Homebrew

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

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Anastasia

#90
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.
<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

#91
Epic Psychic Warrior

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier

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

Powers

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

Bonus Feats

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

Epic Psychic Warrior Bonus Feat List

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

Epic Psychic Warrior Power Points:
Spoiler: ShowHide


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

This doesn't include bonus power points for high Wisdom.
<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

#92
Epic Frost Mage

Hit Die

d4

Skill Points at Each Additional Level

2 + Intelligence modifier

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

Natural Armor Increase (Ex)

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

Bonus Feats

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

Epic Frost Mage Bonus Feat List

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

Epic Cold Focus [Epic]
Prerequisite: Greater Cold Focus
Benefit: Add +2 to the DC for all saving throws against spells you cast with the cold descriptor. This bonus stacks with similar bonuses, such as those granted by Spell Focus and Greater Spell Focus.
<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

#93
Yeah, sundering isn't a popular combat option. That said, I figured there should be support for someone who wants to specialize in it anyway. The idea of this prestige class is breaking things and getting benefits from it. It's good so far as you accept someone who destroys loot as useful. Due to how most groups view this, I suspect it's more of an NPC class.

Shattering Knight

Hit Die

d10

Requirements

Feats

Cleave, Improved Sunder

Skills

Knowledge(Architecture and Engineering) 9 ranks

Special

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

Class Skills

The shattering knight's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str).

Skill Points at Each Level

2 + Intelligence modifier

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Magic touched, sunder specialist (+1/+1d4)
2+2+3+0+0Cleaving sunder
3+3+3+1+1Sunder specialist (+2/+2d4)
4+4+4+1+1Glorious destruction
5+5+4+1+1Sunder specialist (+3/+3d4)
6+6+5+2+2Touch of adamantine
7+7+5+2+2Sunder specialist (+4/+4d4)
8+8+6+2+2Improved glorious destruction
9+9+6+3+3Sunder specialist (+5/+5d4)
10+10+7+3+3Absorb dweomer

Magic Touched (Su)

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

Sunder Specialist (Ex)

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

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

Cleaving Sunder (Ex)

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

Glorious Destruction (Su)

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

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

Touch of Adamantine (Su)

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

Improved Glorious Destruction (Su)

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

Absorb Dweomer (Su)

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

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

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

If the shattering knight uses absorb dweomer on a non-magical item, it has no effect and that use of absorb dweomer is wasted.
<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

#94
Epic Shattering Knight

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier

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

Sunder Specialist (Ex)

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

Bonus Feats

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

Epic Shattering Knight Bonus Feat List

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

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

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

Shatter Golem [Epic]
Prerequisite: Sunder Specialist (+3/+3d4), str 19
Benefit: Your skill at destroying objects extends into animated objects and golems. You add your bonus to sunder attempts from sunder specialist as a bonus to attack rolls against constructs, as well as the bonus damage from sunder specialist to damage rolls against constructs.
<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

#95
Unearthly Sentinel

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

Hit Die

d10

Requirements

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

Class Skills

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

Skill Points per Level

2 + Intelligence modifier.

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

Alight Gaze (Su)

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

Heavenly Purity (Su)

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

Redemption (Sp)

Through your long struggles and hard earned wisdom, you can aid mortals in atoning from the shadow of evil. You may use Atonement as a spell like ability once per week. This replaces your dispel evil class feature; whenever you would gain another use of dispel evil you instead gain another use of atonement.
<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

#96
This trades Factotum's casting for various martial abilities. It's great if you want to get up to shenanigans without magic, though I suspect it's move downward as far as optimization goes. Cunning weapons has some interesting possibilities at least.

Martial Factotum

Hit Die

d10

Requirements

Base Attack Bonus

+4

Feat

Weapon Focus (Any)

Special

Must have Inspiration and Cunning Strike class features.

Class Skills

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

Skill Points at Each Level

6 + Intelligence modifier

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

Inspiration

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

Cunning Focus (Ex)

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

Cunning Toughness (Ex)

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

Bonus Feat

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

Improved Cunning Strike (Ex)

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

Cunning Breach (Ex)

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

Cunning Dodge (Ex)

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

Cunning Weapons (Ex)

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

Epic weapon properties cannot be emulated with this ability.

Improved Cunning Defense (Ex)

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

Improved Brains over Brawn (Ex)

A master martial factotum learns to apply her formidable intellect to how she fights. The martial factotum may use her Intelligence modifier in addition to her Strength or Dexterity modifier on weapon attack rolls and weapon damage rolls. This does not stack with the bonus to attack or damage rolls from Cunning Insight.
<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

#97
Nothing really to say here. It could use some unique epic feats to boost it, but they're not a priority right now. This is one of those classes that doesn't really lend itself to epic anyway.

Epic Martial Factotum

Hit Die

d10

Skill Point at Each Additional Level

6 + Intelligence modifier

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

Inspiration

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

Bonus Feats

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

Epic Factotum Bonus Feat List

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

Armor Skin, Aura of Inspiration, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Dodge, Epic Prowess, Epic Toughness, Epic Trapfinding, Exceptional Deflection, Improved Combat Reflexes, Improved Cunning Insight, Improved Cunning Knowledge, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Source of Inspiration, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.
<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

#98
I'm aware epic school estoria only covers abjuration right now. I made this progression for an abjurer. I'll get to the others later.

Epic Master Specialist

Hit Die

d4

Skill Points at Each Additional Level

2 + Intelligence modifier

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

Expanded Spellbook (Ex)

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

Caster Level Increase (Ex)

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

Bonus Feats

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

Epic Master Specialist Bonus Feat List

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

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

Expanded Esoterica [Epic]
Prerequisite: Major School Esoterica, int 19
Benefit: You may use your major school esoterica and your epic school esoterica (if you have that feat) an additional three times per day.
Special: You may select this feat more than once. Its benefits stack.
<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

#99
Note: An Aspirant should gain another use of spontaneous casting at level 20. This progression assumes that houserule is in place.

Epic Aspirant

Hit Die

d8

Skill Points at Each Additional Level

4 + Intelligence modifier

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

Spontaneous Casting (Ex)

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

Shield of the Divine (Ex)

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

Bonus Feats

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

Epic Aspirant Bonus Feat List

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

Spellcasting

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

Aspirant spells per day
Level10th11th12th13th14th15th16th
211------
222------
233------
2441-----
2542-----
2643-----
27441----
28442----
29443----
304441---
314442---
324443---
3344441--
3444442--
3544443--
36444441-
37444442-
38444443-
394444441
<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

#100
An experiment in class design. This offers several powerful bonuses that don't track with any other class. It's intended for warriors with the full BAB and no spell progression. It comes with a big, immediate downside but gets lots of useful powers as you level up. How useful it is depends on the style of the game and how much of a role resurrection plays in it.

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


Hell-Bound Warrior

Hit Die

d10

Requirements

Alignment

Lawful Evil

Feats

Devil's Favor

Skills

Knowledge (Planes) or Knowledge (Religion) 4 ranks

Special

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

Class Skills

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

Skill Points at Each Level

4 + Intelligence modifier

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

Hell's Vitality (Ex)

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

The Price of Failure (Ex)

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

Lesser Devil's Eyes (Ex)

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

Energy Resistance (Ex)

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

Bonus Feat

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

Telepathy (Su)

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

Diabolical Tactics (Ex)

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

Greater Devil's Eyes (Ex)

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

Summon (Sp)

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

Hell-Scarred Flesh (Ex)

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

Devilish Immunities (Ex)

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

Regeneration

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

Devil's Body (Ex)

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

Special Note

A Hell-Bound Warrior that becomes an outsider or otherwise changes type may keep any devil-touched feats it no longer qualifies for. This is a special exception. Alternately the character may choose a different feat in place of the devil touched feats. If so, they still meet the qualifications for Hell-Bound Warrior and do not suffer any loss of class abilities.
<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

#101
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.
<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

#102
There's a few houserules in play for poisoner. These need to be understood before reading the epic progression.

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


Epic Poisoner

Hit Die

d6

Skill Points at Each Additional Level

8 + Intelligence modifier

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

Sneak Attack (Ex)

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

Bonus Feats

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

Epic Poisoner Bonus Feat List

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

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

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

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

Str or Dex damageCon damageInt, Wis or Cha damage
2d61d62d4
<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

#103
Ash Purifier

Hit Die

d8

Requirements

Alignment

Any good

Skills

Knowledge (Religion) 9 ranks

Feats

Searing Spell

Spells

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

Special

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

Class Skills

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

Skill Points at Each Level

2 + Intelligence modifier

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

Fire Domain

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

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

Burn Impurity (Su)

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

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

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

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

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

Pure Flames (Ex)

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

Fiery Spell

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

Blistering Spell

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

Cleansing Meltdown (Su)

A master ash purifier can summon a massive inferno that cleanses evil. This functions as a fireball spell with a doubled area of effect and is a standard action to use. It deals 2d10 points of fire damage per ash purifier class level and has a save DC of 10 + 1/2 your hit dice + your Charisma modifier. All effects from Burn Impurity apply to this ability and it ignores any immunity or resistance to fire evil creatures possess. This ability can be used twice per day.
<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

#104
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).
<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?