can create a cloak that turns aside the eyes of the wicked. This is equivalent to an invisibility spell, except that it only affects evil creatures. Using the Words of Creation in this way deals 7d4 points of nonlethal damage to you.

Eladrin Joy [Exalted]
Prerequisite: Participated in a revel or celebration in Arborea, cha 15
Benefit: Once per day as a standard action, you can infuse yourself and any allies within 30ft with the zest for life of the eladrin host. This is identical to a good hope spell with a caster level equal to your hit dice. This is a supernatural ability.
Special: Deities who offer the joy domain offer variants of this feat. The exact revel prerequisite and name of the feat vary, but it is otherwise the same. The best known example is Lliira's Laugh.

Exalted Endurance [Exalted]
Prerequisite: Endurance, con 13
Benefit: You gain a +4 bonus to saving throws against pain based effects, such as symbol of pain, wrack and physical torture. Additionally, you gain 2 hit points for every exalted feat you have, including this one.

Exalted Glow [Exalted]
Prerequisite: Aura of Courage, Nimbus of Light, cha 17
Benefit: Creatures within the radius of the light shed by your nimbus of light (10ft) are immune to fear. This replaces the +4 morale bonus your aura of courage grants.
Special: If you have another aura that grants you immunity to an effect or condition and nearby allies a bonus (such as the aura of sanctity alternate class feature), creatures within the radius of your nimbus of light are also immune to what that aura protects against.

Exalted Healer [Exalted]
Prerequisite: Heal 10 ranks
Benefit: Creatures under long term care from you (by the heal skill) can heal vile damage as if it were normal damage. This requires complete rest. Additionally, creatures under your long term care can heal ability drain at the rate of one point per ability score per day of complete rest. This requires that you succeed on a DC 25 Heal check.

Exalted Protection [Exalted]
Benefit: You gain a +2 bonus on saves against spells and spell-like abilities with the evil descriptor, as well as the supernatural abilities of evil outsiders.

Exalted Weapon Mastery [Exalted]
Prerequisite: Weapon Mastery (Melee or Ranged)
Benefit: Weapons that are affected by your weapon mastery feat are infused with righteousness. Any such weapon counts as good aligned to overcome damage reduction. Further, when wielding a weapon affected by your weapon mastery feat, you gain an additional +2 bonus to attack and weapon damage rolls against evil creatures. This stacks with weapon mastery, weapon focus, weapon specialization and similar feats.
Special: A fighter may select exalted weapon mastery as a fighter bonus feat.

Favored of Nature [Exalted]
Prerequisite: Animal Friend
Benefit: No animal will attack you unless compelled by mind-affecting abilities or if they are of evil alignment. If you are in the wild, small animals will stay around you, offer you food, provide warmth and other such things.

Guardian Angel [Exalted]
Prerequisite: Any other exalted feat
Benefit: Once per day as an immediate action, you gain can any one of the following benefits: A +4 sacred bonus to a single saving throw, a +4 sacred bonus to armor class against one attack or a protection from evil effect for 1 minute.

Holy Terror [Exalted]
Prerequisite: Intimidate 5 ranks, cha 15
Benefit: You gain a +4 bonus to Intimidate checks against evil creatures.

Ilmater's Resolve [Exalted]
Prerequisite: Exalted Endurance, con 17
Benefit: You are immune to pain based effects, such as symbol of pain, wrack and physical torture. You can bear any pain without the slightest noise or reaction, should you need to. You gain an additional hit point per exalted feat you have, this stacks with the benefit from exalted endurance.

Lathander's Rites [Exalted]
Prerequisite: Vampire Hunter
Benefit: Vampires and vampire spawn reduced to zero hit points and gaseous form by you have the time they have to reach their coffin home before death reduced to a half hour. As a standard action, you can sense the location of any vampire or vampire spawn so afflicted, as well as what direction they are traveling in.

Preacher [Exalted]
Prerequisite: Diplomacy 7 ranks
Benefit: You gain a +3 bonus on Charisma based checks to spread the world of your deity, attract new faithful, gather tithes and promote your church. If you have a Profession skill that accomplishes the same thing, such as profession (preacher), it applies to checks with that skill as well.

Ravagesmith [Exalted]
Prerequisite: Craft(Poisonmaking) 5 ranks
Benefit: You gain a +4 bonus to Craft(Poisonmaking) checks to create ravages. You can increase the DC of a ravage by up to 10, as if you have skill focus(craft:poisonmaking).

Reveal Evil [Exalted]
Prerequisite: Sense Motive 5 ranks, Detect Evil class feature, paladin level 5th, cha 17
Benefit: At will, you may use blessed sight as a spell-like ability. You gain a +2 bonus to any caster level checks to overcome nondetection or similar effects that would prevent you from detecting a creature's evil. If you detect an evil aura, it becomes visible to all creatures within sight. This lasts until the end of the encounter.

Shining Example [Exalted]
Prerequisite: Sacred Vow
Benefit: You strive to be the best you can. You gain a +2 bonus on Charisma-based checks when you attempt to inspire, lead or instill hope in others. If you perform an act of good while attempting such a check (such as relieving a suffering enemy's pain while you try to negotiate with them), this bonus increases to +4 until the end of the encounter. 
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#147
This is meant to be an alignment, fluff and even gender/race agnostic take on a temptress. These things exist in D&D already, but tend to be tied to particular patrons who have influence on it. There's no unaffiliated take on this out there, so this seeks to remedy it. It also doesn't touch on more sexual takes on the temptress. You can read into it and add that if you please, but you're also free to keep it away from that if you like. This class is about tempting, not about sleeping around. It's an important distinction to remember, just like how succubi are more than just high Charisma floozies.

It's about manipulation, charming and influencing people. Despite the feminine name of the class, it's not restricted to women.


Temptress

Hit Die

d4

Requirements

Skills

Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 8 ranks

Feats

Persuasive

Special

Sneak attack+2d6

Class Skills

The temptress's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis) and Use Magic Device (Cha).

Skill Points at Each Level

6 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0+2+2Temptation (honeyed words)
2+1+0+3+3Sneak attack+1d6
3+2+1+3+3Temptation (charm)
4+3+1+4+4Tempting body
5+3+1+4+4Sneak attack+2d6, temptation (suggestion)
6+4+2+5+5Passionate aura
7+5+2+5+5Temptation (adjust morality)
8+6+2+6+6Sneak attack+3d6
9+6+3+6+6Temptation (domination)
10+7+3+7+7Eternal control

Temptation

A temptress is a master of manipulating, charming and controlling her foes. This ability is represented by temptation points. At the start of each encounter, a temptress gains temptation points equal to her temptress level + her Charisma modifier. They may be used to power the various abilities below. If a saving throw is allowed by any power, it equals 10 + 1/2 the temptress's hit dice + the temptress's Charisma modifier. If the temptation mimics a spell, the caster level is equal to the temptress's hit dice.

Honeyed Words (Su)

As a swift action, the temptress may spend 1 temptation point to gain a bonus to a Bluff, Diplomacy or Gather Information check equal to one half of her temptress level (round up, not down, to determine the total bonus). She may use this ability as often as she has temptation points to power it, but if she fails a Charisma based skill check against a creature when using honeyed words, she suffers a -5 penalty to any further Charisma based skill checks against them for the rest of the encounter.

Charm (Sp)

As a standard action, the temptress may spend 2 temptation points to affect a creature as if by a charm monster spell. A creature that succeeds on the save is immune to further charm attempts from that temptress for the rest of the encounter.

Suggestion (Sp)

As a standard action, the temptress may spend 3 temptation points to affect a creature as if by a suggestion spell. A creature that has been successfully charmed by the temptress suffers a -2 penalty to the saving throw.  A creature that succeeds on the save is immune to further suggestion attempts for the rest of the encounter.

Adjust Morality (Sp)

As a standard action, the temptress may spend 4 temptation points to affect a creature as if by a morality undone spell. Unlike a normal morality undone spell, the creature's alignment changes to that of the temptress, including the law/chaos axis. The alignment descriptor of the spell changes to match the alignment of the temptress. A creature that has been charmed or that is under a suggestion from the temptress suffers a -2 penalty to the saving throw (these stack to -4 if the creature is under both). A creature that succeeds on the save is immune to further adjust morality attempts for the rest of the encounter.

Domination (Sp)

As a standard action, the temptress may spend 5 temptation points to affect a creature as if by a dominate monster spell. A creature that has been charmed, under a suggestion from the temptress or has had its morality adjusted by the temptress suffers a -2 penalty to the saving throw (these stack, to a maximum of -6). A creature that succeeds on the save is immune to further domination attempts for the rest of the encounter.

Sneak Attack (Ex)

This is identical to the rogue ability of the same name. Sneak attack from this class and other classes stack.

Tempting Body (Ex)

A temptress is a master of using her looks to distract her foes. She may apply her Charisma modifier as a bonus to armor class.

Passionate Aura (Su)

Creatures the temptress manipulates enjoy the experience, so enthralled by her charms. When a creature affected by any of the temptress's temptations fights with her as an ally and is within 30ft of the temptress, they gain a +2 morale bonus to attack rolls, weapon damage rolls and saving throws.

Eternal Control (Ex)

A master temptress can enthrall a creature forever, caught in a web of manipulation that allows no escape. She must spend 1 hour with a creature already affected by her charm, adjust morality or domination ability, plying them with the sweetest words and promises. At the end of this, the creature is allowed a second save against the temptation(s) they are under. If they succeed, the temptations end. If they fail, the duration of the temptations becomes permanent.

A temptress can use this ability at will, but can only have up to two creatures affected at a time. If she affects a third with this, one of the other two (chosen at random) is released from the effect of the temptations they are under. A temptress can release a creature from eternal control as full round action. The temptress must be in the creature's presence to do so.

A creature is allowed only one save no matter how many temptations they are affected by. This save covers success or failure for all of the temptations they are under.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Epic Temptress

Hit Die

d4

Skill Points at Each Additional Level

6 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+8Sneak attack+4d6, temptation
12+9-
13+9-
14+10Bonus feat, sneak attack+5d6
15+11-
16+12-
17+13Sneak attack+6d6
18+14Bonus feat
19+15-
20+15Sneak attack+7d6

Temptation

The epic temptress's temptation points continues to rise, as normal.

Sneak Attack (Ex)

The epic temptress's sneak attack increases by 1d6 at level 11 and every 3 levels thereafter.

Bonus Feats

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

Epic Temptress Bonus Feat List

Blinding Speed, Divine Temptation, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Extra Thralls, Improved Combat Reflexes, Improved Passionate Aura, Improved Sneak Attack, Improved Temptation, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative.

Extra Thralls [Epic]
Prerequisite: Eternal Control, cha 25
Benefit: The number of creatures you can affect at one time with eternal control rises by 2.
Special: You may select this feat more than once. Its benefits stack.

Divine Temptation [Epic]
Prerequisite: Eternal Control, cha 25
Benefit: Your charm, suggestion, adjust morality and domination temptation abilities can affect creatures immune to mind-affecting abilities. They gain a +5 bonus to any saving throw the ability allows.

Improved Passionate Aura [Epic]
Prerequisite: Passionate Aura, cha 23
Benefit: The morale bonuses to attack rolls, weapon damage rolls and saving throws from your passionate aura increase to +6.

Improved Temptation [Epic]
Prerequisite: Temptation (Adjust Morality), cha 21
Benefit: Add +2 to the save DC of your temptation abilities.
Special: You may select this feat more than once. Its benefits stack.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#149
This prestige class is centered around a group of archon-blooded sorcerers. They study the mysteries of Celestia, focusing on Jovar and what they can glimpse of Chronias. They have built a temple dedicated to this research. Some are more paladins than sorcerers and others only dip a single level of paladin. The exact make up varies, but all are champions of good who seek to study the greatest mysteries of Celestia.

This class is designed for paladin/sorcerers. Ideal entry is sorc 4/paladin 1, though delaying it a level for divine grace isn't uncommon. If you can get smite evil from another source (celestial creature template, celestial domain), you can get a non-standard entry. If you do that, I presume you know what you're doing.


Mage of the Illuminated Temple

Hit Die

d4

Requirements

Alignment

Axiomatic exalted or lawful exalted

Skills

Knowledge (Religion) 8 ranks, Knowledge (Planes) 5 ranks

Feats

Servant of the Heavens, Spell Focus (Good)

Spells

Able to cast 2nd level arcane spells

Special

Smite evil ability.

Special

Must have studied the mysteries of Jovar and Chronias at the Illuminated Temple for 7 years. Alternately, visiting Jovar and staying 7 days also qualifies for this prestige class.

Class Skills

The mage of the illuminated temple's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Wis).

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+1+2+0+2Nimbus of light+1 arcane
2+2+3+0+3Glorious spellcasting+1 arcane
3+3+3+1+3Smite evil 1/day+1 arcane
4+4+4+1+4Glorious spellcasting+1 arcane
5+5+4+1+4Paladin's spellcasting (1-2)+1 arcane
6+6+5+2+5Glorious spellcasting+1 arcane
7+7+5+2+5Glorious smiting+1 arcane
8+8+6+2+6Glorious spellcasting, smite evil 2/day+1 arcane
9+9+6+3+6Holy radiance+1 arcane
10+10+7+3+7Glorious spellcasting, paladin's spellcasting (3-4)+1 arcane

Nimbus of Light

At 1st level, the mage of the illuminated temple learns to be covered with the light of Celestia. He gains nimbus of light as a bonus feat.

Glorious Spellcasting (Su)

The mage of the illuminated temple can infuse a tiny bit of the light of Chronias into chosen spells, making them far more potent. At 2nd level and every two levels thereafter, the mage of the illuminated heaven selects any one spell they know. This spell is forever changed when he casts it. The spell's effect is suffused with dazzling light, and spells that produce no visible effect instead cause a glow of light around the area or creature affected. Light generated by this spell sheds illumination equal to a torch and lasts for the duration of the spell plus one round thereafter.

A spell changed in this way gains the good and light descriptors. Evil creatures affected by the spell are dazzled by the light for seven rounds, a separate Fortitude save negates the dazzling. If the spell deals damage, half of the damage becomes divine damage, as if the spell was consecrated.

When the mage of the illuminated temple casts a spell affected by this ability, he can choose to expend a daily use of his smite evil ability. If he does so, he adds the normal bonus to hit from the smite attempt as a bonus to the DC of the spell and any caster level check to overcome spell resistance. In addition, evil creatures are instead blinded for seven rounds by the spell's light, rather than dazzled.

Smite Evil (Su)

At 3rd level and again at 8th level, the mage of the illuminated temple gains another daily use of his smite evil ability. This stacks with uses of smite evil from other classes.

Paladin's Spellcasting (Ex)

A mage of the illuminated temple peers deeply into the mysteries of Jovar, seeking to gleam secrets from the light of Chronias. This results in a great spiritual and magical cleansing, which spreads to his spellcasting. A mage of the illuminated temple gains access to paladin spellcasting. At 5th level he gains access to first and second level paladin spellcasting, and at 10th level he gains access to third and fourth level paladin spellcasting.

If the mage of the illuminated temple is a wizard or another prepared spellcaster, he can add spells from the paladin list to his spellbook. They are added to his spell list and treated as arcane spells.

If he a sorcerer or other spontaneous caster, he may select two spells from each paladin spell level he has gained access to. He gains those spells as bonus spells known. In addition, he can choose spells from the available levels of the paladin spell list when he gains new spells known. The paladin spells are added to his spell list and treated as arcane spells.

Glorious Smiting (Su)

The smites of the mage of the illuminated temple shine with the light of Chronias from 7th level and on. When he smites evil (but not when he expends a use of smite evil for glorious spellcasting) and successfully hits an evil creature, that creature must make a Fortitude save (DC 10 + 1/2 your hit dice + your Charisma modifier) or be dazzled for seven rounds. In addition, one half of the total damage you deal with the smite is divine damage and thus not subject to damage reduction or energy resistance.

Holy Radiance

At 9th level, the mage of the illuminated temple gains holy radiance as a bonus feat.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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