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Westhart
2017-05-08, 07:33 AM
Nothing Abnormal's Complete Homebrew (Finished) Consolidation

Base Classes
The Mercenary (http://www.giantitp.com/forums/showsinglepost.php?p=21992058&postcount=2)
The Bard of Terror (http://www.giantitp.com/forums/showsinglepost.php?p=21992061&postcount=3)
Rogue (Rework) (http://www.giantitp.com/forums/showsinglepost.php?p=21992065&postcount=4)

Prestige Classes
The Master Enchanter (http://www.giantitp.com/forums/showsinglepost.php?p=21992069&postcount=5)
The Storm's Daughter (http://www.giantitp.com/forums/showsinglepost.php?p=21992070&postcount=6)
The Highborn (http://www.giantitp.com/forums/showsinglepost.php?p=21992072&postcount=7)
The Shadow Death (http://www.giantitp.com/forums/showsinglepost.php?p=21992075&postcount=8)
The Dawnstrider of Pelor (http://www.giantitp.com/forums/showsinglepost.php?p=21992081&postcount=9)
The Fae Bard (http://www.giantitp.com/forums/showsinglepost.php?p=21992711&postcount=21)
The Lord Smith of Avefrule (http://www.giantitp.com/forums/showsinglepost.php?p=22008455&postcount=25)

Templates
The Archangel (http://www.giantitp.com/forums/showsinglepost.php?p=21992083&postcount=10)
The Accursed (http://www.giantitp.com/forums/showsinglepost.php?p=21992087&postcount=11)
Slayers (http://www.giantitp.com/forums/showsinglepost.php?p=21992091&postcount=12)
The Fallen (http://www.giantitp.com/forums/showsinglepost.php?p=21992093&postcount=13)
The Elven Lord (http://www.giantitp.com/forums/showsinglepost.php?p=21992098&postcount=14)

Bloodlines
Fae Blooded (http://www.giantitp.com/forums/showsinglepost.php?p=21992103&postcount=15)
The Primal (http://www.giantitp.com/forums/showsinglepost.php?p=21992106&postcount=16)
The Minotaur Descended (http://www.giantitp.com/forums/showsinglepost.php?p=21992110&postcount=17)
Vampiric (http://www.giantitp.com/forums/showsinglepost.php?p=21992114&postcount=18)
Lycanthrope Kin (http://www.giantitp.com/forums/showsinglepost.php?p=21992116&postcount=19)

Other
Legendary Items (http://www.giantitp.com/forums/showsinglepost.php?p=21992484&postcount=20)
New Materials (http://www.giantitp.com/forums/showsinglepost.php?p=21992960&postcount=22)
Spells (http://www.giantitp.com/forums/showsinglepost.php?p=21996754&postcount=23)
New Armor/Weapon Properties (http://www.giantitp.com/forums/showsinglepost.php?p=21996766&postcount=24)

To Do

Monk Rework
Warlock Rework
Sorceror Rework
Legendary Items
Make more materials



5/16/2017: Added Cjolner and Death's Tears (Legendary Items)
May 17th, 2017: Added staff of the ruby lord (legendary item)
May 18th, 2017: Added Lord Smith of Avefrule

Westhart
2017-05-08, 07:34 AM
The Mercenary (http://www.giantitp.com/forums/showthread.php?522175-The-mercenary-(base-class)&p=21937342#post21937342)

Hit Die: d8.

Requirements
Alignment: Any nonchaotic, the mercenary works through deals, and a chaotic alignment does not work very well with the focus required.

Class Skills: The Mercenary has all skills, except spellcraft, as class skills, due to his extensive travels.

Skill Points at Each Level: 6 + Int modifier

The Mercenary


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+1
+0
+2
+0
Deal Making +1, Local lore, Contractor


2nd
+2
+0
+3
+0
Fighting Styles (First)


3rd
+3
+1
+3
+1
Deal Making +2


4th
+4
+1
+4
+1



5th
+5
+1
+4
+1
Deal Making +3, Armor mastery


6th
+6
+2
+5
+2
Fighting style (Second)


7th
+7
+2
+5
+2
Deal Making +4, Intimidating presence


8th
+8
+2
+6
+2



9th
+9
+3
+6
+3
Deal Making +5


10th
+10
+3
+7
+3
Fighting Style (Third)


11th
+11
+3
+7
+3
Deal Making +6


12th
+12
+4
+8
+4
Greater Contracter Focus


13th
+13
+4
+8
+4
Deal Making +7, Enhanced Intimidating presence


14th
+14
+4
+9
+4
Fighting Style (Fourth)


15th
+15
+5
+9
+5
Deal Making +8,


16th
+16
+5
+10
+5
Contract Focus


17th
+17
+5
+10
+5\
Deal Making +9


18th
+18
+6
+11
+6
Fighting Style (Fifth)


19th
+19
+6
+11
+6
Deal Making +10


20th
+20
+6
+12
+6
Absolute Contractor, Irrevocable contract



Weapon and Armor proficiency: The mercenary is proficient with all armors and shields, along with martial and simple weapons. In addition they are proficient with any one exotic weapon.

Deal Making: The mercenary gains a bonus on all diplomacy, appraise, gather information and sense motive checks as indicated on the table.

Local Lore: A mercenary may make a special check (works as bard ability) but where a bard would know about notable people, legendary items or noteworthy places he learns of things to do with his jobs, such as the background of who is hiring him, what the task may entail (such as guards or traps) and things of that nature (which may overlap with bardic knowledge).

Contractor: At 1st level the mercenary must choose what path he will focus on. As he progresses in the class his skill in his chosen vocation increases, giving him more abilities related to it.

Guard: This mercenary has specialized in protecting buildings, goods, and wagons learns to identify threats ahead of time, and to be always ready for attacks. His Deal Making bonus applies to Spot, intimidate, and listen checks.
Espionage: This mercenary has specialized in the art of sneaking behind enemy lines and disabling traps or siege engines behind enemy lines. He gains the trapfinding feature,and his deal making bonus applies to hide, move silently, bluff, disguise and disable device.
Body Guard The mercenary who specializes in guarding their charge gains the ability to redirect attacks made against adjacent creatures to himself. This requires an attack roll opposing that of the incoming attack; on a success, that attack targets the mercenary instead. He can do this once per round unless he has the deflect or intervening shield fighting style in which case he may do this as many times as he could normally deflect (or use intervening shield) and the attack misses instead of targeting the mercenary.
Hit Man: The mercenary who specializes in silently moving gains the master of poisons feat1. In addition his deal making bonus applies to: bluff, move silently, hide and disguise silently checks.
Bounty Hunter: A mercenary who hunts down targets for his clients gains the Track and Urban Tracking feats, and his Deal Making bonus applies to checks made to use those feats. Furthermore, he may deal nonlethal damage without taking a penalty to the attack roll.
Sergeant: The sergeant is a leader of men. Not the cowering general who sits at the back of the army in a tent. No he leads the men forward, often taking the most dangerous positions, helping his allies wherever they falter. His Deal Making bonus is added to the bonus provided from the aid another action.
Arena fighter (wrestler): This mercenary has specialized in wrestling in an arena for money. They gain improved unarmed strike and improved grapple as bonus feats. In addition their Deal making applies to grapple checks (and only grapple checks).


Fighting Styles: Traveling across nations allows the mercenary to learn new fighting style. At 2nd level and every four levels afterward he gains a fighting style (described below).


Dance of Blades: The mercenary gains Expeditious Dodge3 and Mobility as bonus feats and he may move 10’ with a 5’ step.
Swift Strike:(Requires Dance of blades and two other styles) Sometimes it is best to move quickly. The Mercenary gains spring attack, bounding assault, and rapid blitz as bonus feats. He also reduces the attack penalty of these feats by ½ his mercenary level. In addition he is counted as having mobility and dodge if they are required as a prerequisite for anything although he does not gain the benefits of the feats themselves.
Parry: The mercenary gains weapon finesse as a bonus feat and when wielding a weapon that can be used one handed the mercenary gains a shield bonus to his AC equal to ½ his level. This only applies when he is using a one handed weapon (or weapon usable with weapon finesse) and his off hand is empty.
Deflect: (Requires Parry) The mercenary gains the ability to deflect a number of attacks that target him. He may attempt to deflect a number of times equal to ½ his level a round with failed attempts counting against the limit. He makes an opposing attack roll and if successful he deflects it but if he fails he provokes an attack of opportunity from anyone who threatens him.
Sword And Board: The mercenary has much practice using a shield and a weapon. They gain improved shield bash, and an additional bonus to AC equal to 1/2 their level. This is a shield bonus that stacks with the shield they are using.
Intervening Shield: (Requires Sword and Board) You manage to hit the incoming weapon with your shield making your enemies blow miss. You may attempt to deflect an attack a number of times equal to ½ his level a round with failed attempts counting against the limit. He makes an opposing attack roll and if successful he deflects it but if he fails he provokes an attack of opportunity from anyone who threatens him.
Throwing: A mercenary that has trained with throwing weapons gains many benefits with them. When throwing a weapon he no longer provokes an attack of opportunity, and when they target two opponents next to each other with one thrown weapon the mercenary may take a -2 to the attack roll and attempt to hit both of them.
Two Weapons: The Mercenary gains two weapon fighting as a bonus feat and when wielding two weapons the mercenary gains a shield bonus to AC equal to ½ his level, and reduces the penalty for two weapon fighting by the same amount.
Improved Two Weapons: The mercenary gains Improved Two-Weapon Fighting as a bonus feat. Furthermore, as a standard action, he may make an attack with each of up to two weapons you are wielding.
Two Handed Fighting: The mercenary gains Power attack as a bonus feat, and when using power attack the ratio of minus to hit and plus to damage is increased by 1. For example if it would normally be -1 to attack and +1 to damage then it is instead -1 to hit, +2 to damage. This stacks with other class abilities and permanent effects, but works *only* when using a weapon with two hands.
Improved Two Handed Fighting: The mercenary gains Cleave as a bonus feat. As a move action, the mercenary can add +1/4 his level to attack and +1/2 his level to damage until the end of your turn.
Archery: The mercenary gains Point blank shot, and precise shot. In addition any special attacks the mercenary may possess (such as sneak attack), that can only be used at a fixed range, has is doubled (From 30’ to 60’ for sneak attack) and they may add 1/2 their dexterity bonus to ranged damage rolls.
Improved Archery:(Requires Archery) The mercenary gains improved precise shot, rapid shot. In addition any special attacks the mercenary may possess (such as sneak attack), that can only be used at a fixed range, has is tripled (From 30’ to 90’ for sneak attack etc; overrides archery) and they may add their dexterity bonus to ranged damage rolls.
Unarmed: The mercenary doesn't want to end up with his head on the castle wall because he got disarmed, he gains improved unarmed strike and superior unarmed strike2 as a bonus feat, and a bonus to AC when he is unarmored and not wielding a weapon equal to 1/2 his mercenary level.
Improved Unarmed Style: The Mercenary gains Snap Kick and Stunning Fist as bonus feats. In addition he gains the improved grab ability. (Whenever the mercenary hits with an unarmed strike or natural attack he may try to trip the opponent as a free action).
Teamwork: The mercenary gains combat expertise and allied defense4 as bonus feats. In addition the bonus from flanking is increased by 1 point.
Martial Superiority: The mercenary gains two copies of the Martial Study2 feat, and their initiator level is considered two higher. In addition they may choose the martial study2 and martial stance2 feat as many times as they choose. Unlike most other classes that do not have a martial progression you can renew your maneuvers readied by taking a swift action and following with an attack. Special: This combat style may be chosen more then once, and the bonuses to initiator level stack.

SPECIAL: A mercenary that already has one of the above feats may instead gain martial stance or martial study, but he must meet the prerequisites.

Armor mastery: At 5th level the mercenary has mastered armor, reducing its ACP by ½ his level (minimum 0), and is never slowed by armor.

Intimidating presence: Foes within 30’ of the mercenary must succeed on a will save (DC=10+½ mercenary level+Cha bonus) or be shaken for 1 minute. Foes that succeed on the save are immune to the mercenary’s presence for 24 hours. At 13th level the aura works out to 60’ and if foes make the save they are only immune for 10 minutes.

Greater Contracter Focus: As the mercenary progresses they gain more abilities useful to their chosen vocation.

Guard: The guard walks the path of intimidation, so he may scare away intruders. When he uses the intimidate skill the fear he would normally cause is increased by one step, and he may use intimidate as a move action.
Espionage: The mercenary continues to advance his spy abilities. He may don a disguise in 1d3 minutes, and can don/remove armor in half the time. In addition he can disable a device faster then normal:


Device
Time
Disable Device DC


Simple
1 standard action
10


Tricky
1 full round action
15


Difficult
1d4 rounds
20


Wicked
1d4 rounds
25+


Body Guard: The bodyguard has experienced that sometimes it is better to not just deflect an attack but also to position himself to stop further attacks on his charge as he does so. Anytime a bodyguard successfully deflects (or uses intervening shield) an attack meant for who he is guarding he may switch places with a single adjacent person. If the character is willing the swap is automatic while if they are unwilling the mercenary rolls an opposed escape artist or grapple check (Mercenary’s choice) and his opponent must use the same skill. If the mercenary succeeds he swaps places, but if he fails he provokes an attack of opportunity from any enemy that threatens him.
Hit Man: If the hit man studies his victim for 3 rounds and then makes an attack with a melee weapon that successfully deals damage, the attack has the additional effect of possibly either killing the target. While studying the victim, the hit man can undertake other actions so long as his attention stays focused on the target and the target does not detect the hit man or recognize the hit man as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the hit man's class level + the assassin’s Int modifier) against the kill effect, she dies. Once the hit man has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
Bounty Hunter: The bounty hunter gains the ability to make a crippling strike; whenever he hits an opponent with nonlethal damage he can halve his speed. (Fortitude negates: DC=10+1/2 Mercenary level+Dexterity modifier)
Sergeant: The sergeant has learned how to lead men more efficiently, he selects one minor aura from the marshal's choice of auras. He gains the effects of ths aura, adding his charisma bonus to the indicated thing.
Arena fighter (wrestler): The wrestling mercenary has learned that size does matter, at least in his chosen vocation. He gains the powerful build ability. (As the Goliath ability of the same name.)


Contract Focus: While under a contract, the mercenary gains immunity to mind affects and he gains his charisma bonus to all saves.

Absolute Contractor: The mercenary has mastered their chosen vocation, gaining abilities that would make others cry in shame.

Guard: Now he is truly fearsome, the fear caused by intimidate is increased two steps and he may use intimidate as a free action once per round.
Espionage: The mercenary has mastered spycraft. Whenever he is under cover anyone attempting to detect an alignment detects whatever alignment the mercenary wishes them to, and if they use detect thoughts they detect things that the normal cover identity would be thinking at the time.
Body Guard The bodyguard has mastered the skills required for a good body guard. They may take a number out of their AC and add it to the AC of the person they are guarding. The bodyguard can reduce their total AC to ½ normal in this manner but no further. Shield, natural armor, and armor bonuses can not be transferred in this way.
Hit Man: Whenever the hit man uses his death attack he ignores any armor, natural armor, or shield bonuses to AC that the target may have.
Bounty Hunter: The bounty hunter gains an uncanny intuition. They may make a survival check to determine the general direction and distance to their target. DC: 10+Target's HD.
Sergeant: The sergeant could lead a horde of children against a dragon at this point. He selects a major aura from the marshal's choice of auras. The bonus he provides is one half his Deal Making bonus.
Arena fighter (wrestler): The arena fighter has begun to become obsolete due to magic and freedom of movement. Having learned this he has undergone a special process that allows him to radiate an antimagic aura out to 10' and to overcome freedom of movement, although the subject gets a +10 bonus on the save. The antimagic field can be turned on or off as a swift action.


Irrevocable Contract: At 20th level a mercenary can thwart death itself to fulfill his contract. If he dies while on one (such as on a mission to infiltrate a castle) he is instantly resurrected as true resurrection. Of course this only works while he is working under his contract. A mercenary currently looking for a mission is not under this protection.

Contract: When a Mercenary vows to achieve a task (usually in return for money), little can keep him from his task. He receives a lesser geas, with no HD limit applied, related to his task.

1Drow of the Underdark
2Tome of Battle
3Races of the Wild
4Shining South

The Epic Mercenary


Level
Special


21st
Deal Making +11

[/tr]

22nd
Bonus Feat

[/tr]

23rd
Deal Making +12

[/tr]

24th
Bonus Feat

[/tr]

25th
Deal Making +13

[/tr]

26th
Bonus Feat


27th
Deal Making +14

[/tr]

28th
Bonus Feat

[/tr]

29th
Deal Making +15

[/tr]

30th
Bonus Feat

Mercenary Bonus Epic Feats: Additional Fighting style, Additional magic item space, Blinding speed, combat archery, damage reduction, distant shot, energy resistance, epic endurance, epic fortitude, epic prowess, epic reflexes, epic reputation, epic skill focus, epic speed, epic toughness, epic will, fast healing, improved combat reflexes, improved darkvision, improved death attack, improved manyshot, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Keen Strike, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary tracker, Legendary Wrestler, Overwhelming Critical. Penetrate Damage Reduction, Perfect Health, Perfect Two-Weapon Fighting, Polyglot, Reflect Arrows, Spellcasting Harrier, Storm Of Throws, Superior Initiative, Swarm Of Arrows, Two-Weapon Rend, Uncanny Accuracy. If the mercenary chooses not to take an epic feat he may instead take any feat available to a fighter as a bonus feat.

Additional Fighting Style [Epic]
Prerequisites: Fighting style (fifth), Deal Making +11
Benefits: The mercenary gains an additional fighting style.
Quiet Contract
Prereqs: Deal making +3, Sneak attack +1d6
Your mercenary levels and rogue levels stack to determine sneak attack and deal making bonus.

Westhart
2017-05-08, 07:35 AM
The Bard of Terror (http://www.giantitp.com/forums/showthread.php?522844-The-Bard-of-Terror-(Base-Class)#post21946382)

Hit Die: d6.

Class Skills: The Bard of terror’s skills and the key attribute for each are:

Skill Points at Each Level: 6+Intelligence Modifier

The Bard of Terror


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+2
+2
Bardic Music, bardic knowledge, Inspire fear (shaken)


2nd
+1
+0
+3
+3
Power Slave


3rd
+2
+1
+3
+3
Dark knowledge (tactics) 3/day


4th
+3
+1
+4
+4
Advanced learning


5th
+3
+1
+4
+4
Create Musical Item


6th
+4
+2
+5
+5
Dark knowledge 4/day


7th
+5
+2
+5
+5
Dark knowledge (puissance)


8th
+6
+2
+6
+6
Advanced learning, Song of death’s touch


9th
+6
+3
+6
+6
Dark knowledge 5/day


10th
+7
+3
+7
+7
Inspire fear (frightened), Dark knowledge (foe)


11th
+8
+3
+7
+7
Cemetary gates


12th
+9
+4
+8
+8
Dark knowledge 6/day, advance learning


13th
+9
+4
+8
+8
Dark knowledge (dread secret)


14th
+10
+4
+9
+9
Nothing Else matters (Energy Drain)


15th
+11
+5
+9
+9
Dark knowledge 7/day


16th
+12
+5
+10
+10
Dark knowledge (foreknowledge)


17th
+12
+5
+10
+10
Nothing Else matters (ability damage)


18th
+13
+6
+11
+11
Dark knowledge 8/day


19th
+14
+6
+11
+11
Nothing else matters (Mind affects)


20th
+15
+6
+12
+12
Inspire fear (cowering), Children of the grave



Weapon and Armor proficiency: Same as bard.
Spells: The bard casts spells drawn from the bard spell list list. UNlike a normal bard he collects spells in a spell book, and prepares his spells each morning (as a wizard). Unlike the normal bard, every spell does not require the use of a somatic components. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The bard begins play with a spellbook containing all zero level bard spells and two level one spells of their choice. For each point of charisma bonus the bard has the spellbook holds one additional 1st-level spell of your choice. At each new level the bard gains 2 more spells in her spellbook. Beginning at 13th level they may add spells from the sorcerer/wizard spell list (because bard does not have past sixth). At any time, a bard of terror can also add spells found on scrolls containing arcane spells to his spellbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The bard can learn and thus prepare non-bard (or later non-wizard) arcane spells in this fashion but the two free spells he gains for advancing in class level must be selected from the bard spell list (and later sorcerer/wizard list).
Spells per Day


Level
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1
3
1










2
4
2











3
4
2
1









4
4
3
2









5
4
3
2
1








6
4
3
3
2








7
4
4
3
2
1







8
4
4
3
3
2







9
4
4
4
3
2
1






10
4
4
4
3
3
2






11
4
4
4
4
3
2
1





12
4
4
4
4
3
2
1





13
4
4
4
4
4
3
2
1




14
4
4
4
4
4
3
3
2




15
4
4
4
4
4
4
3
2
2



16
4
4
4
4
4
4
3
3
2



17
4
4
4
4
4
4
4
3
2
1


18
4
4
4
4
4
4
4
3
3
2


19
4
4
4
4
4
4
4
4
3
2


20
4
4
4
4
4
4
4
4
3
3


Bardic Knowledge: As the bard ability of the same name.
Bardic music: As the bard ability, except they gain the bardic music effects given below. If a save is mentioned the DC is equal to the bard’s perfomance check. The effects are out to 90’ unless stated in individual description.

Inspire Fear This is the major feature of the bard, and increases as they gain levels. At first level anyone who fails a will save is shaken, frightened at 10th, and cower at 20th level. This lasts as long as the bard concentrates and five rounds after.
Power Slave: All creatures effected by this bardic music effect view the bard with a friendly attitude as long as he does not attack them or do anything else that endangers him, This lasts as long as the bard concentrates+1 minute. Creatures that have been effected by this are aware of it when the duration ends and are usually hostile to the bard.
Song of death’s touch: All creatures within 90’ must make a fort save or become exhausted. This lasts for one hour.
Cemetary Gates: All enemies that fail a will save are affected as if by a slow spell, and take 1d4 damage to an ability score determined randomly each round. This lasts as long as the bard concentrates.


Dark Knowledge: This works as the Archivist ability, except it is gained as indicated on the table. If the bard has this ability from another source they stack.

Advanced Learning At fourth level and every four levels after the bard may add one spell to her sepllbook.

Create Musical Item: For the purposes of creating any item tha has a magical nature (such as a violin that gives +5 bonus on perform checks) The gp cost, xp cost, and crafting time are all reduce by 25%.

Nothing Else Matters: While concentrating on a bardic music affect the bard of terror gains immunity to mind effects, energy drain, and ability damage.

Children of the Grave: Nothing is safe from the music of a 20th level Bard of terror. He may now affect creatures normally immune to mind affects with his bardic music.

Westhart
2017-05-08, 07:37 AM
The Rogue (rework)

The Rogue (http://www.giantitp.com/forums/showthread.php?524282-Rogue-(rework)#post21991996)

Hit Die: d6.

Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 8 + Int modifier

The Rogue


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+2
+0
Sneak Attack +1d6, trap finding


2nd
+1
+0
+3
+0
Evasion, Cunning strikes


3rd
+2
+1
+3
+1
Sneak Attack +2d6


4th
+3
+1
+4
+1
Uncanny Dodge, hide in plain sight


5th
+3
+1
+4
+1
Sneak Attack +3d6


6th
+4
+2
+5
+2
Studied Enemy


7th
+5
+2
+5
+2
Sneak Attack +4d6


8th
+6/+1
+2
+6
+2
Improved uncanny dodge, Clever Defense


9th
+6/+1
+3
+6
+3
Sneak Attack +5d6


10th
+7/+2
+3
+7
+3
Special ability


11th
+8/+3
+3
+7
+3
Sneak Attack +6d6


12th
+9/+4
+4
+8
+4
Studied Enemy


13th
+9/+4
+4
+8
+4
Sneak Attack +7d6, Special ability


14th
+10/+5
+4
+9
+4
Ignore Concealment


15th
+11/+6/+1
+5
+9
+5
Sneak Attack +8d6


16th
+12/+7/+2
+5
+10
+5
Special ability


17th
+12/+7/+2
+5
+10
+5
Sneak Attack +9d6


18th
+13/+8/+3
+6
+11
+6
Studied Enemy


19th
+14/+9/+4
+6
+11
+6
Sneak Attack +10d6, Special ability


20th
+15/+10/+5
+6
+12
+6
Master of many Professions



Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Trapfinding: Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Cunning Strikes: The Rogue may add their intelligence bonus to Attack and damage rolls instead of strength.

Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class (a rogue with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge (see below) instead.

Hide in Plain Sight: Within 5’ of a shadow the rogue may use the hide skill, even if being observed.

Studied enemy: At 6th level the rogue selects an enemy type that is normally immune to sneak attacks. They may now sneak attack that creature as normal. They gain an additional enemy every 6 levels after.

Improved Uncanny Dodge: A rogue of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Clever Defense: The rogue subtracts his intelligence bonus from the armor penalties of armors he is proficient with and adds his intelligence modifier to AC.
I am thinking making it an insight bonus as that is pretty common… Not sure though…

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Improved Evasion: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless rogue (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.
Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Slippery Mind: This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat: A rogue may gain a bonus feat in place of a special ability.
Additional Studied Enemy: The Rogue gains an additional studied enemy.


Ignore Concealment: The rogue ignores the effects of concealment (excluding total concealment) if he is within 30’ of the target. This means he may make sneak attacks against creatures with concealment.

Master of many Professions: The rogue has mastered the skills of his trade. He may now take 10 on any skill he gained from the rogue class and has at least ¾ his level of ranks in, even if he couldn’t normally.

Westhart
2017-05-08, 07:39 AM
The Master Enchanter (http://www.giantitp.com/forums/showthread.php?520468-Master-Enchanter-P-E-A-C-H#post21884745)
Hit Die:D4
Requirements:

Spell focus (Enchantment)
Greater Spell Focus (Enchantment)
Skills: Bluff 8 ranks, Intimidate 8 ranks, Sense Motive 8 ranks, Diplomacy 8 ranks
Spell casting: Ability to cast 3rd-level arcane spells; ability to cast suggestion and charm person


Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher script (Int), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int)
Skills Points per level: 2+Int modifier

MASTER ENCHANTER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spell Casting


1st
+0
+0
+0
+2
Bonus Spells



2nd
+1
+0
+0
+3
Unnatural Will
+1 level of previous arcane


3rd
+1
+1
+1
+3
Mettle
+1 level of previous arcane


4th
+2
+1
+1
+4
Hidden Strings
+1 level of previous arcane


5th
+2
+1
+1
+4
Overcome resistances



6th
+3
+2
+2
+5
Potent Enchantment
+1 level of previous arcane


7th
+3
+2
+2
+5
Reflective enchantment
+1 level of previous arcane


8th
+4
+2
+2
+6
Immunity to mind affects
+1 level of previous arcane


9th
+4
+3
+3
+6
Malicious enchantment
+1 level of previous arcane


10th
+5
+3
+3
+7




Weapon And Armor Proficiency: A Master Enchanter gains proficiency with no new weapons or armor.
Bonus Spells: If you normally prepare spells, you can prepare and cast one additional enchantment spell per spell level each day. This ability works just like (and stacks with) a specialist wizard's extra school spell. If you don't need to prepare spells, you gain one extra spell slot per spell level, which can be used only to cast an enchantment spell.
Immunity to Mind Affects: A master enchanter’s experience with the mind has shown her ways to shield herself from others, granting her immunity to mind affects. (Such as charm person spells)
Mettle: If the Master Enchanter makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping Master Enchanter does not gain the benefit of mettle.
Hidden Strings: The DC for a sense motive check to determine if an individual is under a enchantment effect increase by 2 for every class level a Master Enchanter has.
Unnatural Will: You gain Unnatural Will as a bonus feat, even if you do not meet the prerequisites. (Heroes Of Horror)
Potent Enchantment: A master enchanter has spent so much time focusing on enchantment that any enchantment spell with a HD cap is doubled
Reflective Enchantment: Any spell from the enchantment school is reflected back at the original caster. Use the same DC's, Caster level etc as if cast by the original caster.
Malicious Enchantment: Any enchantment spell cast by the Master Enchanter gives a -2 on attack rolls and skill checks for one round after the spell is cast if the target successfully saves. This does not stack with other enchantment spells cast by the Master Enchanter.
Overcome Resistances: The master enchanter has reached the pinnacle of her craft, and is now able to overcome immunities to mind affects, working for enchantment spells only.

EDIT: Actually, seems I need to move the overcoming resistances down and figure a capstone... Moved overcome to 5th, and unnatural will or whatever the feat was to 2nd what do you think now?

Hidden strings was borrowed from this (http://www.giantitp.com/forums/showthread.php?336108-PrC-Enchantment-Spinner-please-PEACH).

Westhart
2017-05-08, 07:40 AM
Storm's Daughter (http://www.giantitp.com/forums/showthread.php?509130-Storm-s-Daughter#post21499100)

Hit Die: d8.

Requirements
To qualify to become a storm's daughter, a character must fulfill all of the following criteria.
Alignment: Chaotic neutral.
Base Attack Bonus: +5.
Patron Deity: Any deity with the storm domain1 (typically Windrey).
Special: The character must either be a cleric of Windrey or have the Wild shape class ability.

Class Skills: The storm's daughter's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Intimidate (Cha), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier

STORM'S DAUGHTER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day/Spells Known


1st
+1
+0
+2
+2
Of the storm (1 step)
-----


2nd
+2
+0
+3
+3
Control thunderstorm, storm sight, swim
+1 previous divine class level


3rd
+3
+1
+3
+3
Penalties, resistance to cold, electricity, and sonic 5
+1 previous divine class level


4th
+4
+1
+4
+4
Of the storm (2 steps)
+1 previous divine class level


5th
+5
+1
+4
+4
Fly, storm's frenzy 1/day
+1 previous divine class level


6th
+6
+2
+5
+5
Eye of the storm, Acclimated
+1 previous divine class level


7th
+7
+2
+5
+5
Deflective, storm's frenzy 3/day
+1 previous divine class level


8th
+8
+2
+6
+6
Immunity to cold, electricity, and sonic, of the storm (3 steps)
+1 previous divine class level


9th
+9
+3
+6
+6
Storm of vengeance 3/day, storm's tirade
+1 previous divine class level


10th
+10
+3
+7
+7
Chaos morphing, storm's avatar
+1 previous divine class level



Class Features
All of the following are class features of the storm's daughter.

Weapon and Armor Proficiency: Storm's daughters gain no additional weapon or armor proficiencies.

Spells per Day/Spells Known: A Storm's Daughter continues training in magic as well as her field of research. Thus, when a new Storm's Daughter level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained.

Of the Storm (Su): At first level the Storm's Daughter can increase the wind speed (http://www.d20srd.org/srd/weather.htm) to Severe or of it is already severe she can raise it by one step. She can also increase or decrease the temperature band2 by one band. At 5th level she can automatically increase the wind speed to Windstorm, or by two steps if it is already there and the temperature by two bands. At 10th level she can automatically increase to Hurricane force winds or by 3 steps, and the temperature by 3 bands. The range for this effect is equal to (1/2 level) miles, although she can choose to affect a smaller area. This ability is usable at will, does not stack with itself, but does stack with another Storm's Daughters ability.

Control Thunderstorm (Ex): At 2nd level, while in a storm, the storm's daughter can call down a bolt of lightning that deals 1d6 electricity and 1d6 sonic damage per level to a single target within 60 feet once per day as a standard action. At 4th level, and at every 2nd level after (6th, 8th, 10th), the storm's daughter can do this one additional time per day.

Storm sight (Ex): The storm's daughter gains low-light vision. If she already had low-light vision, she gains darkvision out to 60 feet instead.

Swim (Ex): A storm's daughter gains a 40-foot swim speed. If she already had a swim speed, its speed increases by 40 feet.

Penalties: At 3rd level, the storm's daughter must choose a penalty from the list below. At 6th and 9th levels, the storm's daughter must choose one additional penalty from the list.

A storm's daughter may lose an item if she loses sight of it. At the DM's discretion, some items may be invisible to the storm's daughter. A storm's daughter may not be able to entirely control her powers. At the DM's discretion, roll 1d10, with the result indicating what power is released uncontrollably. For examples of uncontrolled powers, see the table below. Uncontrolled powers can be listed multiple times on the same table.



1d10
Effect


1
Wild shape into a random animal for 12 rounds.


2
A lightning bolt as if from a thunderstorm (http://www.d20srd.org/srd/weather.htm#thunderstorm) originating from the storm's daughter hits the closest living target. If there is an equal distance between the storm's daughter and more than one target, hit each and split damage between all targets stricken.


3
A reverse gravity spell comes into effect, centered on the storm's daughter.


4
Fly into a storm's rage that does not count against daily uses and attack the nearest person. If the target is an ally, a storm's daughter can make a DC 22 Will save to avoid attacking them.


5
Temperature increases one band in a ten-foot area centered on the storm's daughter.


6
Temperature decreases one band in a ten-foot area centered on the storm's daughter.


7
Wind force increases by one step in a ten-foot area centered on the storm's daughter.


8
Wind force decreases by one step in a ten-foot area centered on the storm's daughter.


9
Wind force decreases by one step in a ten-foot area centered on the storm's daughter.


10
Wind force decreases by one step in a ten-foot area centered on the storm's daughter.



Resistance to Cold, Electricity, and Sonic (Ex): A storm's daughter gains resistance to cold, electricity, and sonic 5. This increases to resistance to cold, electricity, and sonic 10 at 6th level. At 9th level, a storm's daughter gains immunity to cold, electricity, and sonic.

Fly (Sp): At 5th level, whenever the wind force surrounding the storm's daughter is above moderate, she can fly at will, as the spell.

Storm's frenzy (Ex): At 5th level, a storm's daughter can enter a frenzy once per day, tapping into the archaic forces of storms. In this state she gains a +2 to Charisma and Dexterity along with dealing an additional 3d6 electrical damage with her attacks. At 7th level she can tap into this primal source of power 3/day.


Eye of the Storm (Su): When using your 'Of the storm' ability to increase wind speeds you designate one target as the "Eye" of the storm. All wind in the immediate area changes direction towards this target. Any ranged attack penalties associated with high wind are instead applied as bonuses to ranged attacks if made against the "Eye." Creatures "blown back" by high winds are always blows towards the "Eye." Windstorm speeds give a +6 bonus, hurricane +8, and tornado +10.

Acclimated: A storm daughter is used to high altitudes, as she is frequently found above the storm, thousands of miles in the sky. She no longer takes penalties related to altitude or suffer from altitude sickness.

Deflective (Ex): At 7th level, whenever a spell that deals electricity damage targets the storm's daughter and misses, the strike curves around her and hits the caster for half damage. For example, if a 10th-level sorcerer casts orb of electricity at the storm's daughter and misses, the spell would deal 5d6 electricity damage to the sorcerer.

Storm of Vengeance (Sp): At 9th level, the storm's daughter can use storm of vengeance, as the spell, three times per day.

Storm's Tirade (Ex): When entering a storm's rage, a storm's daughter gains a +4 bonus to Charisma and Dexterity (instead of +2) and adds an additional d6 of electrical damage to each attack.

Chaos Morphing (Ex): Due to the chaos of constantly being in the storm, a storm's daughter may now wild shape at will as a druid with an effective druid level equal to her levels in storm's daughter plus her levels in druid. A storm's daughter may not enter elemental forms with chaos morphing, but may still enter elemental forms with her wild shape class feature if she has it.

Storm's Avatar (Ex): At 10th level, the storm's daughter becomes immune to being blown away, knocked down, or checked by high winds (whether natural or magical). She gains a fly speed of 75 feet (perfect maneuverability). She gains a +2 competence bonus on saves against spells with the air or water descriptors. If she has an animal companion, these benefits, aside from the fly speed, applies to them as well.



1. Player's Guide to Faerûn.
2. Frostburn or Sandstorm.

Westhart
2017-05-08, 07:41 AM
The Highborn (http://www.giantitp.com/forums/showthread.php?521748-Knight-Aristocrat#post21927146)
Requirements:
Any lawful alignment
Feats: Mounted combat, weapon focus (lance),
Skills: Ride 8 ranks, knowledge (royalty and nobility) 4 ranks, handle animal 4 ranks
BAB +5
Special: Must have been knighted by a ruler of a nation.

Skills per level: 4+Intelligence modifier
Class skills: Bluff (Cha), Diplomacy (Cha), Gather information (Cha), Handle animal (Cha), knowledge (history, local, geography, nobiliy and royalty) (Int), Ride (Dex), sense motive (Wis),
The Highborn


Level
Base Attack Bonus
Will Save
Ref Save
Fort Save
Special


1st
+1
+0
+2
+2
Knighted, Auras, leadership


2nd
+2
+0
+3
+3
Poison resistance


3rd
+3
+1
+3
+3
Ride by Attack


4th
+4
+1
+4
+4
Master Director


5th
+5
+1
+4
+4
Unbroken charge


6th
+6
+2
+5
+5
Spirited Charge


7th
+7
+2
+5
+5
General’s Tactics


8th
+8
+2
+6
+6
Horse Masrer’s Charge


9th
+9
+3
+6
+6
Call to arms, trample


10th
+10
+3
+7
+7
Champion of the Realm, Once more onto the breach


Knighted: A Highborn gains a circumstance bonus equal to his level on diplomacy, sense motive, and bluff checks with non-nobility and ½ his level with nobles. Commoners respect him and look up to the Highborn while nobles tend to see them as upstarts. They also gain a small land grant, although it may be up to the [class name] to make it safe.
Auras: The Highborn can project his determination and force of will to help himself and allies. He learns new auras at higher levels. A 1st level the Highborn can project one aura, and at 10th he can project 2. The range for the auras of the Highborn is 60’. Activating an aura is a swift Action and it remains active until he uses either a free action to stop it or a swift action to change it.

Fearless: At first level the Highborn and any allies in range gain a bonus against fear effects equal to the [class name]’s level plus charisma modifier
Master tactician: At fifth level the Highborn and allies in range gain a competence bonus to attack rolls and damage when flanking equal to ½ the [class name]’s level plus his charisma bonus
Watchful Guard: At tenth level the Highborn and allies in range gain a competence bonus to AC equal to ½ his level plus charisma bonus
Stop at nothing: At fifteenth level the Highborn and allies in range gain DR/- equal to ½ his level+his charisma modifier
Deathstrike commander: At 20th level the Highborn can use the deathstrike commander aura. Any creature within his aura that scores a critical hit on the enemy may make an additional attack, using the same attack bonus. A creature can not benefit more then once per round from this ability


Leadership: The Highborn gains leadership as a bonus feat, even if he does not meet the prerequisites.

Poison Resistance: A Highborn has rapidly adjusted to some of the ‘toys’ used by the nobility. He gains a bonus on saves against poison equal to twice his level.

Ride By Attack: A Highborn gets ride by attack as a bonus feat.

Master Director: A Highborn using the aid another action gives a bonus equal to his class level instead of the normal +2

Unbroken charge: a mounted Highborn can charge through difficult terrain or squares occupied by friendly creatures by making a DC 15 Ride check.

Spirited Charge: A Highborn gains spirited charge as a bonus feat.

General’s Tactics: The Highborn gains the ability to use a few spell like abilities 1/day, vaster level equal to ECL. Spells: Reverse gravity, benign transposition1, incite1, inhibit1, baleful transposition1

Horse Master’s Charge: A Highborn can make a full attack at the end of a mounted charge. He can only use this ability while mounted.

Call to arms: A Highborn's legends have spread across the world, bringing him many new allies. From now on his cohort's level can be at level -1 instead of -2, and he multiplies his number of followers by 1.5, and adds 1/2 his class level to his leadership score

Trample: A Highborn gains trample as a bonus feat.

Champion of the realm: At 10th level a Highborn is one of the best her kingdom has to offer. He gains a circumstance bonus to skill checks equal to his level dealing with members of his kingdom and allies. Also, these NPC’s are automatically friendly to the Highborn. Dealing with enemies of his kingdom he suffers a penalty equal to his [class name] level (excluding intimidate). Also their starting attitudes are one worse.

Once more onto the breach: A Highborn's will and sense of self is so strong that they gain a +2 to charisma, and once per encounter they may rally their troops. This requires a swift action, and grants temporary HP equal to (2+charisma modifier)*class level.

Special: A paladin that takes levels in this class may continue advancing as a Paladin.

1Miniatures Handbook

Westhart
2017-05-08, 07:42 AM
The Shadow Death (http://www.giantitp.com/forums/showthread.php?521777-The-Shadow-Death#post21927867)
Requirements:
Skills: Craft (alchemy) 4 ranks, Disguise 4 ranks Craft (poisonmaking) 8 ranks, Hide 8 ranks, move silently 8 ranks, perform (dance) 4 ranks
Feats: Combat reflexes, Dodge
Skills per level: 6+Intelligence modifier
The class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Open Lock (Dex), Perform (Dance) (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Climb (Str), Craft (Int), Disable Device (Int), and Forgery (Int)

The Shadow Death

Level
Base Attack Bonus
Will Save
Ref Save
Fort Save
Special
Spells per day


1st
+1
+0
+2
+2
Hide in plain sight, sneak attack +1d6, death attack, poison use



2nd
+2
+0
+3
+3
Evasion, darkvision, uncanny dodge
+1 previous spellcasting class


3rd
+3
+1
+3
+3
sneak attack +2d6, faster poison use (move action)
+1 previous spellcasting class


4th
+4
+1
+4
+4
Shadow jump 20 ft. see in darkness, Improved poisons
+1 previous spellcasting class


5th
+5
+1
+4
+4
improved uncanny dodge, sneak attack +3d6



6th
+6
+2
+5
+5
Shadow jump 40 ft. faster poison use (swift action)
+1 previous spellcasting class


7th
+7
+2
+5
+5
Slippery mind, sneak attack +4d6
+1 previous spellcasting class


8th
+8
+2
+6
+6
Shadow jump 80 ft.
+1 previous spellcasting class


9th
+9
+3
+6
+6
sneak attack +5d6, faster poison use (free action)
+1 previous spellcasting class


10th
+10
+3
+7
+7
Shadow jump 160 ft., improved evasion, Poison mastery




Spellcasting: at every odd level the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, and so on). If a character had more than one spellcasting class before he became a shadow death, he must decide to which class he adds each level of archmage for the purpose of determining spells per day. In addition you may add the assassin spell list to yours.

Weapon and Armor Proficiency
proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword, club, heavy mace, morningstar, quarterstaff, proficient with light armor but not with shields.

Hide in Plain Sight (Su): A Shadow Death can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Shadow Death can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If Shadow Death gets a sneak attack bonus from another source the bonuses on damage stack.

Death Attack: If an Shadow Death studies his victim for 1 round and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Shadow Death’s choice). While studying the victim, the Shadow Death can undertake other actions so long as his attention stays focused on the target and the target does not detect the Shadow Death or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 +1/2 character level+ the Shadow Death Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Shadow Death. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Shadow Death has completed the round of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the Shadow Death does not launch the attack within 3 rounds of completing the study, another round of study are required before he can attempt another death attack.

Poison Use: You never risk accidentally poisoning yourself when using poisons.

Darkvision (Su): At 2nd level, the Shadow Death gains darkvision out to 60’ or her previous increases 30’

Evasion (Ex): At 2nd level, a Shadow Death gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the Shadow Death is wearing light armor or no armor.

Uncanny Dodge (Ex): Starting at 2nd level, a Shadow Death retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Faster Poison use: At 3rd level you can apply poison with a move action. At 6th level you can do so as a swift action and do not provoke AoO. At 9th level you may apply poison as a free action.

See in darkness: A Shadow Death can see in magical darkness although she is still limited by the range of her darkvision

Improved poisons: The DC of any poison made by the Shadow Death is increased by her level +½ her craft (poisonmaking) result. It also does additional damage equal to ½ her level, or if it does not do damage but has a duration it is multiplied by 2

Shadow Jump (Su): At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Improved Uncanny Dodge (Ex): At 5th level, a Shadow Death can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Slippery Mind (Ex): At 7th level, if a Shadow Death is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.

Improved Evasion (Ex): This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.

Poison Mastery: At 10th level you master the art of creating poisons. Targets subjected to your poison must make the second save one round later. Injury and contact poisons last for an additional use per 10 ranks in craft(poisonmaking) you possess. You may also delay the effects of your poisons for 1 round per 10 ranks. These benefits only work for poisons you create. In addition if you double the cost of making the poison and doubling the time to craft it overcomes immunities to poison, although the creature still gets a save.

Westhart
2017-05-08, 07:43 AM
The Dawnstrider of Pelor (http://www.giantitp.com/forums/showthread.php?521769-The-Dawnstrider-of-Pelor&p=21927738#post21927738)
Requirements:
Ability to turn undead
Divine grace or divine caster level 3rd
Knowledge religion 8 ranks

Skills per level: 4+Intelligence modifier
Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).
The Dawnstrider of Pelor

Level
Base Attack Bonus
Will Save
Ref Save
Fort Save
Special
Spells per day


1st
+1
+2
+0
+0
Turn undead, favored enemy (undead)



2nd
+2
+3
+0
+0
protection from evil, touch of the divine
+1 previous divine


3rd
+3
+3
+1
+1
Track undead
+1 previous divine


4th
+4
+4
+1
+1
Aura of holy light
+1 previous divine


5th
+5
+4
+1
+1
Protection From Evil



6th
+6
+5
+2
+2
Sun's Blast
+1 previous divine


7th
+7
+5
+2
+2
Whiff of Undead
+1 previous divine


8th
+8
+6
+2
+2
Holy word 3/day
+1 previous divine


9th
+9
+6
+3
+3
Greater turning
+1 previous divine


10th
+10
+7
+3
+3
Sanctuary from corruption




Turn undead: These levels stack with any other levels that allow for the turning of undead.

Favored Enemy (undead): The Dawnstrider of Pelor gains a +2 bonus on Bluff, Listen, Spot, Search, Sense Motive, and Survival checks against undead creatures. He also gains a +2 bonus to damage rolls against such creatures. These bonuses stack with those granted by smite evil and favored enemy abilities, but, again, only apply against undead creatures. At level 5, these bonuses increase to +4, and at level 9 they include all evil creatures.

Touch of the divine: The Dawnstrider of Pelor gains a sacred bonus to AC equal to ½ their level+their Cha bonus. They also gain this bonus to all saves.

Track Undead: A Dawnstrider can use the Track feat to track an undead creature by its lingering aura, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). The DC for tracking a normal aura increases by 2 every 10 minutes, for tracking a strong aura by 2 every hour, and for tracking an overwhelming aura by 2 every day. This ability otherwise follows the rules for the Track feat. The Dawnstrider can ignore the effects of surface conditions and poor visibility.

Aura of Holy Light (Su): The Dawnstrider of Pelor glows with a soft, pure golden light which envelopes and destroys all shadows within its vicinity. At 5th level the Dawnstrider exudes bright, divine light which acts as bright light for 30 feet and shadowy for 60ft. This effect can dispel magical darkness and counts as a spell level equal to ½ the Dawnstrider of Pelor level. The Dawnstrider can turn this off or on as a free action.

Sun blast: A Dawnstrider's aura of holy light can be strengthened with the Strider's will power and hate of undead. When they use concentration to augment the aura, it deals 1d8/level damage to all undead (Fort Save for half damage. DC: 10+Charisma modifier+Dawnstrider level) While nonevil creatures in the aura heal an equal amount, as stated earlier this reqires concentrations (as concentrating on a spell) to maintain.

Whiff of Undead: A Dawnstrider has an unusual ability that combines the scent special quality with the detect undead spell. The strider can detect undead within 30 feet by their scent of evil. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. A strong aura of evil (undead of 10—21 HD) can be detected at twice these ranges. An overwhelming aura of evil (undead with 22 HD) can be detected at triple normal range. When the Dawnstrider detects a scent, the exact location is not revealed, only its presence somewhere within range. The Dawnstrider can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the Dawnstrider knows the source's location.

Holy Word: A dawnstrider may use holy word 3/day.

Protection from evil: A Dawnstrider of Pelor is constantly protected per a protection from evil spell, along with all creatures in range of his Aura of holy light.

Greater Turning (Su): At 7th level when a Dawnstrider of Pelor expends two turning attempts at once he may attempt a greater turning in place of a regular turn undead attempt. All undead that would usually be turned by this attempt are instead destroyed. Otherwise this is as a normal turning attempt.

Sanctuary from Corruption (Su): At 10th level the Dawnstrider of Pelor becomes immune to all negative energy attacks from undead, along with vile damage and spells with the evil descriptor, extending to all nonevil creatures in his Aura of holy light.

Westhart
2017-05-08, 07:45 AM
The Archangel (http://www.giantitp.com/forums/showthread.php?520566-The-Archangel-(Epic-Template)#post21887891)
Archangels are the most powerful of the angels, having powers bestowed by the gods they serve. As such they are extremely powerful, but they also vary. For example one might be the deities master of magics or another one of war. I do realize some parts of this template may seem OP but do consider this is who the god sends in when all else has failed... well right before they get involved that is.
Creating an Archangel
"Archangel" is an acquired template that can be added to any creature with the angel and good subtypes (referred to hereafter as the base creature).

An archangel uses all the base creature’s statistics and special abilities except as noted here.

Speed
The archangel's speeds are doubled and its flight maneuverability is increased to perfect. This does not give a fly speed of the angel does not already have one.

Armor Class And Saving Throws
The base creature gains a sacred bonus to AC and all saving throws equal to its Wisdom modifier.

Special Qualities
An Archangel retains all the special qualities of the base creature and gains those described below.

Superior Vision (Ex)
The range of the angel's darkvision is doubled and it can now see four times with its low light vision instead of 2x

Damage Reduction (Su)
The Archangel gains DR 15/epic and evil or its previous DR if better.

Fast Healing (Ex):An archangel gains fast healing 15 or its previous fast healing increases by 5.

Spell like abilities: At will: Holy word, Heal, Detect Evil, Zone of truth, sunmantle1, starmantle1, the wages of sin1, flame strike, alter self and atonement. Caster level 25th

Consecrated: All spells or spell like abilities used by the Archangel are considered consecrated. (Spells gain good descriptor, ½ of damage spells deal is ‘divine’ and can not be blocked from). Also they do not take damage from using the words of creation. (BoED)

Immunities (Ex): An archangel gains immunity to electricity and fire

Spell Resistance: The archangel gains SR equal to 15+½ HD

Abilities: Increase from the base creature as follows: Str +16, Dex +12, Int +10, Wis +12, Cha +14, Con +8

Skills: Archangels have a +12 racial bonus on Sense Motive, Diplomacy and knowledge (religion) checks. Otherwise same as the base creature.

Feats:
Archangels gain Words of creation 1, Sacred Vow1, Eyes to the sky2, endurance, true believer (angel’s diety)7, holy strike3, and naturalized denizen 2, as bonus feats. If the archangel already possesses one of these feats it may select another it meets the prerequisites for. This also applies for the bonus feats from an Archangel’s Path.

Challenge Rating:Same as the base creature +?

Advancement: By character class or the base creature’s advancement.

The Archangel's Path
All archangel's have a path they follow, whether it be the cause of war, music, magic or the simple pleasures of life. Most the time the god chooses the path when they bestow this power on the Archangel, but sometimes the archangel chooses.

The Diplomat: Gain skill focus (diplomacy), negotiator, nimbus of light1, epic skill focus3 New spell like abilities: At will: Charm monster, suggestion, calm emotions, detect thoughts, . When it uses these spell like abilities against creatures with the Humanoid type the Archangel increases its DC by 1/4 its HD

The Warrior: Smite evil 5/day (As paladin ability level equal to HD), divine grace, weapon aptitude (as warblade class feature) proficient with all weapons Gain: great smiting 3, blinding speed3, combat expertise, combat reflexes, improved combat reflexes3, improved disarm, improved feint, improved trip, close quarters fighting 4, improved unarmed strike, superior unarmed strike5, dodge, power attack, awesome smite6 defensive throw 4, improved combat expertise 4 New spell like abilities: at will: true strike, shield, mage armor, greater magic weapon, displacement

Undead Slayer: Immune to any negative energy affects from undead (energy drain etc), able to get critical hits against undead and use other special attack froms on (sneak attack etc) them. Turn undead as a cleric equal to HD, Minimum 25th. Gain: Positive enegy aura3, extra turning, exalted turning1, empower turning7, discliple of the sun7, New spell like abilities: At will: disrupting weapon, undeath to death, halt undead, hide from undead

The Destroyer: This Archangel is held in the back, a close eye kept on him, but when the god finally decides there are no other options but does not want to directly intervene (or can’t) he lets him go, and when he was released whole civilizations have burnt under his gaze. Immunity to magic: The destroyer is immune to any spell or spell like ability that allows spell resistance, pounce, Rage: at will, otherwise as 25th level barbarian, Gain: power attack, quick draw, blinding speed3, epic toughness3, incite rage3, terrifying rage3, close quarters fighting 4, Spell like abilities: At will: implosion, disintegrate, fireball, chain lightning, incendiary cloud, imprisonment, destruction

The Herald: A herald gains the ability to use bardic music as a 25th level bard at will, this stacks with levels of bard. Gain: Group Inspiration3, Lasting Inspiration3, Music Of The Gods 3, Ranged Inspiration 3 New spell like abilities: ventriloquism, sculpt sound, greater shout, silence, heroes’ feast

The Healer: A healer gains many benefits, more so then many of the other Archangels. Of course this comes with a cost and they must swear away fighting, but the vows they are under still allow them to fight evil outsiders (mostly Demons and Devils). If possible they are almost always guarded by a few other angels, as they can not attack evil creatures (besides evil outsiders). Gain: Vow of noviolence1, vow of peace1, augment healing7 New Spell like abiities: At will: Faerinaal’s Hymn1, refreshment1, Empyreal ectasy1, ease pain1, bastion of good1, spread of contentment1, end to strife1, and sublime revelry1, Mass Heal, and Sanctuary 1/year: Sanctify the wicked1

Mage: Cast spells as a 25th level sorcerer. Any two metamagic feats, Improved Metamagic3, Improved Spell Capacity3, magical apttude, spell penetration, Combat Casting, New spell like abilities: Greater Dispel Magic, Detect Magic, and Read magic

Lore: Access to a special lore check; Roll 1d20+HD+ his Intelligence modifier, otherwise works as bardic knowledge check and stacks with similar abilities. (If the archangel has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) Competence bonus on all knowledge checks equal to HD. Spell like abilities: At will: Clairaudience/Clairvoyance, illusory script, greater scrying, analyze dweomer, find the path, augury, status, sending, true seeing, and greater arcane sight

Inquisition: These are some of the most fearsome archangels, even the faithful clerics shudder when they show up… Of course that could just be that it means there is corruption in the church… Sneak attack +12d6 (stacks with any other sneak attack), Sense telepathy: The Archangel of inquisition is able to sense when other creatures are using telepathy, and if he wants he is able to listen in, telepathy 100’, Sacred bonus to bluff, diplomacy, sense motive, and gather information equal to 1/2 HD Gain: New spell like abilities: discern lies, Inquisition1

1 Book of Exalted Deeds
2 Unearthed Arcana
3 Epic level Handbook
4 Complete Warrior
5 Tomb of Battle
6 Complete champion
7 Complete divine

Westhart
2017-05-08, 07:46 AM
The Accursed (http://www.giantitp.com/forums/showthread.php?520943-The-Accursed-(template)#post21900278)
Accursed are angels that have left the upper planes. Most do this because they do not want to remind those they love of something evil that had happened. All accursed were subject to evil at some point, usually while fighting vile persons, or possibly fighting dark gods (Depending on setting).

Creating An Accursed
"Accursed" is an acquired template that can be added to any outsider with the good and angel subtypes.

Size and Type
The creature gains the Native subtype. Do not recalculate base attack bonus, saves, or skill points. Unlike other native outsiders an accursed still does not need to eat, drink, or sleep.

Armor Class
The Accursed gain a sacred bonus to AC equal to their wisdom modifier.

Special Attacks
An Accursed retains all the special attacks of the base creature and gains those described below.

Summon Solar: In recognition of the event that led the Accursed to leave the upper lanes he may summon a solar once per day

Wings: The wings of an accursed turn to adamantine, reducing its flight maneuverability by one step but granting it the ability to attack with these razor sharp wings.


Size
Damage


Fine
1d2


Diminutive
1d3


Tiny
1d4


Small
1d6


Medium
1d8


Large
2d6


Huge
3d6


Gargantuan
4d6


Colossal
6d6


They also gain a special attack usable only on charge attacks, allowing them to spread their wings and make a single attack to everyone adjacent along the path of the charge, or he may make a special spinning attack, dealing this damage to everyone in the path of the charge. The Fallen may move up to the usual amount of death allowed by a charge.

Special Qualities
An accursed retains all the special qualities of the base creature and gains those described below.

Touch of the Dark: Accursed have been touched by beings of pure corruption. Even though they themselves were not corrupted they retain an essence of the dark. They do not suffer negative levels for wielding unholy weapons etc, although they still take additional damage, and they are immune to the effect of holy word.

Unholy Curse: Accursed may never venture to the upper planes.

Abilities
Change from the base creature as follows: +4 Strength, -6 Charisma, +2 Wisdom, +6 Constitution, -4 Dexterity
Physically toughened and imparted with some ancient wisdom, the same hardening of their bodies has decreased their mobility and they do not get along with most things because they are often mistaken for Fallen., creatures they hold in worst contempt then devils themselves.

Skills
have a +8 racial bonus on sense motive, diplomacy, heal, listen, and knowledge (religion) checks. Otherwise same as the base creature.

Feats

Environment
Any

Challenge Rating
Same as the base creature +?

Alignment
Usually any good

Advancement
By character class, Accursed angels can not go on to higher angel types.

Westhart
2017-05-08, 07:47 AM
Slayers (http://www.giantitp.com/forums/showthread.php?520951-The-Slayer-(Epic-Template)#post21900613)

Designed solely to kill, these mad beings are almost impossible to kill once they have been created.

Creating a Slayer
"Slayer" is an acquired template that can be added to any creature.

A slayer uses all the base creature’s statistics and special abilities except as noted here.

Speed
The Slayer speeds increase by 20' and a slayer gains a climb speed equal to its land speed.

Armor Class And Saving Throws
The base creature gains a +12 Natural armor bonus along with +4 to all saves.

Special attacks:
A slayer retains all of the special attacks of the base creature and gains those described below.
Claw: The slayer gains a claw attack, if the base creature already had one use whichever is best.


Size
Damage


Fine
1d2


Diminutive
1d3


Tiny
1d4


Small
1d6


Medium
1d8


Large
2d6


Huge
3d6


Gargantuan
4d6


Colossal
6d6


Bite: The fallen canines grow, allowing him to make a weak bite attack.



Size
Damage


Diminutive
1


Tiny
1d2


Small
1d3


Medium
1d4


Large
1d6


Huge
1d8


Gargantuan
2d6


Colossal
3d6



Poison: One of the most feared aspects of the Slayer is its venom. The DC is 10+1/2 HD+Con modifier. IT deals 3d6 Con/3d6 Con for damage

Special Qualities
A slayer retains all the special qualities of the base creature and gains those described below.

Mobile Defense: To stand still is to die. 1/round on the Slayer's turn he may use a free action to teleport 10'.

Extraordinary senses:
The slayer has been modified to such an extent that it has darkvision out to 60' (or previous if better), the scent ability, blind sight out to 30' and the experimentation has introduced a small psionic gift, giving him telepathy out to 50'

Damage Reduction (Ex)
The Slayer gains DR/- equal to 1/2 its HD. This stacks with permanent effects that grant DR.

Regeneration (Ex):A Slayer gains Regeneration 15, overcome by ?

True Rage: The slayer can enter a rage at will. This functions as the barbarian ability, level 20th. Unlike a normal barbarian the slayer contains a chilling intellect while in a rage. He may still use all skills, spells etc.

Pounce: At the end of a charge, a slayer may take a full attack

Immunities (Ex): A slayer has immunity to poison and disease.

Abilities: Increase from the base creature as follows: Str +14, Dex +8, Int +10, Wis -12, Cha -8, Con +16. The processes the slayer went through has driven it mad, and its scars give it a fearsome appearance that most creatures find frightening.

Skills: Slayers have a +12 racial bonus on intimidate, gather information, balance, tumble, jump, sense motive, spot, and listen checks. They have a -8 racial penalty on diplomacy and disguise checks. Otherwise same as the base creature.

Feats: A slayer gains power attack, cleave, knock down, leap attack 2, improved sunder, combat brute1, instantaneous rage1, and steadfast determination3 as bonus feats

Challenge Rating:Same as the base creature +5

Advancement: By character class

1 Complete Warrior
2 Complete Adventurer
3 Players Handbook 2

Westhart
2017-05-08, 07:48 AM
The Fallen (http://www.giantitp.com/forums/showthread.php?520669-Fallen-(Template)#post21891901)
Azenrale Looked up at the sky, his face filled with loathing and longing, metallic wings gleaming in the light of the new moon.
Fallen have been cast out of the heavens, almost never to return. As such they tend to hate the gods, and much of their time is spent foiling any plans they hear about.

Creating A Fallen
"Fallen" is an acquired template that can be added to any outsider with the good and angel subtypes.
A fallen uses all the base creature’s statistics and special abilities except as noted here.

Size and Type
The creature’s type changes to outsider (evil, native). Do not recalculate base attack bonus, saves, or skill points.

Armor Class
The fallen gains a profane bonus to AC equal to its Charisma modifier.

Special Attacks

The fallen gains two claw attacks, a bite, and a special 'wing' attack. This represents their transformation as they are thrown to the ground. Use the below damages if the fallen does not have a natural attack. If it does use whichever is best.
Bite:

Size
Damage


Fine
1


Diminutive
1d2


Tiny
1d3


Small
1d4


Medium
1d6


Large
1d8


Huge
2d6


Gargantuan
2d8


Colossal
4d6



Claw:


Size
Damage


Diminutive
1


Tiny
1d2


Small
1d3


Medium
1d4


Large
1d6


Huge
1d8


Gargantuan
2d6


Colossal
3d6



Wings: The fallen’s wings turn to adamantine, reducing its flight maneuverability by one step but granting it the ability to attack with these razor sharp wings.


Size
Damage


Fine
1d2


Diminutive
1d3


Tiny
1d4


Small
1d6


Medium
1d8


Large
2d6


Huge
3d6


Gargantuan
4d6


Colossal
6d6


They also gain a special attack usable only on charge attacks, allowing them to spread their wings and make a single attack to everyone adjacent along the path of the charge, or he may make a special spinning attack, dealing this damage to everyone in the path of the charge. The Fallen may move up to the usual amount of speed allowed by a charge.

Corrupted Magic:
The fallen’s spell like abilities that were good turn to the evil alternate, but if there is not one then they lose it. New spell like abilities: At will: Blasphemy, desecrate, protection from good, unholy blight, unholy aura. (Thanks to D&DPrinceTandem for alternate idea).

Special Qualities
A Fallen retains all the special qualities of the base creature and gains those described below.

Spark of light: Fallen were once some of the highest paragons of good, and still carry some small amount of good, howerver minute, is still entwined with them. They do not suffer negative levels for wielding holy weapons etc, although they still take additional damage. Also they are immune to the effect of holy word. (Thanks again to PrinceT)

Befouled presence: All auras of the Fallen that would normally affect evil creatures now affect good creatures.

Holy Interdict: The fallen is barred from traveling to the upper planes, and entering holy places. The fallen can enter holy places with a DC 40 will save but can still not go to the upper planes.

Corrupted: All spell like abilities and spells used by the Fallen are ‘corrupted’. They gain the evil descriptor, and if they deal damage half is unholy (round down).

Abilities
Increase from the base creature as follows: Cha +4

Skills
Fallen have a +8 racial bonus on Bluff, Hide, Move Silently, Sense Motive, and listen checks. Otherwise same as the base creature.

Feats
Fallen gain Dark speech, Combat Reflexes, evil brand, vile natural attack, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment
Any besides upper planes

Challenge Rating
Same as the base creature +?

Alignment
Always evil (any).

Advancement
By character class, fallen can no longer progress to higher angel types.

Westhart
2017-05-08, 07:49 AM
The Elven Lord (http://www.giantitp.com/forums/showthread.php?521894-The-Elven-Lords-(epic-template)#post21931452)

Creating an elven lord.
"Elven Lord" is an inherited template that can be added to any creature with the elf subtype.

Size and Type
The creature’s type and size do not change.

Armor Class
The Lord gains a +12 sacred bonus to AC.

Special Attacks
An elven lord retains all the special attacks of the base creature and gains those described below.

Spell like abilities: At will: Detect magic, greater dispel magic, detect undead, speak with plants, speak with animals 3/day: Heal, Greater restoration CL 30th

Special Qualities
An elven lord retains all the special qualities of the base creature and gains those described below.

Weapon Experience: All elven lords have much experience with many things, especially weapons. They are considered proficient with any weapon they wield.

Grace: An elven lord adds their charisma to all saves and as a deflection bonus to AC.

Animal Empathy: As the druid ability, with a +8 racial bonus.

Blessings of Corellon Larethian: The elven god has granted these lords immortality, and he protects them from taint and vile damage.

Abilities
Change from the base creature as follows: +6 Dex, +2 Con, +12 Cha, +8 Wis, +8 Int

Feats: Weapon Finesse, Quick Draw, Iron Will

Masteries
All elven lords master a particular trade, granting them more abilities in their chose discipline.
Disciplines:

Religion: Elven lords who chose to master in religion have abilities that make even the most devote cleric bow his head before him. The lord can turn undead as a cleric equal to his hit die, he casts spells as a cleric of their HD and gains the following domains in addition to any he gains from Corellian: Magic, Knowledge, Elf. He gains a +12 racial bonus on knowledge (religion) and spellcraft checks along with extend spell. They are also among the wisest of the elves gaining a +4 to Wisdom.

Magic: The lord who devotes himself to magic has learned spell lore that most mages never even hear of. He casts spells as a wizard of their level (or sorcerer if preferred). And gains the following feats: still spell, silent spell, quicken spell, and two other feats a wizard could take as a bonus feat. In addition he can more easily adapt the costs of metamagic, reducing it by 1. The continuous study has given them a +12 racial bonus on knowledge (arcana) and spellcraft checks. Those who cast as wizards are some of the smartest elves, gaining a +4 to Intelligence, while those who cast as a sorcerer instead gain a +4 to charisma.

Master Scout: The lords of the hunt, these scouts have abilities to help them hunt down the enemies of the elves. They gain skirmish as a scout of their HD and favored enemies as a ranger of thier HD. In addition they gain favored enemy (orcs) as a bonus feat. Against favored enemies they may still use skirmish even if the target would normally be immune. They gain point blank shot, precise shot, manyshot, track, keen eared scout1, and improved precise shot. The time spent in the wild has given them a +12 racial bonus on Spot, survival, and listen skill checks. New spell like abilities: Find the path, veil, detect snares and pits, detect animals or plants. This time has made them wiser, and more agile giving a +2 to dexterity and wisdom.

Shadows: The lord of the shadows has mastered the art of the rogue, and he takes out any infiltration missions that the elves may need, and so often is battling the Drow instead of hordes of orcs. They gain sneak attack as a rogue of their HD, hide in plain sight, (any environment), and immunity to poisons. The training they have undergone gives them a +12 racial bonus on: sleight of hand, disguise, forgery, bluff, hide, and move silently checks. They also get any 2 ambush feats, sneak attack of opportunity. New Spell like abilities: At Will: superior invisibility and trueseeing at will. This training and time has given them a +4 to Dexterity.

Lorekeeper: The lorekeeper maintains the libraries of the elves, frequently knowing many secrets that have been forgotten in the stream of time. They gain a special lore ability (as the bardic knowledge ability) equal to hit die with a +12 racial bonus. They gain a +12 bonus on the following skill checks: appraise, craft (any), decipher script, disable device, forgery, knowledge (all), open lock, sense motive, and use magic device. They gain any four feats they qualify for, and can use forgery checks without a sample of writing and no increase to the DC. New spell like abilities: break enchantment, detect scrying, find the path, foresight, analyze dweomer, true seeing. These are some of the smartest and wisest of the elves, gaining a +4 to Wisdom and Intelligence.

The Dark: “You’re not scared of the dark, are you?” While an Elven lord that specializes in sjadows calls the dark an ally, this elven lord is the dark. Few see him, and those that do? Well, they won’t be telling anyone anytime soon. The Dark Lord (hehehe) gains a frightful presence out to 60’. Unlike most a succesful save only keeps others safe from him for 2d4 rounds. The DC is 10+½ HD+Charisma modifier. In addition the lord can see in any type of illumination (Even magical darkness) as if it was normla daylight. Within the range of his frightening presence the area has shadowy illumination. A light spell equal to ¼ the Dark Lord’s HD negates this for the duration of the spell, minimum 1 round. If the Dark Lord can cast spells they may cast one additional spell of each level that has the darkness tag. New Spell like abilitiies: Greater Darkness (heigtened to a 9th level spell), any one other spell with the darkness tag. They gain a +4 to charisma and dexterity representing the fluid grace of shadow.

Nature’s Guardian: These Lords carry the power of nature, and those who would defile it soon face their wrath. They are able to wildshape at will, and the forms available to them are those that would be available to a druid/master of many forms equal to HD, with them gaining abilities to a druid first until 20th and then applies to master of many forms. They gain a +12 racial bonus on survival, knowledge (nature), listen and spot checks. They have been imbued with nature’s wisdom, gaining a +4 to wisdom

Environment: As Base creature

Challenge Rating: Same as the base creature +3, and additional adjustment based off of mastery: Religion (ECl 1-8 +12, 9-15 +8, 16-20 +4), Magic (ECl 1-8 +12, 9-15 +8, 16-20 +4), Master scout (ECl 1-8 +6, 9-15 +4, 16-20 +2), Shadows (ECl 1-8 +6, 9-15 +4, 16-20 +2), lorekeeper (ECl 1-8 +4, 9-15 +2, 16-20 +0), Nature's guardian (ECl 1-8 +11, 9-15 +7, 16-20 +3)

Alignment: Usually Chaotic Good

Advancement: By character class, or if the Dungeon Master wants you could possibly give them another mastery…

Westhart
2017-05-08, 07:51 AM
Fae Blooded (http://www.giantitp.com/forums/showthread.php?522843-Fae-Blooded-(Bloodline)&p=21946343#post21946343)


Level

Minor

Intermediate

Major


1


Hide +2


2

Hide +2
Prestidigation 1/day


3


Charisma +1


4
Hide +2
Prestigation 1/day
Disguise self 1/day


5


Fey Affinity +2


6

Charisma +1
Minor Image 2/day


7


Bluff +2


8
Prestidigation 1/day
Disguise Self 1.day
Fey Heritage


9


Dexterity +1


10

Fey Affinity +2
Disguise self 2/day, speak with plants 1/day


11


Fey affinity +4


12
Charisma +1
Minor Image 2/day
Hide in Plain Sight


13


Move Silently +2


14

bluff +2
Charm Monster 1/day, minor image 2/day


15


Wisdom +1


16
Disguise self 1/day
Fey Heritage
Fey Legacy


17


Fey affinity +6


18

Dexterity +1
Seeming 1/day, speak with plants 2/day, Disguise self 3/day


19


Sense motive +2


20
Fey affinity +2
Disguise self 2/day, speak with plants 1/day
Feign Enchantment


Prestidigation: The fae blooded can cast presitidigation once per day as a caster of their HD [major], ½ HD [intermediate], ¼ [Minor].

Disguise Self: Fae blooded retain some of themagical blood of Faerie. They may casts disguise self 1/day as a caster of their HD [major], ½ HD [intermediate], ¼ [Minor]. At 10th level if they have a major bloodline they may use it 3 times a day at 18th. If they have an intermediate they can use it 2/day at 20th level.

Fae Affinity: The kin gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fey creatures..

Minor Image: Fae have the power to change their environments to appeal to others, at least at first. The Fae descended gain the ability to use Minor image 1/day as a spell like ability, caster level equals HD (major) or ½ (Intermediate). At 14th level a major bloodline can use this ability twice per day.

Fey Heritage: The relations to the world of Faerie has grown, they gain Fey Heritage1 as a bonus feat. If they already had Fey Heritage they can select any feat that they qualifiy for and requires it as a prerequisite.

Speak With Plants: Fae are drawn to the natural world, and they can use speak with plants 1/day as a spell like ability. Their caster level equals their HD {major} or ½ {Intermediate}. A Fae descended with a major bloodline can use this spell like ability 2/day at 18th level.

Hide in Plain Sight: The Fae blooded can use the hide skill in any natural terrain, even while being observed.

Charm Monster: The Fae’s natural charming is universal, they can use charm monster as a caster of their HD 1/day. This is a spell like ability.

Fey Legacy: The Fae descended gains fey legacy as a bonus feat.

Seeming: The Fae descended has learned how to help her close friends look different. She may now use seeming as a spell like ability once per day. Caster level equals HD.

Feign Enchantment: Fae blooded can absorb the energy of enchantment effects used on them, allowing them to know the intended effect. The Fae Blooded can then pretend to be affected, fooling even detect magic, arcane sight, and similar effects, since the absorbed energy is displayed in the Fae blooded aura for the duration of the effect or until the Fae blooded dismisses it. Only by winning an opposed Sense Motive check against the Fae Blooded Bluff check result can a viewer discern that she is not enchanted.

Westhart
2017-05-08, 07:52 AM
The Primal (http://www.giantitp.com/forums/showthread.php?522664-The-Primal-(Bloodline))
Whether from druids or inborn powers of nature, or possibly somthing else bearers of this bloodline slowly get closer to nature.


Level

Minor

Intermediate

Major


1


Listen +2


2

listen +2
Breathe like a fish


3


Constitution +1


4
Listen +2
Breathe like a fish
Speed of the Cheetah


5


Wild empathy +2


6

Constitution +1
Pounce


7


Spot +2


8
breathe like a fish
Speed of the Cheetah
Claws of the Savage


9


Strength +1


10

Wild Empathy +2
Jaws of the Crocodile


11


Wild Empathy +4


12
Constitution +1
Pounce
Scent of the beast


13


Survival +2


14

Spot +2
Tactics of the Wolf


15


Dexterity +1


16
Speed of the cheetah
Claws of the Savage
Spider’s Poison


17


Wild Empathy +6


18

Strength +1
Wings of the forest


19


Move silently +2


20
Wild Empathy +2
Jaws of the Crocodile
Senses of the Mole


Breathe like a fish: The primal gains the ability to breathe water and air equally well.

Speed of the Cheetah: Once per hour a Primal may take a charge action to move ten times his speed.

Wild Empathy: Instead of an affinity the Primal gains this which works as the druid ability except they gain a bonus as indicated on the table.

Pounce: After charging a Primal may make a full attack.

Claws of the savage: The primal gains a claw attack that deals 2d4+str damage x3 on a critical.

Jaws of the crocodile: The Primal gains a bite attack tha deals 2d8+1½ Str damage.

Scent of the beasts: The Primal gains the scent ability out to 30’

Tactics of the wolf: If the primal hits with a natural attack he may make a trip attack as a free action. (See wolf entry, page 283 of MM)

Spider’s Poison: A primal’s teeth now contain poison that does 1d4 Con/1d4 Con with a save DC of 10+½ level (major) or +¼ (intermediate)+Con modifier

Wings of the forest: The Primal gains a large pair of wings that give him a fly speed of 100’ (20 squares) and good maneuverability. How the wings look is up to the Primal, but it must look natural, such as bat wings or raven wings but not clawed or hooked like a devil.

Senses of the mole: You gain tremorsense out to 60’

Westhart
2017-05-08, 07:53 AM
Minotaur Descended (http://www.giantitp.com/forums/showthread.php?522966-Minotaur-Descended-(Bloodline))
The heritor of raids and rampages those descended from minotaurs are often social outcasts. After all no one wants to be reminded of the ghosts from previous winters.


Level

Minor

Intermediate

Major


1


Search +2


2

Search +2
Power Attack


3


Strength +1


4
Search +2
Power Atack
Powerful Build


5


Minotaur Affinity +2


6

Strength +1
Eyes of the minotaur


7


Spot +2


8
Power Attack
Powerful Build
Scent of the Wild


9


Constitution +1


10

Minotaur Affinity +2
Natural Cunning


11


Minotaur affinity +4


12
Strength +1
Eyes of the minotaur
Uncanny Dodge


13


Listen +2


14

spot +2
Horns of the minotaur


15


Wisdom +1


16
powerful build
scent of the wild
Hide of the Minotaur


17


Minotaur Affinity +6


18

Constitution +1
Awesome Blow


19


Intimidate +2


20
Minotaur Affinity +2
Natural cunning
Powerful charge




Power attack The minotaur can forego accuracy in violent attacks, so can the descended. They gain power attack as a bonus feat.

Powerful build: Like their ancestors before them the desceneded are powerful for their size. They benefit from Powerful Build, as the goliath ability of the same name.

Minotaur Affinity: Descended are recoginized by minotaurs as the become more and more like them. They gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with minotaurs.

Eyes of the minotaur: Those descended from minotaurs can see in the dark out to 60’ or if they already had darkvision it is increased by 30’.

Scent of the Wild: The descended gains the scent ability.

Natural Cunning: Like minotaurs they possess natural cunning. This gives them immunity to maze spells, can never be lost, and enables them to track enemies.

Uncanny Dodge: The Minotaur descended gains Uncanny dodge. They retain their dexterity bonus if caught flat footed or struck by an invisible attacker. If they already have this they gain Improved uncanny dodge, and their level for it is equal to their ECL.

Horns of the Minotaur: The descended gains a gore attack that deals 1d8+Strength modifier.

Hide of the minotaur: A thick strong hide covers the descended granting them +1 natural armor. This stacks with other natural armor bonuses.

Awesome blow: The descended gains awesome blow as a bonus feat. (They meet the prerequisite of being large due to powerful build) Creatures that are not large or bigger gain improved bull rush instead.

Powerful Charge: When the minotaur descended charges they gain an additional +2 to hit and damage. This stacks with the normal benefits of a charge.

Westhart
2017-05-08, 07:55 AM
Vampiric (http://www.giantitp.com/forums/showthread.php?522967-Vampiric-Bloodline)
Vampiric can claim a vampire at some point in their ancestry. Often this manifests in pale features with dark hair and some will believe that they are vampires due to the physical appearance of a Vampiric.
Skills: Hide, Move Silently, Bluff, Sense motive,
Abilities: Strength Dexterity Charisma


Level

Minor

Intermediate

Major


1


Hide +2


2

Hide +2
Night Sight


3


Charisma +1


4
Hide +2
Night Sight
Ascent of the Vampire


5


Undead affinity +2


6

Charisma +1
Undeath’s Foul Friend


7


Move Silently +2


8
Night Sight
Ascent of the Vampire
Bite of the Vampire


9


Dexterity +1


10

Undead affinity +2
Form of the Vampire


11


Indead affinity +4


12
Charisma +1
Undeath’s Foul Friend
Fast Healing


13


bluff +2


14

Move Silently +2
Damage Reduction


15


Stength +1


16
Ascent og the Vampire
Bite of the Vampire
No rest for the wicked


17


Undead Affinity +6


18

Dexterity +1
Gaze of the Night


19


Sense motive +2


20
Undead Affinity +2
Form of the Vampire
Breath of Undeath



Night Sight: The Vampiric gains darkvision out to 60’ or its previous increases by 30’.

Ascent of the Vampire: The Vampiric can climb sheer surfaces as if under the effects of a spider climb spell.

Undead Affinity: As the vampiric gets closer and closer to its undead heritage they deal better with undead, gaining the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks dealing with undead.

Undeath’s Foul Friend: You gain Undead Empathy1 as a bonus feat.

Bite of the Vampire: The vampiric possesses the ability to drink blood like a vampire. If it pins the foe it drains blood, dealing 1d4 points of Constituition per round the victim is pinned. For every (1 for major, 2 for intermediate, 4 for minor) point(s) of damage the vampiric gains 5 temporary Hit points. These last for 1 minute per level (every two for intermediate, every four for minor). The DC is 10+Charisma modifier+(½ for major, ¼ for intermediate and ⅛ for minor) level.

Form of the Vampire: When the Vampiric gains this ability they must choose bat, dire bat, wolf, or dire wolf. This takes a standard action, but otherwise works as the polymorph spell (except they do not regain HP)

Fast Healing: The Vampiric gains fast healing equal to ¼ their level depending on bloodline strength.

Damage Reduction: The Vampiric gains DR overcome by silver and magic items. This DR is equal to ¼ their level depending on bloodline strength.

No Rest for the Wicked: The Vampiric gains immunity to fatigue and exhaustion.

Gaze of the Night: By using a standard action the vampiric can chain another to its will. This works as the dominate monster spell as a caster of ½ or ¼ their level depending on bloodline strength. The range for this gaze is 30’ and the DC.

Breath of Undeath: A Vampiric gains many of the traits that undead have. They have an immunity to death from massive damage, nonlethal damage, abilitty drain/damage to physical ability scores, and do not need to eat, breathe, or sleep. In addition if a vampiric that has reached this stage dies it automatically comes back as a vampire one week later.

1Ebberon Campaign Setting

Westhart
2017-05-08, 07:56 AM
Lycanthrope Kin (http://www.giantitp.com/forums/showthread.php?523501-Lycanthrope-Kin#post21967748)


Level

Minor

Intermediate

Major


1


Listen +2


2

Listen +2
Iron Will


3


Wisdom +1


4
listen +2
Iron Will
Claws of the Night


5


Lycanthrope Affinity +2


6

Wisdom +1
Bite of Nature


7


Spot +2


8
Iron Will
Claws of the Night
Multiattack


9


Intelligence +1


10

Lycanthrope affinity +2
Call of the Wild


11


Lycanthrope immunity


12
Wisdom +1
Bite of Nature
+2 Natural Armor


13


Move Silently +2


14

Spot +2
Speed of the Heritor


15


Charisma +1


16
Claws of the Night
Multiattack
Animal Form


17


Lycanthope Affinity +6


18

Intelligence +1
Improved Natural Attack


19


Hide +2


20
Lycanthrope Affinity +2
Call of the Wild
DR 5/silver



Claws of the night: The Lycanthrope Kin gains a claw attack that deals 1d8+1½ Str modifier and threatens on a 18-20
Lycanthrope Affinity: The kin gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with lycanthropes.
Bite of Nature: The kin gain a bite attack that deals 1d6+str modifier damage. In addition the bite contains a chance to give the attacked creature lycanthropy. On a roll of 1 on a d6 the creature is subject to the effects of lycanthropy. The save for this is 10+½ level [major bloodline]+Con modifier or +¼ for an intermediate bloodline.
Call of the Wild: The lycanthrope kin have the keen senses of a lycanthrope. They gain low light vision and the scent ability. If they have low light vision already the multiple that they can see further is increased by 1. (Worded this way so it can stack with superior low light vision and things of that nature.
Speed of the Heritor: The Lycanthrope Kin heritage affects their speed, giving them one of the below benefits. Players should choose one that fits with their chosen lycanthrope.

Fast land based creatures: +10' to land speed
Climbing creatures: Climb speed equal to 1/2 land speed.
Aquatic Creatures: Swim speed equal to 1/2 land speed
Burrowing animals: They gain a 5' burrow speed, although they are not able to breathe unless adjacent to a space that contains open air.


Animal Form: The descended gain the ability to shift into the animal of their heritage, once the animal is chosen it can not be changed. This works as the alternate form possessed by lycanthropes although they do not have a hybrid form. The shifting is completely controlled by the descended.

Westhart
2017-05-08, 10:08 AM
Legendary Items:
These are in a sort of half done state, some are some are not, and may be campaign specific but I was making them so felt I should share 'em. More to come as I work through the horde of self assigned homebrew :smallbiggrin: Please keep in mind these are artifact/epic level items

Leg Bone of the Martyr (Major Artifact)
This +3 disrupting, holy, ghost touch, sudden stunning club seems to have no magical properties except in the hand of a good character. Indeed it does not even recognize by detect magic or other similar spells unless if cast by a good character. The wielder of this club can heal wounds with a touch of it, and the club is able to heal up to 500 points of damage each day, although only nonevil creatures can be healed. On the flip side the club can be used to damage evil creatures by the same amount, although it comes from the same pool as the healing. These points may be split up as the wielder chooses. For the purposes of harming undead, evil outsiders, or creatures with the evil subtype, the points invested do twice the damage. For example if a paladin was using this then they could use 50 points out of the 500 to deal 100 if attacking a vampire.

The War Master’s Armor

Blood Plate (Major Artifact)
This studded armor is the color of freshly spilt blood, and just on the edge of scent one seems to smell the carnage of the battleground. When the Draen Paladins had to take down the avatar of Hel, the god of war, this was the armor he wore. The armor is made out of a strange material that seems to be similar to dragonhide. What the material is is unknown, and for some reason if cut into or a piece is taken off then it instantly attaches back to the armor. This full plate does not have gauntlets, boots, or a helm as it is part of a magical set that the avatar of Hel wore. Rumor has it that Hel himself wears armor similar to this.
Blood Armor is full plate with the following Abilities:

Fire, acid, and sonic Immunity
Never reduces speed even though full plate
No arcane spell failure chance, maximum dexterity bonus, or armor check penalty
Immunity to Constitution Drain/Damage, and bleeding effects.
Falling Damage is reduced to ¼ the normal amount.
Blood absorption: Whenever the wearer of the armor kills someone he gains temporary HP equal to 5*HD of the slain creature. In addition when he grapples a creature they take 2d4 Constitution damage a round.
DR/ Epic and Good equal to ½ Constitution Score.

Stats: +10 Heavy Fortification, called1, freedom1, bane blind (good ousiders)1 ghost touch, negating2 Full Plate with +7 unholy power2 armor spikes.

Gauntlets of the Vampire (Major Artifact): These bladed gauntlets constantly weep fresh blood, and what seems to be the faint screams of women and children can be heard on the edge of hearing.

The bladed gauntlet deals 2d6 damage and threatens on a 18-20 x2
It has the dread2 ability against any creature it hits.
Any damage the gauntlets deal is ‘vampiric’ it heals the wielder of an equal amount.

Stats: +10 Vorpal, speed, unholy, anarchic, ghost touch, wounding cold iron bladed gauntlets

Boots of the Torn Earth: These boots are a dull clay color wit what seems to be veins of blood running through them.

The wearer's land speed is increased by 10' per 3 character levels
The wearer gains a +5 bonus to jump checks per level of the wearer.
The wearer no longer takes fall damage, while wearing the boots.
Once a minute the wearer may move up to ten times his normal speed.
As a move action the wearer of the boots may stomp the ground, resulting in a deadly shock wave. All enemies within 1/2 level*5 feet take 1d6/point of str bonus and must make a reflex save (DC= 10+1/2 level+Str modifier) or be knocked prone and stunned for 1 round.


Helm of the Destroyer: This helm is similar to that worn by Spartans, although the iron has been permanently stained from the fluids of its enemies.

Imploding Gaze: As a free action the wearer may target a subject within sight, who is subject to the effects of an implosion spell, DC 45.

The War Master’s Armor is a set of magic artifacts that grants bonuses based off the number of pieces possessed.
2: +15 on intimidate checks, true seeing always active
3: +8 Bonus to initiative, constant haste effect
4: Aura of terror: all enemies within 180’ are shaken unless the succeed on a will save (DC 30+wielders ranks in intimidate.

Cjolner, The Shadow Blade
Legend has it that in the beginning before ink ever touched parchment, that the lord of shadows was a lord of good, a brother to that of light but he was slain. The body was never recovered and some says that when the god died there was not a body, only an entire plane made of pure shadow and at its center, a black sword. At least so some legends say about the sword. The handle seems to be made of a pale bonelike substance (some whisper godbone) but the blade jutting from it is pitch black, a black so dark that no light has shone through. The Sword can transmorph itself, fitting the wielder and becoming whatever the wielder wishes. It can even become a bow if the owner wishes although when it does so the components of the bow are made of the strange pearly white substance and the arrows are void black. Usually when found the weapon is either a greatsword or longsword with an elven inscription carved into the hilt. At least it is believed to be elven, based on some familiarities but if so it is an elven so old that even the gods can not read it. Recently a smith has declared that he has found a material similar to that the blade is composed of, but whether it is true or not remains to be seen.
This item is very powerful, but then it is exposed to contain a god from ages that most other gods do not remember.
Cjolner has the following properties:
+6 morphing*, enshadowed*, holy, ghost strike, long sword (the weapon can change, longsword is usual state without a wielder)
In addition it has these properties:

Any evil creature struck by the weapon must make a Fortitude Save (DC 35+Wielder's Charisma bonus) or die. The body turns to a shadow that slowly fades away. Only divine intervention can bring back a creature this way.
Any evil creature that is native the the Plane of Shadow is instantly destroyed (as above; no save; even divine intervention can not bring back) and the runes engraved onto the hilt flash a searing white (no effect, just visual). For every creature destroyed by this ability the sword gains a +1 to a mental stat of its choosing, and the wielder gains a +1 to a physical stat of his choosing.
Spell Like abilities: Always active: Detect Shadow Born1, Detect Evil, Detect Good, Detect Law, Detect Chaos, Detect Undead, deeper darkness (heightened to 9th level)
The weapon’s attacks do a strange effect on damage. ¼ of the damage that would have been dealt is Dexterity Drain, ¼ Strength drain, ¼ Constitution Drain, an\d the last ¼ is normal damage. This affects only evil subjects.
Overcome DR: The weapon overcomes any DR it encounters
Against good creatures the weapon only deals subdual damage, and they are pushed back 5’ away from the wielder if it is safe for them to do so. This movement does not provoke an AoO. EX: You can not knock off a cliff, into lava etc although the sword does not distinguish between friendly opponents or not (besides using ts detect evil and other abilities of that nature) so you could knock a good opponent towards a nearby ally to deal with;

Cjolner is an intelligent weapon, it’s alignment is CG but it is willing to work with either a NG or LG creature. If it is found by a CG creature the creature may bond with it in a special ritual. Each step takes 1 hour per level of the wielder, but has no costs besides that. A wielder must meet the requirements of a step and have completed the previous to gain the next.

Shadowed: The wielder can see in darkness and magical darkness as if plain daylight, they now suffer no effects due to a lack of light. (Meaning they can see in color and out to as far as they could in daylight.) If the creature had light sensitivity or a related issue it is permanently removed.
One in Mind: The wielder gains the mental scores of the sword, although his personality is still different.

More Steps To Come

Death’s Tears (Major Artifact)
These ice cold shards are said to be those of Death himself, his cold heart shaken. The shard easily fits in the palm of a human, extending slightly off the edges of the palm due to its extended shape. Touching this item deals 1 point of damage a minute, but it is wise to keep these if one finds them. They give a +4 on all checks to avoid dying (Such as the fort save against massive damage) and against energy drain, death effects, or ability drain. If the possessor dies his body disappears in a flash, causing all within 30’ to make a fortitude save (DC 30) or be permanently blinded. The possessor is actually taken into the gem, which turns from glass clear to a pale blue. If the item is broken (Hardness 4, HP 27) or a special ritual is performed (depends on numerous factors, such as alignment, individual tear, etc) the possessor is Resurrected per true resurrection. If a tear is ever broken it reforms in 1d4 rounds. The resurrection gives the person resurrected new powers. They may cast any one spell with the death descriptor 3/day as a CL of their HD, they gain a +4 to all ability scores, and may select a detect spell to always be active as an extraordinary ability, (Such as detect undead). The same tear only gives the ability score bonus once to a given character.

Staff of the Ruby Lord
This crimson staff is made of pure ruby, and is exactly 8’ long. Not even an eighth of an inch off, whoever (or whatever) created it was unnaturally precise. If measured the staff is exactly 1” in radius, every possible measure is exact. The rod has the following abilities:

Spell Like abilities: At will: Protection from chaos, magic circle against chaos, dictum
Smite Chaos: The wielder of the staff may make smite attack against a chaotic aligned creature a number of times equal to ⅓ his level per day. Otherwise this works as the Paladin ability of the same name.
Spell Immunity: The wielder is immune to any spell with the chaotic descriptor.
Persist: Any spells that the wielder casts on a lawful subject that is beneficial and has a non instantaneous or permanent duration lasts 24 hours. If the wielder has a spell cast on him by a lawful character he may choose to have it persist. There is no change to the level of the spell.


1Magic Item Compendium
2Epic Level Handbook

Westhart
2017-05-08, 11:15 AM
Fae Bard (http://www.giantitp.com/forums/showthread.php?524283-The-Fae-Bard&p=21992011#post21992011)
“Keep that away from meeeee!” --A Fae bard being chased with cold iron.
Hit Die: d6.

Requirements
To qualify to become a fae bard, a character must fulfill all of the following criteria.
Alignment: Any nonlawful
Skills: Perform (string instruments) 8 ranks, and either perform (wind instruments) 8 ranks, or Perform (oratory) 8 ranks
Class Features: Bardic music 3/day
Feat: Fey heritage or Fey creature type.
Special: The character must have encountered at least 4 different creatures with the Fey type.

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)

Skill Points at Each Level: 6 + Int modifier

Fae Bard


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+1
+0
+2
+2
Bardic Music, Bardic Knowledge, Cold Iron Aversion


2nd
+2
+0
+3
+3
Fey Evolution (Nixie’s Breath)


3rd
+3
+1
+3
+3
Song of Nature’s Order


4th
+4
+1
+4
+4
Fey Evolution (Bite of the Glaistig)


5th
+5
+1
+4
+4
Grig’s Fiddle


6th
+6
+2
+5
+5
Fey Evolution (Blinding Beauty)


7th
+7
+2
+5
+5
Chord of Anarchy


8th
+8
+2
+6
+6
Fey Evolution (Touch of the sirine)


9th
+9
+3
+6
+6
Flute of the Banshrae


10th
+10
+3
+7
+7
Fey Evolution (Mind Freeze Aura), Fey Heritage



Class Features
All of the following are class features of the Fae bard.

Weapon and Armor Proficiency: Fae Bards gain no additional weapon or armor proficiencies.

Bardic Music: For every level of Fae Bard they gain an additional bardic music a day.

Bardic Knowledge: Fae Bard levels stack with any other levels for the bonus to bardic knowledge, lore, or similar abilities.

New Bardic musics (Songs): Any new songs gained by a fae bard costs 1 music use (unless stated otherwise), and the DC’s equal the perform modifier of the Fae Bard.

Cold Iron Aversion: The Fae blooded gains some protection against most weapons. He gains DR/ Cold Iron equal to his character level. When he is attacked by a cold iron weapon he takes double the base damage, and the threat range against him is doubled. This stacks with other range increases (keeping in mind two doubles is a triple and so on). Finally she becomes immune to critical attacks from non-cold iron weapons, but the critical multiplier of a cold iron weapon is increased by 1.

Fey Evolution: At every level except first, fifth and tenth the Fae bard evolves to gain some of the abilities they possess. In addition for every time they experience this evolution they gain a +1 bonus on any charisma checks/skills that have to do with Fey. The Fae Bard may make an individual immune to the effects of any of its evolutionary powers by taking 1 hour to do so. The individual to gain immunity must be present the entire time. A fae bard may revoke this as a move action, and the person it is being revoked from does not need to be present.

Breath of the nixie: A Fae blooded becomes amphibious, able to breathe in both water and land, just like a nixie.

Bite of the Glaistig: A Fae bard can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained.

Blinding Beauty: Any humanoid within 30’ of a Fae bard must succeed on a fortitude save (Dc: 10+½ level+charisma modifier) or be blinded permanently as the blindness spell. They may Suppress or resume this ability as a free action. The Fae Bard may take one hour to make a creature immune to this although they must be present for the entire hour. The Fae Bard may revoke this as a move action.

Touch of the Sirine: With a touch attack a fae bard can deal 1d4 intelligence damage (2d4 on a crit), or they can heal 1d6 intelligence damage caused by this ability or by an actual sirine. Fae vard’s are immune to the touch of a sirine.

Mind Freeze Aura: As her connection to the fae increases a Fae bard gains access to a Frostwind virago’s Mind freeze aura. At the end of each of a Fae bard’s turns, creatures within 30 feet of her must succeed on a Will save (DC=10+¼ level+Charisma modifier) or be shaken for 1 round. Those who fail by 5 or more are dazed and shaken for 1 round, and those who fail by 10 or more are saxed, shaken, and stunned for 1 round. The Fae blooded can suppress this ability at will as a free action and is immune to other mind freeze auras.

Song of Natural Order: As long as the bard concentrates on his music and two rounds after he can use this song. It grants any creature within 60’ that does not have the outsider (Nonnative), aberration, or undead type gains temporary hitpoints equal to 2d6/level of the bard. These HP are replenished each round although they do not stack with each other. Animals, plants and fey instead gain 4d6/level. Undead, outsiders (nonnative), and aberrations take 2d8/level damage a round. Will save for ½ damage.

Grig’s Fiddle: When the Fae Bard may use a bardic music attempt and play a stringed instrument, any foe within 30’ must make a will save or be affected as though by Otto’s irresistible dance for as long as the bard plays.

Chord of Anarchy: Fey tend toward chaos, the Fae bard may expend a bardic music and effect all lawful creatures with the effects of a word of chaos spell. In addition outsiders with the lawful subtype are affected as if by a banishment spell.

Flute of the Banshrae: The Bard may use a bardic music ability to produce one of the below affects. It works out to 60’ and enemies may make a will save to ignore the effects. The effects last as long as the bard concentrates.

Dread Dirge: This mournful tune creates deep unease. Affected creatures are shaken. This is a fear effect.
Gibbering Sing-Along: This melody forces listeners to blather meaningless sounds. Affected creatures fail Move Silently checks, give away their positions if invisible or hidden, cannot talk, and cannot cast spells that have verbal components.
Traveler’s Tune: This ditty forces affected creatures to move at least 20 feet on their turns.


Fey Heritage: The Fae Bard gains the Half Fey (http://www.realmshelps.net/monsters/templates/halffey.shtml) template.

Echo of the Fae bard (Su): Long ago there was a nymph who loved to make sound, music was her favorite. She played so well that even the gods bent to her will. The queen of gods had become jealous of this nymph and cursed her to disappear from sight, and only to be able to repeat what others had said, never to be better than what others around her had been. Either true or false a 10th level Fae Bard can make one of his Bardic music effects last for the day, although the bard no longer needs to concentrate on the song and can even begin a new song at the same time. The bard can only have two songs playing at any point in time, but may passs a song to his echo, overriding the old one.

Westhart
2017-05-08, 12:29 PM
New materials
This is where I am going to put all the material ideas that pop into my head. As always feel free to post your own :smallsmile:

Nether Coal: Mined from a small location in the nine hells that Asmodeus himself keeps secret this coal has very potent abilities when used as an item for smithing, it gives the unholy property to any weapon it is used with, but the property is an extraordinary effect. The true powers comes when the coals are lit by themselves, making a black flame the color of the void. When a weapon that has already been made is plunged into these fires the weapon gains new abilities. These abilities are all extraordinary.

Weapons with no alignment property (a plain sword etc) become unholy
Unholy items threat range is doubled, and the multiplier increased by 1
The most powerful weapons made are those that once were powerful tools of good. These weapons gain the unholy power, threat range is double, and the multiplier is increased by 1. In addition any creature with a good alignment must make a fortitude save (DC 45) or be destroyed completely as the weapons black flames consume them. nothing short of divine intervention can restore a creature so destroyed.

Note: This is along artifact power.

Westhart
2017-05-15, 08:04 AM
Spells
Detect Shadow Born
Divination
Level: Cleric 0
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./ level (D)
Saving Throw: None
Spell Resistance: No
You can sense the presence of creatures native to the plane of shadow. The amount of information revealed depends on how long you study a particular area or subject.
1st Round
Presence or absence of creatures native to the plane of shadow.
2nd Round
Number of shadow born in the area and the HD of the strongest present
3rd Round
The power (HD) and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Westhart
2017-05-15, 08:08 AM
New Armor/Weapon Properties
Enshadowed: Weapons with this property attack as touch attacks. In addition they let the wielder shadow walk (as the shadow dancer ability) a number of feet equal to 5*CL. Armor with this property add their armor bonus to touch attack AC and allow the shadow walk ability as above.
+5 bonus (weapons), +3 (armor)
Morphing: Weapons with this property resize to be the size of their wielder, and may change to any weapon that the wielder wishes. Armor with this property may switch to any type of armor (made of the same material, ex: plate could not become leather unless dragonhide etc)
+1 bonus (weapons), +2 bonus (Armor)

Westhart
2017-05-18, 02:09 PM
The Lord Smith of Avefrule (http://www.giantitp.com/forums/showthread.php?524054-The-Lord-Smith-of-Avefrule#post21983513)
Hit Die: d8, seen a scrawny smith, eh?

Requirements
To qualify to become a Lord Smith, a character must fulfill all of the following criteria.
Skills: Craft (weaponsmithing) 13 ranks, Craft (Armorsmithing) 13 ranks, Craft (Metalworking) 10 ranks
Feats: Any Item Creation feat, Exotic weapon proficiency (any)
Special: The character must have completed all the following.

Crafted 12 masterwork weapons
Crafted 4 masterwork suits of armors, at least one being full plate
Crafted two masterwork shields
Out of the above 18 items, 2 must have been mithral, two adamantine and two of any other special material.
A two month apprenticeship under another lord smith and earn that smith’s approval; at this point they become part of the guild and may begin taking levels in the class.

Class Skills: The Smith Lord’s Class skills (and key modifiers for each) are: Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable device (Int), Gather information (Cha), Knowledge (all), open lock (Dex), sense motive (Wis), Speak language, Use Magic Device (Cha)

Skill Points at Each Level: 6 + Int modifier

The Lord Smith


Level
Base Attack Bonus
Ref Save
Fort Save
Will Save
Special
Class Features


1st
+1
+0
+2
+2
Versatile smith, Hammerborn, By My Own Hand, Skill of the Forger



2nd
+2
+0
+3
+3
Material specialization, Body of the Forge (Fire resistance 10)
Class Features


3rd
+3
+1
+3
+3
Item Creation Feat, Master metalists (one)



4th
+4
+1
+4
+4
No time to wait, Blue Shining, trust the metals
Class Features


5th
+5
+1
+4
+4
Increased Modification Capacity, Refined Materials



6th
+6
+2
+5
+5
Master Metalist (two), Body of the Forge (Fire resistance 20)
Class Features


7th
+7
+2
+5
+5
Item Modifications, Mjolner, Quake 3/day



8th
+8
+2
+6
+6
Item Creation Feat, Mastercraft Weapons and Armor
Class Features


9th
+9
+3
+6
+6
Master metalists (three), Light armors and Weapons



10th
+10
+3
+7
+7
Body of the Forge (Fire Immunity), Hand and Mind of Creation
Class Features


Armor and weapon proficiency: Lord Smith’s are proficient with any weapon; they may primarily make weapons but they are required to train with them, so they can protect the guild from attacks. This happens frequently, raiding guilds after some of the legendary weapons or armors the guild collects or makes. The guild does not care whether the Lord Smith is a fighter, a psion or a wizard, the sword training is mandatory.

Class Features: At each even level you gain class features and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. The specific class features you gain include spells per day (and spells known, if applicable), improved chance of turning or destroying undead, metamagic or item creation feats, bonus feats, monk special abilities, sneak attack progressions, and so on, depending on the class. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a lord smith, you must decide to which class to add each level for the purpose of determining class abilities

Versatile smith: A 1st level smith has been in the trade so long his mind instantly disassembles how to craft something and applies it to something else. From now on, every 5 points in a craft skill give a +2 bonus on all other craft checks. In addition for the purpose of making craft checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any craft category. This applies only to checks to deal with metal, such as goldsmithing, metalworking etc.

Hammerborn: The smith may treat the warhammer as a light weapon for all purposes, including TWF.

By My Own Hand: When wielding a weapon that the Lord Smith created he adds his level to attack rolls and 1/2 his level to damage rolls.

Skill of the Forger: The Smith may add any of the below properties to a weapon he makes with an increase to the masterwork DC as noted in each description. If the property is marked with an asterisk (*) then it can be added to a weapon after its creation. To add a property the smith requires 30 minutes per point the masterwork DC is increased by (can only be added to masterwork weapons) and he must succeed on a craft check for the masterwork component (but not the actual weapon).

Caster Armor: For every 5 points the Lord Smith increases the masterwork DC of the armor he is making he reduces the armor spell failure chance by 5%

Lightweight: Armor with this property has its weight reduced by 20% or 1 lb, whichever is best. This increases the masterwork DC by 5, and if added to an armor with no ACP or speed reduction a character (such as a monk) that can not use abilities in armor may use it and still gain the normal abilities, as if they were not wearing armor at all.

Razor edge*: Weapons with this property have +1 to damage per 8 points that the masterwork DC is increased.

Reinforced*: Armor with this property has +1 to its armor bonus per 8 points the masterwork DC is increased.

Enfolded: Weapons with this property are incredibly hard, and almost impossible to break. For every 2 points the masterwork DC is increased it gains +2 hardness and +10 HP.

Serration: These weapons are cruel looking, brutally ripping the skin when they are used. For each points the masterwork DC is increased the weapon causes 1 point of bleeding damage with each attack. This damage stacks and continues to bleed until the target receives a healing spell or a heal check (DC: 15+number masterwork DC was increased by for serration ability).

Greater Serration: (Requires serration) A weapon with this property has its critical hit threat range increased by +2 and its multiplier by 1 per 10 points that the masterwork DC is increased.

Mobility: For every five points the Masterwork DC is increased by, the max dexterity is increased by 1.

Form fit: This armor has been specially tailored to a certain individual. For every 3 points the smith increases the master work DC by the ACP is reduced by 1. In addition for that person the time it takes to don the armor is halved. If someone is trying to don armor with this property that was not made for them the benefits are inverted. This stacks with the bonus from masterwork armor.

Metal Inlay*: The Smith can alloy weapons but sometimes he is requested to modify an old weapon, such as a family heirloom. When such an item needs another metal type to overcome a creature’s defenses, instead of reforging it the smith may inlay the blade with a specific metal. He must make a DC 20 craft (weaponsmithing) check. If successful he inlays the silver beautifully, making it look like it was part of the blade’s original design.

Compact: A Lord Smith adding this to a weapon makes it one handedness lighter, from two handed to one handed and one handed to light. This can not be added to bows, but if added to a crossbow it functions as one lower (Such as heavy to light and light to hand). A crossbow with this property does not suffer a penalty for being used one handed.

Personal Grip*: The smith may add a personal grip to a weapon, giving a +1 bonus to attack rolls and an additional +1 to disarm attempts (including checks to avoid being disarmed) per 3 points that the DC is increased. Others using the weapon suffer the inverse of the bonus, taking it as a penalty. It takes a bace DC of 20 to ad said grip.

Basket Hilt: The Smith may add a basket hilt to the sword, helping protect the wielder's hand and to help him form having his sword taken. The wielder gains a +1 bonus to AC (shield) and a +2 bonus to avoid being disarmed per 5 points the craft DC is increased by.
I am thinking on others (such as the basket hilt) atm.

Material Specialization: A Lord Smith never increases his crafting times for weapons made out of a special material such as adamantine, instead acting as if the item was made of steel.This counts only for crafting times, not for spells such as major creation, or the costs of the item, which remains the same.

Body of the Forge: As the Smith becomes more and more used to the fires and heat of the forge he gains fire resistance 10. At 6th level this becomes fire resistance 20 and at 10th he gains immunity to fire.

Item Creation Feat: The smith gains an item creation feat that they meet the prerequisites for.

Master metalist: The lord smith can now alloy metals together. At 3rd level he can alloy one metal into a weapon (made of 2 metals), at 6th he may alloy in two different metals (resulting in a item made of 3 metals), and at 9th may add in three metals (Resulting with 4 total). The item has the properties of all the metals except for hardness and hitpoints, taking the best of these. AOKost has compiled a monstrously immensely wonderful list of materials here. Happy Forging :smallwink: (https://docs.google.com/document/d/1KhbGy01kAfRlrBbg0R7h7XYszd5S2xgkjNpgJuqlGq4/edit?usp=sharing)

No time to wait: A lord smith frequently has orders coming in by the boatload, his weekly progress is now doubled for using the craft skill and magical items take half as long to create. In addition when using the craft skill his weekly progress is counted in gp and daily in sp.

Blue Shining: The Lord Smith has mastered the craft of applying a special alchemical item made by the guild’s alchemist (another PrC coming at some point). This gives the items a faint blue sheen, and permanently protects it against acid damage and rust effects.

Trust the Metals: A Lord Smith trusts armor more then he does his own mother... well almost. The armor bonus provided by armor is increased by 1/3 his class level, and once per round he may attempt to deflect an attack with it. He makes an opposing attack roll, and if better he deflects the blow. This works as a normal attack roll except the Lord Smith gains his intelligence bonus on it.

Increased Modification Capacity: When creating a weapon (and using Lemmy’s Custom Weapon Generation System (http://www.giantitp.com/forums/showthread.php?500649-Lemmy-s-Custom-Weapon-Generation-System)) the craft points a weapon can have is increased by ½ the lord smith’s intelligence modifier.

Refined Materials: The Lord Smith sometimes needs better materials than those provided him. The refining process takes 1 hour per 10 pounds of material (Minimum 1 hour), and the smith must make a craft check. They can use metal working as standard, weapon and armor smithing at a +2 increase to the DC or alchemy with a +4 increase to the DC. The base DC is 20 for a one stepped refined metal, and increases by 10 per additional step. The metal's hardness increases by 5/step, and HP by 10/step. In addition the benefits that a material gives (such as DR) the benefit is x2 on the first step, x3 on 2nd and so on. This includes an increase to max dex, a decrease to ASF and other factors.

Item Modifications: When using the craft skill to make weapons or armor the smith may add “magical” Abilities to the weapon. These are extraordinary in nature thus they function normally in dead magic zones. They may add an amount of bonuses on one item equal to ½ their intelligence modifier, and they may not add enhancement bonuses only special abilities. These do not count as magic for synergy abilities, or other things of that nature. This enables a nonmagical keen, but if the smith wants flaming they need to have a metal with an innate link to fire, otherwise they can not get it.

Mjolner: Weapons created by the lord smith now have some of the legendary might of one of the most powerful hammers. Hammers he makes have the threat range increased by 1/2 his level and the multiplier by 1. The increased threat range stacks with, but is not doubled by, the keen weapon special quality or the Improved Critical feat.

Quake: As a full round action the smith may slam his hammer to the ground, resulting in a deadly shock wave. All enemies within 1/2 level*5 feet take 1d6/level+2*str damage and must make a reflex save (DC= 10+1/2 level+Str modifier) or be knocked prone and stunned for 1 round.

Mastercraft Weapons and Armor: The Smith can make weapons that are even better then masterwork, although for purposes that require masterwork (such as enchanting) they qualify as if masterwork. Each degree of masterwork has a different DC and better benefits as below, and an item can not be Mastercraft and masterwork.


Degree
DC
Armor Benefits
Weapon Benefits
Item Benefits


1
20
ACP -1 (min 0), -5% ASF
+1 inherent bonus to attack rolls, +10 hp, +5 hardness
+5 bonus


2nd
30
ACP -2 (min 0), max dexterity bonus +1, +10 HP, -10% ASF
+2 inherent bonus to attack rolls, +1 inherent bonus to damage, +1 threat range, +20 hp, +10 hardness
+10 bonus


3rd
40
ACP -3 (min 0), max dexterity bonus +2, +20 HP, -15% ASF
+3 inherent bonus to attack rolls, +1 inherent bonus to damage, +2 threat range, +30 hp, +15 hardness
+15 bonus


4th
50
ACP -4 (min 0), max dexterity bonus +3, +30 HP, -20% ASF
+4 inherent bonus to attack rolls, +2 inherent bonus to damage, +3 threat range, +40 hp, +20 hardness
+20 bonus


5th
60
ACP -4 (min 0), max dexterity bonus +4, +40 HP, -25% ASF
+5 inherent bonus to attack rolls, +2 inherent bonus to damage, +4 threat range, +1 Critical multiplier, +50 hp, +25 hardness
+25 bonus


Same Pattern
Same Pattern
Same Pattern
Same Pattern
Same Pattern


The increased threat range.multiplier stacks with, but is not doubled by, the keen weapon special quality or the Improved Critical feat. The item gains a bonus as indicated in addition to that it normally grants.

Light Armor and Weapons: Most nobles value finesse over brute force, and the smith usually makes custom weapons for the nobility. Someone using a weapon made by the smith may add their dexterity instead of strength to attack and damage rolls. Unfortunately the nobility likes to go to war, usually dress like a large bucket. The Smith’s craft has come to factor in this; any armor he makes has its weight reduced by ¼ (25%), the ACP is 2 lower, the ASF is reduced by 10%, and the wearer’s speed is not reduced. In addition they count as one category lighter; such as heavy to medium and medium to light (minimum light).

Hand and mind of Creation: The Lord Smith pays only 50% of the xp cost for creating magic items, the GP cost is reduced by 10%, and he is always counted as having any prerequisites needed for the creation of a magical item. (Spells, alignment, race, etc)

For another large thing, (this dealing with item templates) that you may like if you are into item crafting, here (https://docs.google.com/document/d/1CjfQBn6J8jvj-4PuztkRS42xC2PAVeeipJ6fKUBiAxQ/edit?usp=sharing). Courtesy of AOKost.