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    Ogre in the Playground
     
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    Default Demacia! (League of Legends Prcs/Miscellany - PEACH)

    Blind Monk


    ENTRY REQUIREMENTS

    Maneuvers: Must know at least three Setting Sun maneuvers, including at least one Setting Sun stance and the Baffling Defense counter, and must know at least two Diamond Mind maneuvers, including the Insightful Strike strike.
    Skills: Concentration 8 ranks, Listen 8 ranks, Sense Motive 8 ranks

    Class Skills
    The Blind Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex)
    Skills Points at Each Level: 6 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Man. Known|Man. Readied|Stances Known

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Augmented Monk Abilities, Focus, Lightning Flurry, Sight Beyond Sight|0|0|0

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Sonic Wave/Resonating Strike|1|0|0

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +1
    |Tempest/Cripple|0|0|0

    4th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Safeguard/Iron Will|1|0|0

    5th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Dragon's Rage|0|1|1[/table]

    Weapon and Armor Proficiencies: A Blind Monk gains no new armor or weapon proficiencies.

    Maneuvers: At 2nd level, and again at 4th level, a Blind Monk gains a new maneuver known from the Diamond Mind or Setting Sun disciplines. You must meet a maneuver's prerequisites to learn it. You add your full Blind Monk level to your initiator level to determine your total initiator level and your highest-level maneuvers known.

    At 5th level, you gain an additional maneuver readied.

    Stances Known: At 5th level, you learn a new martial stance from the Diamond Mind or Setting Sun disciplines. You must meet a stance's prerequisite to learn it.

    Augmented Monk Abilities: Blind Monk levels stack fully with monk levels for the purpose of progressing his Fast Movement, Flurry of Blows, and Unarmed Strike. Upon taking the first level in this prestige class, the following changes are made to a Blind Monk's abilities. If he did not possess these abilities prior to entering this prestige class, he gains these abilities as a monk of his level -5.

    Fast Movement: A Blind Monk does not lose the effect of his Fast Movement ability unless he wears medium or heavier armor. If a Blind Monk uses his Flurry of Blows ability, he may move a distance up to the bonus speed granted by his Fast Movement ability as a free action before, after, or during the attacks, divided as he wishes.

    Flurry of Blows: A Blind Monk can use his Flurry of Blows ability while in light armor.

    Focus (Ex): A Blind Monk has a limited pool of extreme mental acuity that he may draw upon to produce potent physical or nigh-magical effects. This pool, known simply as Focus, consists of 100 points. Each of the Blind Monk's abilities cost a certain amount of Focus, as noted in their descriptions.

    While below full Focus, a Blind Monk regains 10 Focus at the beginning of each of his turns. While at full Focus, the Blind Monk may expend 25 Focus as a free action to use his Lightning Flurry ability without first using another Blind Monk ability.

    Lightning Flurry (Ex): Whenever he uses another Blind Monk class ability (excluding Sight Beyond Sight), a Blind Monk may perform a Flurry of Blows as a standard action on his following turn. Each attack of a Lightning Flurry that hits restores 10 Focus (maximum of 30 Focus per flurry).

    Sight Beyond Sight (Su): As a free action at the start of his turn, a Blind Monk may voluntarily shroud his senses in complete darkness, closing his eyes and willfully ignoring any special senses he may possess until the start of his next turn. While ignoring his senses in this fashion, the Blind Monk is effectively blinded, but he also gains special advantages against foes, based on his level in this prestige class.
    • At 1st level, the Blind Monk gains Blindsense out to 30 feet while using this ability. He does not suffer the penalties of being blind against attacks made by creatures he can detect in this fashion.
    • At 3rd level, the Blind Monk's blindsense increases to 45 feet, and he gains blindsight out to 30 feet when using this ability.
    • At 5th level, the Blink Monk's blindsense increases to 60 feet, his blindsight increases to 45 feet, and he gains a special form of touchsight out to 15 feet. The Blind Monk learns the type and physical ability scores of any creature he detects with this touchsight (the character receives a general description, while the player receives the precise numbers).


    Sonic Wave/Resonating Strike (Su): As a standard action, a Blind Monk may project a pulse of discordant sound towards a foe. The Blind Monk must succeed on a ranged touch attack against a foe within 60 feet; if successful, he deals 1d6 sonic damage per two HD he possesses, and gains a special form of blindsight against that foe until the end of his next turn. No matter how far the foe travels from the Blind Monk, so long as line of effect exists between them, the Blind Monk may detect that foe as if by blindsight.

    Using Sonic Wave consumes 25 Focus.

    In the round after using Sonic Wave, the Blind Monk may use Resonating Strike as a swift action. Until the end his turn after using Resonating Strike, the next strike maneuver the Blind Monk initiates deals bonus sonic damage equal to one-third the struck foe's missing hitpoints.

    Using Resonating Strike consumes 15 Focus.

    Sonic Wave may be used every 2d3 rounds.

    Tempest/Cripple (Su): As a standard action, a Blind Monk may release a blast of sound in a 15-ft. burst centered on himself. All foes within the area take 1d6 sonic damage per two HD the Blind Monk possesses and are deafened until the end of the Blind Monk's next turn. A successful Fortitude save (DC 10 + HD + Wis modifier) halves this damage and negates the deafening.

    Using Tempest consumes 25 Focus.

    In the round after using Tempest, the Blind Monk may activate Cripple as a move action, intensifying the reverberations previously set up in the bodies of his foes. Any creature that took damage from Tempest must succeed on a second Fortitude save or be slowed until the end of the Blind Monk's next turn.

    Using Cripple consumes 25 Focus.

    Tempest may be used every 2d3 rounds.

    Safeguard/Iron Will (Su and Ex): As an immediate action taken in response to an attack ('attack' being any effect that requires an attack roll in this instance) made against an ally within a range equal to his Fast Movement, the Blind Monk may move into the space occupied by the targeted ally and shift them into the closest open square to himself. The Blind Monk becomes the target of the attack, using his own defensive statistics (AC, saves, etc).

    Using Safeguard consumes 25 Focus.

    In the round after using Safeguard, the Blind Monk may activate Iron Will as a free action. Until the end of his next turn after using Iron Will, he gains DR/- equal to half his HD plus his Blind Monk level, and spell resistance equal to 10 + HD.

    Using Iron Will consumes 15 Focus.

    Safeguard may be used every 2d4 rounds.

    Dragon's Rage (Ex): As a standard action, a Blind Monk may deliver a single unarmed strike with all the force of an irate dragon behind it. The Blind Monk makes a single unarmed strike at his highest attack bonus; if the attack hits, it deals an additional 1d6 damage per two HD the Blind Monk possesses, and he may immediately make a bull rush attempt against the struck foe with a bonus equal to his HD. The Blind Monk automatically forces the struck foe to the extent of the distance allowed by the bull rush result, without the need to follow along. Any creatures in the path of the bull rushed foe must succeed on a Reflex save (DC 10 + HD + Str modifier) or take bludgeoning damage equal to the bonus damage dealt by this ability and be knocked prone. If, at the end of the bull rush, the struck foe encounters a wall or similar solid object, it takes an additional 1d6 bludgeoning damage for every 10 feet of distance traveled and must succeed on a Fortitude save or be stunned for one round.

    Using Dragon's Rage consumes 50 Focus.

    Dragon's Rage may be used once per encounter.

    ---

    Exemplar of Demacia



    ENTRY REQUIREMENTS

    Base Attack Bonus: +5
    Maneuvers: Must know at least three White Raven maneuvers, including at least one White Raven stance and the White Raven Tactics boost, and must know at least one Stone Dragon maneuver
    Feat: White Raven Defense, Weapon Focus (any spear)


    Class Skills
    The Exemplar of Demacia's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Martial Lore (Int), Sense Motive (Wis), and Spot (Wis)
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Man. Known|Man. Readied|Stances Known

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Martial Cadence|0|0|0

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Dragon Strike|1|0|0

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Demacian Guidance|0|1|0

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Golden Aegis|1|0|1

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Cataclysm|0|0|0[/table]

    Weapon and Armor Proficiencies: An Exemplar of Demacia gains no new armor or weapon proficiencies.

    Maneuvers: At 2nd level, and again at 4th level, the Exemplar of Demacia gains a new maneuver known from the White Raven or Stone Dragon disciplines. You must meet a maneuver's prerequisites to learn it. You add your full Exemplar of Demacia level to your initiator level to determine your total initiator level and your highest-level maneuvers known.

    At 3rd level, you gain an additional maneuver readied.

    Stances Known: At 4th level, you learn a new martial stance from the White Raven or Stone Dragon disciplines. You must meet a stance's prerequisite to learn it.

    Martial Cadence (Ex): The first time an Exemplar of Demacia successfully strikes a given foe in an encounter with a strike maneuver that does not deal bonus damage, the strike inflicts an additional 1d6 points of damage for each level in this prestige class.

    Dragon Strike (Su): As a standard action, the Exemplar of Demacia may unleash a spectral copy of an alabaster serpent of stone to strike at all foes in a line up to the normal reach of his weapon plus 20 feet. The Exemplar makes a single attack roll against all foes in the line; all foes struck take damage normally and have all forms of damage reduction they possess reduced by 2 for each Exemplar of Demacia level until the start of the Exemplar's next turn.

    If the Exemplar's Demacian Guidance ability is active, all foes struck by Dragon Strike must succeed on a Fortitude save (DC 10 + HD + Str modifier) or be knocked prone.

    Dragon Strike may be used every 2d3 rounds.

    Demacian Guidance (Su): While under the effects of a White Raven stance, the Exemplar of Demacia may forgo the benefits of that stance as a swift action to gain the benefits of this ability. Until the start of his next turn, the Exemplar and all allies that can hear or see him gain the effects of a haste spell and immunity to charm and compulsion effects. Expending this ability represents a sudden surge of speed, tactical insight, or other, similar benefit, but taxes the Exemplar's body and may put him in a tactically unsound or off-balanced position; he may not enter a new stance until the end of his next turn after activating this ability.

    Demacian Guidance may be used every 2d3 rounds.

    Golden Aegis (Su): As a swift action, the Exemplar of Demacia may form a swirling shield of golden light around himself until the start of his next turn. This shield absorbs 1 point of damage per HD. This damage absorption is not temporary hitpoints, but rather the shield itself taking the effects of the damaging attacks; any attack that is completely absorbed by the shield has no effect on the Exemplar, as if he were not struck at all. For each foe threatening the Exemplar when he activates this ability, the shield absorbs an additional point of damage per HD.

    While the shield holds, any creature that strikes the Exemplar is slowed for one round.

    Golden Aegis may be used every 1d6 rounds.

    Cataclysm (Su): As a full-round action, the Exemplar may invoke the raw fury of the Stone Dragon, leaping forward up to his speed and crashing into the earth, creating a shockwave of destruction in a 40 ft. burst. All natural terrain within 40 feet of the Exemplar's ending location becomes difficult terrain as the earth heaves and buckles, sending shards of earth and stone flying throughout the area of effect. All creatures within the area of effect take 1d6 damage per Exemplar level, plus an additional 1d6 damage for every two HD the Exemplar possesses. This damage is half slashing and half bludgeoning. A successful Reflex save (DC 10 + HD + Str modifier) halves this damage.

    Further, any airborne creature that takes damage from this ability must succeed on a Fortitude save at the same DC or be affected by an earthbind spell with a caster level equal to the Exemplar's HD.

    Cataclysm may be used once per encounter.

    ---

    Sentinel's Sorrow



    ENTRY REQUIREMENTS

    Maneuvers: Must know at least three Devoted Spirit maneuvers, including at least one Devoted Spirit stance and the Shield Block counter.
    Feats: Constant Guardian, Faith Unswerving


    Class Skills
    The Sentinel of Sorrow's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Martial Lore (Int), and Ride (Dex)
    Skills Points at Each Level: 4 + int

    Hit Dice: d12

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Man. Known|Man. Readied|Stances Known

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Runic Skin|0|0|0

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Resolute Smite|1|0|0

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Bulwark|0|0|1

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Righteous Gust|1|0|0

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Idol of Durand|0|1|0[/table]

    Weapon and Armor Proficiencies: A Sentinel's Sorrow gains no new armor or weapon proficiencies.

    Maneuvers: At 2nd level, and again at 4th level, a Sentinel's Sorrow gains a new maneuver known from the Devoted Spirit discipline. You must meet a maneuver's prerequisites to learn it. You add your full Sentinel's Sorrow level to your initiator level to determine your total initiator level and your highest-level maneuvers known.

    At 5th level, you gain an additional maneuver readied.

    Stances Known: At 3rd level, you learn a new martial stance from the Devoted Spirit discipline. You must meet a stance's prerequisite to learn it.

    Runic Skin (Ex): Upon taking the first level of this prestige class, the Sentinel's body undergoes a transformation, flesh hardening and becoming covered with runic markings. The Sentinel gains damage reduction 1/-, which increases by one point for each level in this prestige class (thus, 2/- at 2nd level, 5/- at 5th, etc.). Further, the Sentinel gains spell resistance equal to 5 + his Sentinel's Sorrow level + twice the highest level of Devoted Spirit maneuvers he knows and is capable of using.

    Resolute Smite (Su): As part of an attack action (that is, an attack derived from a standard or full attack action or an attack of opportunity), the Sentinel may attempt to smite those who oppose him with a melee attack. The Sentinel adds his Charisma modifier to the attack roll, and if successful, he deals an additional 1d6 damage/two HD.

    If the smiting attack hits, the struck foe must succeed on a Will save (DC 10 + HD + the higher modifier of either Strength or Charisma), or be slowed for two rounds.

    This ability may be used every 2d3 rounds.

    Bulwark (Su): As a swift action, a Sentinel may shield an ally within Close (25 ft. + 5 ft./2 levels) range in a swirling shield of divine conviction until the start of his next turn. While the shield persists, the warded ally gains DR/- equal to half the Sentinel's HD plus his level in this prestige class, and resistance to all forms of energy equal to twice this amount. If either the damage reduction or energy resistance reduces incoming damage to the warded ally, the Sentinel is healed for 1d6 points of damage per two HD he possesses. Even if the warded ally is subjected to multiple damaging effects, the Sentinel can only be healed once by a given use of this ability.

    This ability may be used every 2d4 rounds.

    Righteous Gust (Su): As a standard action, a Sentinel may conjure a violent blast of divine wind in a line up to 15 feet wide and 60 feet long. All enemies in the area of effect take 1d4 divine damage per two HD the Sentinel possesses. A successful Reflex save (DC 10 + HD + Cha modifier) negates this damage. Further, all enemies within the area of effect must succeed on a Fortitude save at the same DC or be blown away (as the condition), regardless of their size, though for each size category increase over the Sentinel, a given creature gains a cumulative +1 bonus to its Fortitude save.

    This ability may be used every 2d3 rounds.

    Idol of Durand (Su): As a full-round action, a Sentinel may pull on the bodies and minds of all foes within 60 feet, forcing them to forgo any thought of escape or assault against his allies. Until the start of his next turn, all affected foes that possess line of sight to the Sentinel must make every available effort to attack the Sentinel to the best of their ability, including the use of spells, spell-like abilities, supernatural effects, and so on, provided that doing so would prove the most effective course of action. (A Wizard could, for example, use a hold person spell or any number of other offensive spells against the Sentinel, but would almost assuredly not use physical attacks, while a dragon might use either its breath weapon, physical attacks, or a spell at its disposal, depending on the situation.) Affected creatures cannot choose not to act against the Sentinel, though if the Sentinel is knocked unconscious or otherwise rendered impotent this effect immediately ends for all affected creatures.

    Creatures naturally immune to mind-affecting effects (such as mindless undead and constructs, as well as many swarms and so on) are immune to the effects of this ability, but creatures with protection due to mind blank or similar effects are not immune, though they gain a +5 bonus on their saving throw.

    Idol of Durand may be used once per encounter.
    Last edited by Jarian; 2012-06-29 at 01:41 AM. Reason: New post count, new post content!
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  2. - Top - End - #2
    Ogre in the Playground
     
    Jarian's Avatar

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    Default Full BAB non-ToB

    Curator of the Sands


    ENTRY REQUIREMENTS

    Base Attack Bonus: +5
    Feat: Pharaoh's Fist

    Class Skills
    The Curator of the Sands's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis)
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Augmented Monk Abilities, Soul Eater

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Siphoning Strike

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Wither

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Spirit Fire

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Fury of the Sands[/table]

    Weapon and Armor Proficiencies: A Curator of the Sands gains no new weapon proficiencies. He gains proficiency with light armor if he did not possess it already.

    Augmented Monk Abilities: Curator of the Sands levels stack fully with monk levels for the purpose of progressing his Flurry of Blows, Unarmed Damage, and AC Bonus abilities. Upon taking the first level in this prestige class, the following changes are made to a Curator of the Sands abilities. If he did not possess these abilities prior to entering this prestige class, he gains these abilities as a monk of his level -5.

    AC Bonus: A Curator of the Sands can apply the full effect of his AC Bonus ability while in light armor.

    Fast Movement: A Curator of the Sands does not lose the effect of his Fast Movement ability unless he wears medium or heavier armor. If a Curator of the Sands uses his Flurry of Blows ability, he may move a distance up to the bonus speed granted by his Fast Movement ability as a free action.

    Flurry of Blows: A Curator of the Sands can use his Flurry of Blows ability while in light armor.

    Unarmed Strike Damage: A Curator of the Sands can choose to inflict his unarmed strike damage with a quarterstaff or similar weapon in place of the weapon's normal damage. Additionally, a Curator of the Sands may use his Pharaoh's Fist feat via a quarterstaff or similar weapon.

    Soul Eater (Su): A Curator of the Sands automatically heals for 10% of the damage he inflicts with melee attacks.

    When he attains the third level in this prestige class, the amount of healing increases to 15%.

    When he attains the fifth level in this prestige class, the amount of healing increases to 20%.

    Siphoning Strike (Ex): As an attack action (that is, an attack made as part of a standard or full-attack action), a Curator of the Sands can deliver a Siphoning Strike in place of a normal attack. Siphoning Strike deals normal attack damage, plus 3 bonus damage. For each previous Siphoning Strike landed in an encounter, Siphoning Strike's bonus damage increases by 3, to a maximum bonus damage of 10xCurator of the Sands level.

    Siphoning Strike may be used once per round.

    Wither (Su): As a standard action, a Curator of the Sands can bestow an aging curse upon an enemy within 60 feet. If the target fails a Will save, DC (10+1/2 HD+either Str or Wis mod, whichever is higher) its movement speed is reduced by half immediately, then further reduced by 5 feet per round thereafter for five rounds (to a minimum of 5 feet), at which point the curse dissipates harmlessly. For each round the curse remains on the target, it takes a stacking penalty of -1 AC.

    Wither can be removed via remove curse or similar magic. Unlike most Supernatural abilities, Wither is subject to spell resistance.

    Wither may be used every 2d4 rounds.

    Spirit Fire (Su): As a standard action, a Curator of the Sands can create a 20-foot radius area of ephemeral, translucent blue-green flames that lasts for 3 rounds at any point within 60 feet of his location. At the beginning of each of the Curator's turns, any enemy within the area of Spirit Fire takes untyped damage equal to his HD. Additionally, while within the area of Spirit Fire, enemies have their AC reduced by 5.

    Spirit Fire may be used every 2d3 rounds.

    Fury of the Sands (Su): Once per encounter as a standard action, a Curator of the Sands may surround himself in a swirling vortex of sand and spirit flames for 3 rounds. While this ability is active, the Curator gains temporary hitpoints equal 3/4 his full normal hitpoints. Additionally, at the start of each of the Curator's turns, all adjacent foes take 4d6 dessication damage, plus 1 additional point of dessication damage for every 4 HD the Curator possesses.

    ---

    Frost Archer


    ENTRY REQUIREMENTS
    Feat: Precise Shot
    plus
    Class Feature: Improved Combat Style: Archery
    or
    Class Feature: Flawless Stride

    Class Skills
    The Frost Archer's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skills Points at Each Level: 6 + int


    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +0
    |
    +2
    |
    +0
    |Focus, Frost Shot

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +0
    |Volley

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +1
    |Hawkshot

    4th|
    +4
    |
    +1
    |
    +4
    |
    +1
    |Enchanted Crystal Arrow [/table]

    Weapon and Armor Proficiencies: A Frost Archer gains no new armor or weapon proficiencies.

    Focus (Ex): A Frost Archer has a limited pool of extreme mental acuity that she may draw upon to produce potent physical or nigh-magical effects. This pool, known simply as Focus, consists of 100 points. Each of the Frost Archer's abilities cost a certain amount of Focus, as noted in their descriptions.

    While below full Focus, a Frost Archer regains 10 Focus at the beginning of each of her turns. While at full Focus, the Frost Archer's critical threat range with ranged weapons increases by 1 per Frost Archer level, applied after all other critical threat range increases, and she may expend 25 Focus to automatically confirm a critical threat of her choice.

    Frost Shot (Su): At will, a Frost Archer may elect to bestow the Frost weapon property upon any ammunition she fires. In addition to the standard effects, enemies struck by ammunition imbued with this effect are also slowed, reducing their movement speed by half and imposing a penalty to AC and Reflex saves equal to the Frost Archer's level in this prestige class for one round. A successful fortitude save, DC (10+1/2HD+Dex mod) negates the slowing and penalties.

    Each unit of ammunition fired with this effect consumes 5 Focus.

    When the Frost Archer attains the 4th level in this prestige class, all ammunition imbued with Frost Shot instead gains the Icy Burst weapon property.

    Volley (Ex): As a full-round action, a Frost Archer may fire a number of arrows up to her level in this prestige class at each enemy within a 30-foot cone in front of her. The Frost Archer makes a single attack roll against each enemy at her highest attack bonus; if a given attack is successful against a foe, then all of the arrows fired at it hit. The only effects calculated when determining the damage dealt by Volley are the base damage of the weapon, any special properties of the weapon, and any special properties of the ammunition.

    The base Focus cost of Volley can be seen on the table below. In addition, the Frost Archer may elect to apply Frost Shot to the entire Volley - doing so costs an additional amount of Focus equal to 5 times the number of arrows fired at each enemy (calculate once, not for the entire volley). E.g.: when firing a Volley of four arrows at each enemy within range, the total extra cost to imbue all arrows with Frost Shot is 20.

    Volley can be used every 1d6 rounds.

    {table=head]Arrows fired (per enemy) | Focus Cost
    1 | 10
    2 | 23
    3| 36
    4| 50[/table]

    Hawkshot (Su): As a swift action, a Frost Archer can fire a translucent bolt of energy from her bow in place of an arrow. Midflight, the arrow transforms into a sentry with the form of a hawk, which flies in place in the square the attack was directed at. As a move action, the Frost Archer can will herself to see through the hawk's eyes - the hawk possesses the same visual capabilities of the Frost Archer, plus blindsight with a 30-foot range. The Frost Archer can freely attack while viewing through the hawk's eyes, but cannot move beyond taking a 5-foot step each round. The Frost Archer can resume viewing through her own eyes as a free action.

    The hawk cannot attack in any way; it is never allowed an attack roll or a saving throw. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks, then reappears in the same location two rounds later. If you move beyond the ability's range (calculated as three range increments of the weapon used to fire the Hawkshot), the hawk ceases to exist.

    Firing a Hawkshot restores 5 Focus per Frost Archer level.

    This ability can be used every 2d6 rounds.

    Enchanted Crystal Arrow (Su): Once per encounter, as an attack action (that is, an attack derived from a standard or full-attack action) a Frost Archer can fire a huge, quasi-real arrow of shimmering blue force along with a normal unit of ammunition. The Crystal Arrow affects a path 15-feet wide, but can pass through solid objects with no effort. The Crystal Arrow stops when the normal arrow it is fired with collides with a solid object - either a barrier or an enemy - or when the Crystal Arrow's path comes in contact with an enemy itself. In either case, all enemies within 20 feet of the point of impact take 1d6 cold damage per two HD the Frost Archer possesses, and must make a DC (10+1/2HD+Dex mod) fortitude save or be stunned for one round. If the arrow traveled at least 100 feet during its flight, the stun duration is increased to 2 rounds, and the save DC increases by 1.

    Enchanted Crystal Arrow consumes 50 Focus when fired.

    ---

    Grand Duelist



    ENTRY REQUIREMENTS

    Base Attack Bonus: +5
    Feats: Combat Reflexes, Dodge
    Proficiencies: Must be proficient with all simple and martial melee weapons and with light and medium armor.

    Class Skills
    The Grand Duelist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Martial Lore (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Eternal Duelist

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Riposte

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Lunge

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Burst of Speed

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Blade Waltz[/table]

    Weapon and Armor Proficiencies: A Grand Duelist gains no new armor or weapon proficiencies.

    Initiator: A Grand Duelist adds her full levels in this class to her initiator level, rather than one-half as normal.

    Eternal Duelist (Ex): While in an encounter, whenever a Grand Duelist successfully strikes with a melee attack, she gains fast healing equal to her level in this prestige class for one round. This fast healing does not stack with itself, but does stack with any other fast healing the Grand Duelist possesses.

    Riposte (Ex): By sacrificing an available attack of opportunity for the round, a Grand Duelist may, as a swift action, prepare herself for an incoming attack. The next time that the Grand Duelist is the target of a melee attack before the start of her next turn, she may attempt to parry the attack. The Grand Duelist makes an opposed attack roll at her highest attack bonus against the incoming attack, with a bonus equal to her level in this prestige class. If her attack roll equals or surpasses that of the incoming attack, it is deflected harmlessly away, and the Grand Duelist may take an immediate attack of opportunity against the attacking foe (provided she has an attack of opportunity available to her, and her foe is within her reach). This subject of this attack of opportunity is rendered flat-footed against this one attack.

    This ability may be used every 1d6 rounds.

    Lunge (Ex): As a swift action, a Grand Duelist may surge forward and deliver a light attack. The Grand Duelist moves up to half her speed without provoking attacks of opportunity, provided this movement would take her into range to threaten a foe. She may then immediately make a single melee attack at her highest attack bonus against a foe that she threatens. If it hits, this attack deals damage equal to the base damage of the weapon, plus any enhancement or enchantment bonuses to damage the weapon possesses, plus any weapon-specific feats that would increase the damage of the attack (such as the Weapon Specialization feat), but not strength, Power Attack, etc., bonuses to damage.

    If the attack from Lunge hits, the Grand Duelist may immediately use Lunge again as a free action. Even if the second Lunge hits or is not used by the end of the Grand Duelist's turn, Lunge may not be used again until it would normally be available.

    This ability may be used every 2d3 rounds.

    Burst of Speed (Ex): As a free action, a Grand Duelist may grant herself the effects of a haste spell for one round.

    This ability may be used once every 2d6 rounds. However, whenever the Grand Duelist or one of her allies defeat a creature that she has successfully attacked in the encounter, Burst of Speed immediately becomes available again.

    Blade Waltz (Ex): As a full-round action, a Grand Duelist may move up to twice her speed and make as many melee attacks as she would normally be afforded due to base attack bonus (e.g., a Grand Duelist with +11 BAB would be afforded three attacks, while one with +16 BAB would be afforded four). The Grand Duelist does not provoke attacks of opportunity for this movement, and she may divide the attacks as she wishes throughout the movement. All of the attacks made as part of this ability are made at the Grand Duelist's highest attack bonus, though each attack made after the first takes a consecutive -1 penalty to-hit and deals 2 less damage.

    This ability may be used once per encounter.

    ---


    Master of Metal


    ENTRY REQUIREMENTS

    Race: Warforged
    Base Attack Bonus: +5
    Feat: Adamantine Body or Ironwood Body or Mithral Body

    Class Skills
    The Master of Metal's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Spot (Wis), Swim (Str)
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Metalline Body

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Mace of Spades

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Creeping Death

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Siphon of Destruction

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Call of the Construct[/table]

    Weapon and Armor Proficiencies: A Master of Metal gains proficiency with all martial and exotic bludgeoning weapons. A Master of Metal gains proficiency with all forms of armor if he did not have them already.

    Metalline Body (Ex): At first level, a Master of Metal undergoes a reforging process, gaining an additional feat from this list: adamantine body, ironwood body, mithral body. The Master of Metal's body becomes a combination of the two materials for the body type feats he possesses. He uses the highest AC bonus, the highest maximum dexterity bonus, the lowest armor check penalty, and the lowest arcane spell failure rate of the two feats. He is considered to be wearing whichever category of armor would be most beneficial to him at a given time, but never no armor. The Master of Metal may ignore any movement speed restriction from these feats.

    Additionally, whenever a Master of Metal uses any of his other abilities, he attracts spare bits of metal - chips of armor, filings from a parried sword, or just miniscule bits of his own body that have broken free - which form a protective barrier around him, granting him temporary hitpoints. The maximum number of temporary hitpoints he can have at one time from his abilities is equal to his hit dice times his Master of Metal level. These temporary hitpoints last for five minutes or until consumed.

    Mace of Spades (Ex): As a standard action, a Master of Metal may deliver a crushing blow with his weapon, which then echoes out to damage other nearby enemies.

    As part of this attack, the Master of Metal first takes one point of untyped damage for every two hitdice he possesses. He then makes a single melee attack at his highest attack bonus, dealing an additional 1d4 damage for every two hit dice he possesses. If the Master of Metal makes the attack with a bludgeoning weapon, the bonus damage increases to 1d6 per two hit dice. The force of the attack then resonates outward, striking up to two additional enemies within 15 feet for the bonus damage amount (reroll the bonus damage for each enemy). A successful fortitude save, DC (10+1/2HD+either strength or constitution modifier, whichever is higher) halves the damage on the initial target, and a separate save at the same DC negates the damage for the secondary targets.

    If there are no secondary targets within range, the bonus damage dice of this ability increase by one step.

    On a successful hit, Mace of Spades grants the Master of Metal temporary hitpoints equal to 10% of the total damage dealt.


    Mace of Spades may be used every 1d6 rounds.

    Creeping Death (Su): As a move action, a Master of Metal may animate a loose cloud of metal fragments from his body, surrounding either himself or an ally within 30 feet. As part of this action, the Master of Metal first takes one point of untyped damage per two HD he possesses, then the shielded creature gains a deflection bonus to AC equal to the Master of Metal's level in this class and spell resistance equal to 8+the Master of Metal's HD. The cloud lasts for 3 rounds, at which point the bits of metal reform with the Master of Metal.

    Additionally, at the start of each of the Master of Metal's turns while the cloud is active, enemies adjacent to the shielded ally take 1d2 damage per hit die the Master of Metal possesses. He gains temporary hitpoints equal to 10% of the total damage dealt by this ability.

    Creeping Death may be used every 2d4 rounds. Only one shield created by Creeping Death may be active at any time.

    Siphon of Destruction (Su): As a standard action, a Master of Metal pull on the trace amounts of metal in his foes bodies, dealing moderate damage and greatly reinforcing his metalline shielding.

    As part of this action, the Master of Metal first takes one point of damage for each HD he possesses, then deals 1d4 damage per HD to all enemies in a 30 foot cone before him. A successful fortitude save, DC (10+1/2HD+either strength or constitution modifier, whichever is higher) halves the damage.

    The Master of Metal gains temporary hitpoints equal to 25% of the total damage dealt, plus an additional amount of hitpoints equal to his level in this prestige class for each enemy that takes damage from this ability.

    Unlike most Supernatural abilities, Siphon of Destruction is subject to spell resistance.

    Siphon of Destruction may be used every 2d4 rounds.

    Call of the Construct (Su): Once per encounter as a standard action, a Master of Metal may place a curse on a single opponent within 60 feet, rapidly - and painfully - turning portions of its body into metal.

    Call of the Construct initially deals 1d4 untyped damage per HD the Master of Metal possesses, Fortitude save DC (10+1/2HD+either strength or constitution modifier, whichever is higher) halves. The ability then deals 1 damage per two HD at the beginning of each of the Master of Metal's turns thereafter, lasting up to five rounds. The Master of Metal is healed for 25% of the initial damage dealt, and gains 25% of the secondary damage dealt as temporary hitpoints.

    If the targeted creature dies while under the effects of Call of the Construct, the Master of Metal immediately entraps its consciousness for a short duration, creating a shell of loose metal bits, vaguely resembling the creature's appearance at the time of death, in which the soul is trapped.

    Treat the resulting creature as the effect of a shadow conjuration spell, except that no saves are allowed to disbelieve it, and it deals 50% normal damage, rather than 20%. The Master of Metal can give the creature simple to moderately complex mental commands, but has no direct control over special abilities used unless he has extensive knowledge of the specific creature in question. The shell lasts for one minute or until destroyed, at which point it collapses into a heap.

    Call of the Construct may be removed by remove curse or similar effects.

    Unlike most Supernatural abilities, Call of the Construct is subject to spell resistance.

    ---

    Might of Demacia



    ENTRY REQUIREMENTS

    Alignment: Any Lawful.
    Base Attack Bonus: +5
    Feat: Improved Toughness
    Proficiencies: Must be proficient with all martial weapons and all types of non-exotic armor and shields (including tower shields).

    Class Skills
    The Might of Demacia's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Martial Lore (Int), Ride (Dex), Spot (Wis)
    Skills Points at Each Level: 4 + int

    Hit Dice: d12

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Perserverance

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Judgment

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Courage

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Decisive Strike

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Demacian Justice[/table]

    Weapon and Armor Proficiencies: A Might of Demacia gains no new armor or weapon proficiencies.

    Initiator: A Might of Demacia adds his full class levels to his Initiator Level, rather than 1/2 as normal.

    Perserverance (Su): When in combat, at the end of any round in which he does not take any form of damage, a Might of Demacia heals a number of hitpoints equal to 1/2 his HD plus his Might of Demacia level.

    Judgment (Ex): While wielding any bladed weapon, a Might of Demacia can begin a deadly dance as a standard action. While this ability is active, all enemies within squares that the Might of Demacia threatens at the end of his turn take automatic damage from his weapon, without the need of an attack roll. These attacks deal damage equal to the base damage of the weapon used, plus any enhancement or enchantment bonuses to damage the weapon possesses, plus any weapon-specific feats that would increase the damage of the attack (such as the Weapon Specialization feat), but not strength, Power Attack, etc., bonuses to damage.

    This ability may be maintained for up to two rounds beyond the first. Maintaining this ability is a standard action that may be performed at times when other forms of concentration cannot (such as during a Barbarian's rage) and never requires a concentration check.

    This ability may be used every 2d4 rounds, beginning once the ability ends.

    Courage (Su): Whenever he lands a blow in combat, a Might of Demacia gains damage reduction 1/- and resistance 2 to all energy types. These bonuses cap at damage reduction 10/- and energy resistance 20. Blows dealt via the Judgement ability do not trigger this effect. These bonuses are lost at the end of an encounter.

    Additionally, a Might of Demacia can activate this ability as a swift action to reduce all damage taken by 50% until the beginning of his next turn.

    This ability can be activated every 2d3 rounds.

    Decisive Strike (Ex): As a standard action, a Might of Demacia can make a single melee attack against an enemy within his reach. If it hits, the attack deals an additional 1d8 damage per Might of Demacia level. In addition, the target must make a Will save (DC 10 + 1/2 HD + Str or Cha modifier, whichever is higher) or lose all mental focus for one round. A creature that fails its save against this ability cannot cast spells, initiate maneuvers, activate spell-like abilities, or perform any action that requires concentration for the duration of the effect.

    This ability may be used every 2d4 rounds.

    Demacian Justice (Su): Once per encounter, a Might of Demacia can attempt to instantly slay a single foe. As a full-round action, he brings the very forces of Law to bear against a target within 30 feet, dealing 1 untyped damage per HD he has, plus an additional 1 damage for every 2 HP the target is missing.

    ---

    Shadow of War


    ENTRY REQUIREMENTS

    Base Attack Bonus: +5
    Feats: Improved Bull Rush, Weapon Focus (any slashing reach weapon or scythe)
    Skills: Intimidate 8 ranks, Ride 4 ranks


    Class Skills
    The Shadow of War's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Warpath

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Rampage

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Devastating Charge

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Spirit of Dread

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Onslaught of Shadows[/table]

    Weapon and Armor Proficiencies: A Shadow of War gains no new armor or weapon proficiencies.

    Warpath (Ex): A Shadow of War gains the Fast Movement special ability if he did not already possess it, increasing his base landspeed by 10 feet. If the Shadow of War fights while mounted, this bonus movement speed applies to his mount as well. While mounted, the Shadow of War gains Mounted Combat and Trample as bonus feats, and he may make a single melee attack against any foe his mount successfully knocks down in a trample attempt.

    Rampage (Ex): As a standard action, a Shadow of War may make a single melee attack at his highest attack bonus against each opponent within his reach. These attacks deal damage equal to the base damage of the weapon used and the Strength modifier to damage, plus any enhancement or enchantment bonuses to damage the weapon possesses, plus any weapon-specific feats that would increase the damage of the attack (such as the Weapon Specialization feat), but not Power Attack, etc., bonuses to damage.

    If Rampage successfully strikes at least two foes, the Shadow of War may use Rampage as a swift action in the following round (and may continue to do so for each successive round in which Rampage strikes at least two foes).

    This ability may be used once per round.

    Devastating Charge (Ex): Whenever a Shadow of War charges and makes a successful melee attack (only a normal melee attack, not a grapple, bull rush, or trip attempt or similar), he may immediately attempt a bull rush on the struck foe. The Shadow of War gains a +1 bonus to his opposed strength check for every 10 feet of distance traveled during his charge. If the struck foe fails, it is knocked prone in addition to the normal effects of the bull rush, and must succeed on a Fortitude save (DC 10 + HD + Str modifier) or be stunned for one round.

    Devastating Charge may be used as often as the Shadow of War charges, but once struck by a Devastating Charge, a given creature is immune to the stunning effect for 1d6 rounds, even if it succeeds on its save.

    Spirit of Dread (Su): As a swift action, a Shadow of War may conjure a swirling aura of spectral images around him in a 20-ft. radius emanation, lasting until the start of his next turn. All creatures within the area of effect are automatically shaken. Further, the Shadow of War is healed for of the total damage dealt to any creature within the area of effect. Creatures already shaken by the Shadow of War's Onslaught of Shadows ability are not panicked by this ability, though it otherwise stacks with fear effects normally.

    This ability may be used every 1d6 rounds.

    Onslaught of Shadows (Su): As a full-round action, a Shadow of War may summon a horde of spectral images and charge to a point of his choosing within his normal charge range. The spectral images travel with the Shadow of War as he charges, out to a distance of 10 feet. Any foe touched by the spectral images is automatically shaken for one round. Creatures already shaken by the Shadow of War's Spirit of Dread ability are not panicked by this ability, though it otherwise stacks with fear effects normally.

    At the end of the charge, the spectral images disperse in a 20-ft. burst. The Shadow of War makes an Intimidate check against all creatures within the area, as if using the demoralize function of the Intimidate skill. Enemies that succumb to this intimidation take damage equal to the result of the Shadow of War's intimidate check in addition to the normal intimidation effects (likely including being panicked by the combined shaken effects). A successful Will save (DC 10 + HD + Str modifier) halves the damage inflicted.

    This ability may be used once per encounter.
    Last edited by Jarian; 2012-06-27 at 08:34 AM.
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    Heart of the Tempest


    ENTRY REQUIREMENTS

    Alignment: Any Neutral.
    Base Attack Bonus: +4
    Feat: Exotic Weapon Proficiency (Shuriken)
    Skills: Knowledge (arcana) 4 ranks, Spellcraft 8 ranks
    Spells: Ability to cast at least one spell or spell-like ability with the [electricity] descriptor.

    Class Skills
    The Heart of the Tempest's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Escape Artist (Dex), Hide (Dex), Iaijutsu Focus (Cha), Jump (Str), Knowledge (History) (Int), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
    Skills Points at Each Level: 4 + int

    Special: A character with at least one level in this prestige class treats Iaijutsu Focus as a class skill for all future classes.

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Spellcasting

    1st|
    +1
    |
    +0
    |
    +2
    |
    +0
    |Mark of the Storm, Thundering Shuriken | --

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +0
    |Lightning Rush | +1 level of existing class

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +1
    |Electrical Surge | +1 level of existing class

    4th|
    +4
    |
    +1
    |
    +4
    |
    +1
    |Slicing Maelstrom | +1 level of existing class[/table]

    Weapon and Armor Proficiencies: A Heart of the Tempest gains no new armor or weapon proficiencies.

    Spellcasting: At each level except first, the Heart of the Tempest gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

    If the Heart of the Tempest did not have levels in a spellcasting class prior to adding the prestige class, he instead increases his caster level for all spell-like abilities with the [electricity] descriptor at each of the indicated levels.

    Mark of the Storm (Su): Each Heart of the Tempest ability is capable of adding a Mark of the Storm to one or more enemies. Whenever an enemy reaches three Marks of the Storm, it is dazed for one round and the number of rounds until the Heart of the Tempest can use each of its abilities is reduced by one round.

    A Mark of the Storm lasts for five rounds. Receiving a new Mark of the Storm during this time refreshes the duration. Upon reaching three Marks of the Storm, all Marks of the Storm are removed from that target.

    Thundering Shuriken (Su): As a move action, a Heart of the Tempest can throw a single shuriken at an enemy within 30 feet without range penalties. If it hits, it deals base damage plus an additional amount of electric damage based on the result of an Iaijutsu Focus check, and adds a Mark of the Storm to the target.

    Thundering Shuriken can be used every 1d4-1 rounds, minimum of 1.

    {table=head]Check Result | Bonus Damage
    1-15 | 1d8
    16-20 | 2d8
    21-25 | 3d8
    26-30 | 4d8
    31+ | 5d8 (maximum)[/table]

    Lightning Rush (Su): As a swift action, a Heart of the Tempest can transform into a fast-moving ball of electricity until the beginning of his next turn. While in this form, he gains DR 10/-, spell resistance equal to 12+HD, and his base landspeed doubles. In addition, he does not provoke attacks of opportunity for moving and may freely move through spaces occupied by enemies. Each enemy whose space he moves through takes automatic Thundering Shuriken damage and is given a Mark of the Storm.

    No enemy can be dealt damage nor receive a Mark of the Storm from Lightning Rush more than once per round.

    Lightning Rush can be used every 2d4 rounds.

    Electrical Surge (Su): Every third basic attack the Heart of the Tempest lands deals additional electric damage equal to his HD and adds a Mark of the Storm to his target.
    Additionally, the Heart of the Tempest can activate this ability as a move action to deal electric damage equal to twice his HD and add a Mark of the Storm to all targets within 30 feet that have a Mark of the Storm already, and whom he has both line of sight and line of effect to.

    Electrical Surge can be used every 2d4 rounds. The passive benefit is not lost during these rounds of unavailability.

    Slicing Maelstrom (Su): Once per encounter, the Heart of the Tempest can surround himself in an electrically-charged field as a standard action. The field is a 20-foot emmanation that lowers the electricity resistance of all enemies within it by 10. If an enemy has immunity to electricity, it is instead treated as though it has resistance 20 to electricity for as long as it remains within the field. The field lasts until the end of the third round after it is activated.

    Additionally, at the end of the Heart of the Tempest's turn that this ability is activated, and the end of each of the two turns thereafter, one random enemy within the field takes automatic damage as if from a Lightning Bolt spell, with a caster level equal the Heart of the Tempest's caster level -2, except that there is no maximum cap on the damage. A successful Reflex save (DC 10 + 1/2 HD + either Dex or primary spellcasting modifier, whichever is greater) halves the damage. If the enemy takes damage from this effect, a Mark of the Storm is added to it. Multiple Marks can be added to the same enemy over the duration of this effect.

    ---


    Master Tactician


    ENTRY REQUIREMENTS

    Alignment: Any non-Good.
    Feats: Battlecaster Offense, Residual Magic
    Skills: Concentration 12 ranks, Knowledge (arcana) or Knowledge (local) 6 ranks, Spellcraft 6 ranks
    Spellcasting: Ability to cast 2nd level arcane spells
    Special: Raven familiar, whether obtained via the Familiar class feature or the Obtain Familiar feat
    Special: Must possess a Base Attack Bonus higher than the highest level of arcane spells you are capable of casting.

    Class Skills
    The Master Tactician's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Spellcasting

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Augmented Familiar, Carrion Renewal | --

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Decrepify | +1 level of existing arcane spellcasting

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Nevermove | +1 level of existing arcane spellcasting

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Torment | +1 level of existing arcane spellcasting

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Ravenous Flock|--[/table]

    Weapon and Armor Proficiency: A Master Tactician gains no new weapon or armor proficiencies.

    Spellcasting: At each level except first and fifth, a Master Tactician gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

    Augmented Familiar: Upon taking the first level in this prestige class, the Master Tactician's raven familiar gains the Fiendish Creature template. Further, should the familiar die, the Master Tactician does not receive an experience point loss, and may resummon it with 24 hours of effort, rather than waiting a year and a day.

    Upon reaching the fifth level of this prestige class, the Master Tactician's raven familiar loses the Fiendish Creature template and instead receives the Half-Fiend template.

    For the purpose of determining template effects related to hit dice, the Master Tactician's familiar uses its master's caster level in place of hit dice.

    Carrion Renewal (Su): Whenever the Master Tactician slays a foe with a spell, he immediately recovers a previously expended spell (or spell slot, in the case of spontaneous casters) of a level no higher than half the level of the spell used to defeat the foe. (For example, a Master Tactician that slays a foe with disintegrate, a 6th level spell, would immediately recover a used spell of 3rd level or below, provided he has an expended spell or spell slot of those levels.)

    Whenever the Master Tactician slays a foe with a physical melee attack, he is healed for an amount equal to his hit dice.

    Decrepify (Su): As a standard action, the Master Tactician may touch a foe to bestow a horrible wilting curse upon it. If the Master Tactician succeeds on a melee touch attack, the touched foe must succeed on a Will save (DC 10 + HD + primary spellcasting modifier) or be slowed for three rounds, and take 1d6 untyped damage per two HD the Master Tactician possesses at the start of each of the rounds it is slowed.

    Decrepify can be removed via remove curse or similar effects with a caster level equal to or higher than the Master Tactician's caster level.

    This ability may be used every 1d6 rounds.

    Nevermove (Su): As a standard action, the Master Tactician can create a field of enormous, disembodied talons in a 20-ft spherical spread at any point within 60 ft. The talons clutch and claw at all creatures (except the Master Tactician) within the field immediately and at the start of his next three turns, or until he dismisses the effect as a free action. Treat the talons attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 21. Thus, their grapple check modifier is equal to your caster level +9. The talons are immune to all types of damage.

    Once the talons successfully grapple a creature, that foe is Immobilized until the end of the effect's duration, and immediately takes 1d6 magical piercing damage per two HD the Master Tactician possesses.

    This ability may be used every 2d3 rounds, but no more than one field of talons may be present at any time.

    Torment (Su): As a swift action, the Master Tactician may bestow a wracking curse upon a foe within 60 ft. If the chosen foe fails a Will save (DC 10 + HD + primary spellcasting modifier), it takes additional damage equal to the Master Tactician's HD from all spells cast by the Master Tactician, as well as his Decrepify and Nevermove abilities, for three rounds.

    Torment can be removed via remove curse or similar effects with a caster level equal to or higher than the Master Tactician's caster level.

    This ability may be used every 2d3 rounds.

    Ravenous Flock (Su): As a swift action, the Master Tactician may transform himself into a huge, monstrous creature that vaguely resembles a black-feathered vrock, but with six eyes and a fan of tailfeathers instead of a tail. This change persists for up to three rounds or until the Master Tactician dismisses its effects as a free action.

    While transformed, the Master Tactician increases in size by one step, he gains a primary bite attack dealing 2d6+Str damage and two claw attacks dealing 1d6+ Str damage, his natural armor increases by 4, and he gains a flight speed of 60 feet with perfect maneuverability. Any worn gear expands to fit his new form and size. Further, at the end of each of his turns that this ability is active, up to three spectral ravens unerringly fly from his form to strike at the closest foes within 30 feet of the Master Tactician. Each raven deals 1 point of magical piercing damage per HD the Master Tactician possesses, then returns and heals him for the total amount of damage inflicted. Only one raven will attack a given creature each round, even if fewer than three foes are within range of this ability.

    Ravenous Flock may be used once per encounter.
    Last edited by Jarian; 2012-06-27 at 08:38 AM. Reason: New post count, new post content!
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    Lightbringer Adison, Swordmage priestess of Pelor, by the very talented Darwin.

    Bunny!Adison by Alarra!

  4. - Top - End - #4
    Ogre in the Playground
     
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    Default Arcane Casters

    Crimson Reaper


    ENTRY REQUIREMENTS

    Saves: Base Fortitude save +3
    Skills: Knowledge (any two of arcana, local, nature) 8 ranks, Heal 4 ranks
    Spellcasting: Ability to cast 3rd level spells, including vampiric touch
    Special: Must be a living creature without the Living Construct subtype


    Class Skills
    The Crimson Reaper's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Spellcasting

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Crimson Pact | --

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Transfusion | +1 level of existing class

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |Tides of Blood | +1 level of existing class

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Sanguine Haze | +1 level of existing class

    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Hemoplague|--[/table]

    Weapon and Armor Proficiency: A Crimson Reaper gains no new armor or weapon proficiencies.

    Spellcasting: At each level except first and fifth, a Crimson Reaper gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

    Crimson Pact (Ex): Any items worn by the Crimson Reaper that grant a bonus to his Constitution score also grant an equal bonus to his primary spellcasting ability score. (For example, a Wizard/Crimson Reaper wearing an amulet of health +4 would gain both a +4 enhancement bonus to Constitution and a +4 enhancement bonus to Intelligence).

    Transfusion (Sp): As a swift action, the Crimson Reaper may make a ranged touch attack against a foe within 60 ft. If successful, the struck foe takes 1 point of damage per HD the creature possesses, and the Crimson Reaper is healed for an equal amount.

    Tides of Blood (Sp): As a standard action, the Crimson Reaper may release a spray of his own blood in a 20 ft. burst centered on himself. All foes within the area of effect take 1d6 untyped damage per HD the Crimson Reaper possesses, Reflex DC (10 + HD + Constitution modifier) halves. Using this ability deals 1 point of damage per HD to the Crimson Reaper, which cannot be reduced or obviated in any way.

    If the Crimson Reaper uses this ability in two consecutive rounds, the effects of the Empower Spell-like Ability feat are applied, and the ability deals 2 points of damage per HD to the Crimson Reaper. If the Crimson Reaper uses this ability in three consecutive rounds, the effects of the Maximize Spell-like Ability feat are applied instead of the Empower Spell-like Ability feat, and the ability deals 3 points of damage per HD to the Crimson Reaper. If the Crimson Reaper uses this ability in four or more consecutive rounds, the effects of the Empower and Maximize Spell-like Ability feats are applied, and the ability deals 4 points of damage per HD to the Crimson Reaper.

    Sanguine Haze (Su): As an immediate action, the Crimson Reaper may briefly abandon his body, becoming a bloody mist until the start of his next turn. Using this ability has the following effects on the Crimson Reaper:
    • Size: changed to Huge, or one size larger than normal if already Huge or larger. Creatures may enter your space without hinderance while affected by this ability
    • Abilities: Strength score reduced to 1, Dexterity score increased by 6
    • Attacks: You gain immunity to attacks and targeted or area of effect spells, but you are instantly dispersed and blown away (as the condition) if subjected to a gust of wind spell or similar wind effect, ending this ability
    • Movement: You gain a flight speed equal to your base landspeed with perfect maneuverability. You may pass through spaces occupied by creatures, and through solid objects, provided they are sufficiently porous to allow a mist to drift through. You may only take move actions while under the effects of this ability
    • Possessions: All of your worn or carried equipment and items become nonfunctional, absorbed into your new form


    Any creature who enters the Crimson Reaper's space, or whose space he moves through, must succeed on a Fortitude save, DC (10 + HD + Constitution modifier) or take 1d6 untyped damage per two HD he possesses and be slowed and nauseated for as long as they remain within the mist and for one round after.

    Activating this ability deals untyped damage equal to his current hitpoints to the Crimson Reaper, which cannot be reduced or obviated in any way.

    This ability may be activated every 2d6 rounds.

    Hemoplague (Su): As a standard action, the Crimson Reaper may release a virulent spray of blood in a 20 ft. burst at any point within 60 ft. All enemies within the burst must succeed on a Fortitude save or take additional damage equal to the Crimson Reaper's HD from all non-periodic sources for three rounds. After three rounds, all creatures that failed their save against this ability take 1d6 untyped damage per two HD the Crimson Reaper possesses.

    This ability may be used once per encounter.

    ---


    Magus Ascendant


    ENTRY REQUIREMENTS

    Feat: Spell Focus (Abjuration), Spell Focus (Evocation)
    Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks
    Spellcasting: Ability to cast third level arcane spells of the Abjuration and Evocation schools.
    Race: Warforged
    plus
    Feat: Unarmored Body
    or
    Class Feature: Ability to cast spells in light armor.

    Class Skills
    The Magus Ascendant's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Spellcasting

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Ascended Form | --

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Arcanopulse | +1 level of existing arcane spellcasting

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Locus of Power | +1 level of existing arcane spellcasting

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Mage Chains | +1 level of existing arcane spellcasting

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Arcane Barrage|--[/table]

    Weapon and Armor Proficiency: A Magus Ascendant gains no new weapon or armor proficiencies.

    Spellcasting: At each level except first and fifth, the Magus Ascendant gains new spells known and new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

    Ascended Form (Ex): Upon taking the first level of this prestige class, the Magus Ascendant's body undergoes a startling change, becoming a thing of shifting metal plates held together by flows of arcana. The Ascendant gains an Armor bonus to AC equal to the highest spell level of arcane spells he is capable of casting, or increases his existing Armor bonus by one-half this amount (rounded up) if he is capable of casting spells in light armor. The Ascendant also gains spell resistance equal to 5 + his Magus Ascendant level + twice the highest spell level of arcane spells he is capable of casting.

    Arcanopulse (Su): As a standard action, the Magus Ascendant may release a bolt of pure arcana in a 30 ft. line, dealing 1d6 arcane damage per HD to all creatures in the area of effect. A successful Reflex save, DC 10 + HD + primary spellcasting modifier halves the damage. Arcane damage is considered acid, cold, electric, and fire damage at the same time. It is checked against the lowest resistance of the four types, ignoring immunities and weaknesses unless the creature has only immunities and weaknesses, in which case it is checked against a weakness.

    Arcanopulse may be used every 1d6 rounds.

    Locus of Power (Su): As a swift action taken before performing any movement in the round, the Magus Ascendant can Immobilize himself until the start of his next turn, drawing on a nearby font of arcane energy. While Immobilized in this fashion, he increases his caster level for all spells by 1, and gains a further +5 bonus for the purpose of overcoming spell resistance.

    While Locus of Power is active, the Ascendant doubles the range of his Arcanopulse, Mage Chains, and Arcane Barrage abilities.

    Locus of Power may be used every 1d3 rounds.

    Mage Chains (Su): As a standard action, the Magus Ascendant may hurl a sphere of charged arcana at a foe within 60 feet. If the Ascendant succeeds on a ranged touch attack, the struck foe takes 1d6 arcane damage per two HD the Ascendant possesses. Further, until the end of the Ascendant's next turn, if the struck foe takes damage from an Evocation spell cast by the Ascendant, it must succeed on a Will save, DC 10 + HD + primary spellcasting modifier, or be dazed for 1d3 rounds.

    Mage Chains may be used every 2d4 rounds.

    Arcane Barrage (Su): As a standard action, the Magus Ascendant may release a 10 ft. burst of pure arcana at any point within 60 feet, dealing 5d4 arcane damage plus an additional 1d4 arcane damage per two HD to all creatures within. A successful Reflex save, DC 10 + HD + primary spellcasting modifier, halves this damage. Each round after the first, up two additional rounds, the Ascendant may use this ability again as a swift action.

    If the initial activation of Arcane Barrage is used while the Ascendant is under the effects of Locus of Power, the subsequent activations also benefit from the increased range.

    Arcane Barrage may be used once per encounter.

    ---



    Prophet of the Void


    ENTRY REQUIREMENTS

    Feat: Augment Summoning
    Skills: Knowledge (the planes) 8 ranks, Spellcraft 8 ranks
    Spellcasting: Ability to cast summon monster III or a greater version, or use as a spell-like ability.

    Class Skills
    The Prophet of the Void's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
    Skills Points at Each Level: 4 + int

    Hit Dice: d4

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Spellcasting

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Summon Voidling, Malefic Visions | --

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Call of the Void | +1 level of existing class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Null Zone | +1 level of existing class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Nether Grasp | --[/table]

    Weapon and Armor Proficiencies: A Prophet of the Void gains no new armor or weapon proficiencies.

    Spellcasting: At each level except first and fourth, the Prophet of the Void gains new spells known and new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

    If the Prophet of the Void did not have levels in a spellcasting class prior to adding the prestige class, he instead increases his caster level for all spell-like abilities of the Summoning subschool at each of the indicated levels.

    Summon Voidling (Su): Every 4 abilities granted by this class (Call of the Void, Malefic Visions, Nether Grasp, Null Zone) used by the Prophet of the Void summons a Voidling. The voidling lasts 6 rounds after it is summoned. The Prophet of the Void may have up to two voidlings summoned at the same time. Voidlings act on the Prophet's initiative, but are not directly under his control.

    The Voidling must attack those its creator perceives as foes to the best of its ability. It must attack the nearest creature currently affected by Malefic Visions (determine randomly if several potential foes are equidistant) and fight that opponent. If no creatures are affected by Malefic Visions, the Voidling instead attacks the nearest enemy. The voidling must remain within 100 feet of the Prophet at all times; if the Prophet or Voidling move more than 100 feet apart at any time, the Voidling immediately teleports to a location adjacent to the Prophet.

    Voidlings are incapable of using skills other than Balance, Swim, Climb, and Jump, and use the Prophet's modifier for these skills if higher than their own.

    Two rounds after being summoned, the Voidling increases in ferocity, gaining a +6 untyped bonus to strength, a +4 untyped bonus to Constitution, and a +4 untyped bonus to natural armor. The Voidling's natural attack damage also increases by one step.

    Four rounds after being summoned, the Voidling becomes enraged, and may make a single extra bite attack each round at its highest attack bonus, as part of any attack action.

    Six rounds after being summoned, the Voidling dematerializes, instantly phasing out of reality as it returns to the Void.

    Voidlings have hit dice (and correspondingly, 1d8+2 hp, +1 BAB, and improved saves) equal to the Prophet's level in this class, plus one half his HD. They do not gain feats or skill points, as mindless creatures. Voidlings have Natural Armor equal to their hit dice, and spell resistance equal to their hit dice +10. This spell resistance does not interfere with any spells cast by the Prophet, unless he wills it to do so.

    The Prophet may apply any feats or class abilities that augment summoning spells to this ability, provided the Voidling would be a valid recipient of their benefits.

    The voidling below was created as for a Wizard 5/Prophet of the Void 1
    Spoiler
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    Voidling:
    Small Outsider (Void)
    4d8+8 HD (26 hp)
    Speed 30 ft
    Initiative +3
    AC 18, Flatfooted 15, Touch 14 (1 size, 4 natural, 3 dex)
    14 str, 16 dex, 14 con, - int, 2 wis, 2 cha
    Fort +6 Reflex +7 Will +0
    Immune to Mind-affecting, Darkvision 60 ft, SR 14.
    Attack: Bite +7, 1d6+2
    Full Attack: Bite +7, 1d6+2, and 2 claws, +2, 1d3+1


    Malefic Visions (Su): As a swift action, a Prophet of the Void may show an enemy within 60 feet visions of their own inevitable demise. If the target fails a Will save, DC (10+1/2 HD+primary spellcasting modifier) its body begins to believe the visions, wounds slowly becoming real. At the start of each of the Prophet's turns, lasting for five rounds, an afflicted target takes damage equal to the Prophet's HD.

    Normally, only one target can be afflicted by Malefic Visions at a time. Using this ability again while it is already active on a target immediately ends the first effect. However, if a target dies while under the effects of Malefic Visions, the ability is automatically transfered to a random enemy within 20 feet, with no save, and the duration is reset. Visions transfered in this way are not canceled when the Prophet uses this ability again.

    Unlike most Supernatural abilities, Malefic Visions is subject to spell resistance.

    Malefic Visions may be used once per round.

    Call of the Void (Su): As a standard action, a Prophet of the Void may place two small portals to the Void at any point within 40 feet of each other, but no further than 60 feet from himself. At the beginning of his next turn, a small bolt of nether energy passes between the portals, dealing 1d6 untyped damage per HD the Prophet possesses to all creatures in the line between the two portals, and causing them to lose all mental focus for one round. A creature struck by this ability cannot cast spells, initiate maneuvers, activate spell-like abilities, or perform any action that requires concentration for the duration of the effect.

    Unlike most Supernatural abilities, Call of the Void is subject to spell resistance.

    Call of the Void may be used every 2d3 rounds.

    Null Zone (Su): As a standard action, a Prophet of the Void may alter a miniscule portion of reality itself, temporarily phasing in a small bubble of the Void and mixing it with the real world. Using this ability creates a 20 foot radius area of harmful, distorted reality. Any creature within the area at the start of each of the Prophet's turns takes untyped damage equal to the Prophet's HD, plus an additional 10% of its maximum health.

    Null Zone lasts for five rounds or until the Prophet dismisses it, a free action that can be taken out of turn.

    Null Zone can be used every 2d4 rounds, but only one Null Zone may exist at any time.

    Nether Grasp (Su): Once per encounter as a standard action, a Prophet of the Void can call forth a stream of Void essence to leash an enemy within 60 feet.

    If the target enemy fails a Will save, DC (10+1/2HD+primary spellcasting modifier), it is considered both stunned and dazed. It is not immune to one of these effects unless it is immune to both. Additionally, at the end of each of the Prophet's turns that this ability is in effect, the leashed enemy takes 1d6 untyped damage per two HD the Prophet possesses.

    If the Prophet wishes, at the start of his next turn after using this ability, he may choose to forgo all actions to extend the effects of this ability until the beginning of his next turn.

    Unlike most Supernatural abilities, Nether Grasp is subject to spell resistance.
    Last edited by Jarian; 2012-06-27 at 08:37 AM.
    Avatar by the illustrious Derjuin.
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    If you use any of my homebrew, or even if you just have a strong opinion on it, please let me know. Feedback is always useful.
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    Lightbringer Adison, Swordmage priestess of Pelor, by the very talented Darwin.

    Bunny!Adison by Alarra!

  5. - Top - End - #5
    Ogre in the Playground
     
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    Join Date
    Apr 2010
    Location
    Crazytown
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    Default Psionics

    Void Walker


    ENTRY REQUIREMENTS

    Class Feature: Blade Essence
    Feat: Focused Mind Strike
    Skills: Knowledge (psionics) 8 ranks, Knowledge (the planes) 4 ranks, Psicraft 8 ranks


    Class Skills
    The Void Walker's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Manifesting

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Dimension hop, Void Blade, Void Form|--

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Nether Blade|+1 level of existing class

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Null Sphere|+1 level of existing class

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Force Pulse|+1 level of existing class

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Riftwalk|--[/table]

    Weapon and Armor Proficiency: A Void Walker gains no new armor or weapon proficiencies.

    Manifesting: At each level except first and fifth, a Void Walker gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). If the character had more than one manifesting class before he became a Void Walker, he must decide to which class he adds the new level of Void Walker for the purpose of determining power points per day, powers known, and manifester level.

    Dimension Hop: A Void Walker adds dimension hop to his list of powers known.

    Void Blade (Su): A Void Walker's levels stack fully with his Soulknife levels for the purpose of determining his Mind Blade advancement, including enhancement bonuses, special abilities, shapes, and essences available to him. Void Walker levels do not, however, advance any other Soulknife class features.

    Additionally, once he obtains the ability to manifest mind blades with greater blade essences, the Void Walker adds Void to his list of available essences. A Void mind blade forces a Will save (DC 10 + HD + Int modifier) on each successful hit against a creature capable of using spells or manifesting powers. Failure on this save indicates that a caster loses one of his highest level spells available (determined randomly), while a manifester loses power points equal to its manifester level.

    Void Form (Su): Upon entering this prestige class, the Void Walker's body becomes partially out of sync with the rest of reality, causing magical attacks to have difficulty damaging him. The Void Walker ignores the first point of damage per HD he would take from magical or psionic sources in a round (spells, spell-like abilities, psionic powers, psi-like abilities, and supernatural abilities all fall under this category).

    Nether Blade (Su): Whenever the Void Walker successfully strikes with a mind blade charged with a psychic strike, whether the psychic strike is successful or not, he regains one power point. The struck foe must pose a legitimate threat for the Void Walker to gain a power point in this fashion.

    Additionally, as a free action taken when imbuing a mind blade with a psychic strike, the Void Walker may instead imbue the mind blade with a nether strike. Nether strikes function as psychic strikes for the purpose of determining charges and maximum imbued power points. Whenever he successfully strikes with a mind blade imbued with a nether strike, the Void Walker can release a charge to lower the power resistance of the struck foe by half the number of imbued power points for one round, instead of dealing bonus damage.

    Null Sphere (Ps): As a standard action, the Void Walker may hurl a sphere of fluctuating void essence at a foe within 60 ft. If he succeeds on a ranged touch attack, the struck foe takes 1d6 untyped damage per two HD the Void Walker possesses, and he must succeed on a Will save (DC 10 + HD + Int modifier) or lose all mental focus for one round. A creature that fails its save against this ability cannot cast spells, initiate maneuvers, activate spell-like abilities, or perform any action that requires concentration for the duration of the effect.

    This ability may be used every 2d4 rounds.

    Force Pulse (Sp): At the start of each encounter, the Void Walker begins amassing pulse counters. The Void Walker gains one pulse counter whenever a creature he can detect uses a magical ability (see Void Form, above). Once the Void Walker accrues seven pulse counters, he may use this ability as a standard action, consuming all force counters to deal 1d6 force damage per HD to all creatures in a 30 ft. cone extending from a corner of his square. A successful Reflex save (DC 10 + HD + Int modifier) halves this damage. Any creature that takes damage from this ability must succeed on a Will save at the same DC or be slowed for two rounds.

    Riftwalk (Su): Whenever the Void Walker manifests a Psychoportation power, all foes adjacent to him upon conclusion of the power take 1d6 untyped damage for every 3 HD he possesses as reality distorts around him. If the power moves the Void walker, this damage is applied at his ending location. The Void Walker permanently reduces the power point cost of Psychoportation (teleportation) powers by 1 point, to a minimum of 0 power points. The Void Walker may suppress and resume this effect as a free action.

    ---


    Will of the Blades


    ENTRY REQUIREMENTS

    Manifesting: Ability to manifest the Telekinetic Thrust power
    Feats: Combat Manifestation, Psionic Weapon
    BAB: +5


    Class Skills
    The Will of the Blades's class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Jump (Str), Knowledge (psionics)* (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).
    Skill Points at each level: 2+int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Manifesting

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Blademind, Ionian Fervor | --

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Bladesurge | +1 level of existing manifesting class

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Hiten Style | +1 level of existing manifesting class

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Equilibrium Strike | +1 level of existing manifesting class

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Transcendent Blades | --[/table]

    Weapon and Armor Proficiencies: A Will of the Blades gains proficiency with light and medium armor as well as light shields if she did not possess them already. A Will of the Blades gains proficiency with all forms of non-exotic swords.

    Manifesting: At each level except first and fifth, a Will of the Blades gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting 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.

    Initiator: A Will of the Blades adds her full class levels to her Initiator Level, rather than one half as normal.

    Blademind (Su or Ex): So long as she has at least one power point remaining, a Will of the Blades can animate any weapon she is proficient with. A weapon animated in this fashion floats alongside the Will of the Blades, and is treated in all regards as if the Will of the Blades were wielding it normally, except that the Will of the Blades cannot be disarmed of the weapon while it is animated. A weapon animated in this fashion leaves the Will of the Blades's hands free to do other things, but does not allow her to make more attacks in a round than she would normally be able to.

    Additionally, the Will of the Blades's manifester level becomes equal to her base attack bonus if the latter is higher.

    Ionian Fervor (Ex): For each enemy within the Will of the Blades's threatened area, she has a 10% chance to ignore all negative effects from a spell, spell-like ability, or supernatural ability directed at her, maximum of a 40% chance. For the purposes of this ability, damage is not considered a negative effect.

    Bladesurge (Su): As a swift action, a Will of the Blades can expend 5 power points to rapidly move up to thirty feet forward. If, at the end of the movement, the Will of the Blades threatens one or more enemies, she may make a single melee attack against a target of her choice at her highest attack bonus.

    If the attack from Bladesurge kills an opponent, the power point cost is refunded, Bladesurge becomes immediately available again, and you gain an additional swift action in this round, which may only be used to activate Bladesurge. You may only gain one additional swift action per round in this way.

    For every additional power point you expend, the maximum amount of movement is increased by 5 feet. Treat this ability as a power for determining the maximum amount of power points you may spend on it.

    Bladesurge can be activated every 2d3 rounds.

    Hiten Style (Su): Each time the Will of the Blades lands a blow with her animated weapon in combat, she regains one power point. The target of the attack must pose a legitimate threat to the Will of the Blades in order for her to gain power points from it.

    Additionally, the Will of the Blades can activate this ability as a swift action, expending a number of power points to cause all of her attacks made with her animated weapon to inflict that number as additional, untyped damage until the end of her next turn.

    Treat Hiten Style as a power for determining how many power points may be spent on it.

    Hiten style can be activated every 2d6 rounds. The passive benefit is not lost during these rounds of unavailability.

    Equilibrium Strike (Su): As an attack action (that is, an attack derived from a standard or full attack), a Will of the Blades may expend 8 power points to cause her attack to deal an extra 4d6 damage and reduce her target's movement speed by half for one round. A successful fortitude save, DC (14+primary manifesting stat mod or strength mod, whichever is higher) negates the slowing. If the Will of the Blades has a lower percentage of total health than her target, Equilibrium Strike stuns for one round instead of slowing.

    For every 2 additional power points you expend, the bonus damage is increased by an additional 1d6, and the save DC increases by 1. Treat this ability as a power for determining the maximum amount of power points you may spend on it.

    This ability can be used every 1d6 rounds.

    Transcendent Blades (Su): Once per encounter, as a standard action, a Will of the Blades may expend her psionic focus to summon four ephemeral blades of psychic energy. Each of these blades can be released as a free action, flying in a 30-foot line away from the Will of the Blades and passing through all enemies and objects in its path. Each enemy struck by a Transcendent Blade takes damage equal to the Will of the Blades's HD, with the damage decreased by 1/4 for each previous enemy struck by that blade, to a minimum of 1/2 normal damage. A successful Reflex save (DC 10 + 1/2 HD + primary Manifesting ability mod) halves the damage from each blade. The Will of the Blades is healed for 1/4 of the total damage inflicted by each blade. Any unreleased blades dissipate at the end of the Will of the Blade's next turn after creating them.
    Last edited by Jarian; 2012-06-27 at 08:43 AM. Reason: New post count, new post content!
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    Default Divine casters.

    Fallen Angel


    ENTRY REQUIREMENTS

    Alignment: Any non-Good.
    Feats: Must have possessed one or more [Exalted] feats and lost their benefits due to losing a Good alignment.
    Skills: Knowledge (religion) 8 ranks, Knowledge (the planes) 4 ranks, Spellcraft 4 ranks
    plus
    Spellcasting: Able to cast 3rd level Divine spells
    or
    Base Attack Bonus: +5

    Class Skills
    The Fallen Angel's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Fallen Conversion, Soul Siphon|--

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Black Shield|+1 level of existing divine spellcasting

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Dark Binding|+1 level of existing divine spellcasting

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Tormented Miasma|+1 level of existing divine spellcasting

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Soul Shackles|--[/table]

    Weapon and Armor Proficiencies: A Fallen Angel gains no new armor or weapon proficiencies.

    Spellcasting: At each level except first and fifth, a Fallen Angel gains new spells per day as if she had also gained a level in whatever divine 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. If the Fallen Angel did not possess the ability to cast divine spells prior to entering this prestige class, she gains no benefit from this feature.

    Fallen Conversion: Upon taking the first level in this class, a Fallen Angel may immediately replace any [Exalted] feats she lost due to losing a Good alignment with any other feats that she qualified for at the time, except that her eligibility is determined using her current alignment. (For example, an Evil Fallen Angel could choose to replace her [Exalted] feats with [Vile] feats, even though she would not have qualified for them due to her alignment at the time she selected her [Exalted] feats. She must have been able to meet all other requirements for the feats normally.)

    In addition, if the Fallen Angel casts spells from a limited list of spells known (such as a Favored Soul, but not a Cleric), she may replace any spells with the [Good] descriptor that she knows with any other spells available to her of the same spell level. Once made, these choices are permanent.

    Soul Siphon (Su): Whenever the Fallen Angel deals profane, vile, unholy, or negative energy damage, she is healed for one-quarter of the damage she deals.

    Black Shield (Su): As a standard action, a Fallen Angel may surround an ally within 60 feet with a protective shell of vile energies. The shell absorbs the next 3 damage per HD the Fallen Angel possesses in damage from magical sources, but does not reduce damage from nonmagical sources (including most alchemical items) in any way. Enchanted weapons are not considered magical sources for the purposes of this ability, though enchantments that deal magical damage (such as flaming or shock weapons (but not a collision weapon)) still have those types of damage reduced appropriately. The shell persists for two rounds or until it absorbs the full amount of damage.

    While the shell persists, the warded ally is immune to the following conditions: ability damage, ability drain, blindness, confusion, dazed, dazzled, deafened, energy drain, fascinated, fear (all types), paralyzed (unless resulting from 0 Dex), petrification, and stunned.

    This ability may be used every 2d6 rounds.

    Dark Binding (Su): As a standard action, a Fallen Angel may hurl of sphere of viscous, vile energies at a point up to 60 feet away. The first enemy the sphere encounters must succeed on a Reflex save, DC 10 + HD + primary spellcasting ability mod (or Wisdom, if the Fallen Angel does not possess the ability to cast spells), or be Immobilized for 1d6 rounds and take 1d6 profane damage per two HD the Fallen Angel possesses. If the sphere strikes this target, it stops.

    If the sphere fails to strike the first target, it continues on to the end of the line at which it was thrown, subjecting each creature in its path to the above effects, though each creature beyond the first gains a cumulative +2 circumstance bonus to its Reflex save to avoid the sphere.

    This ability may be used every 1d6 rounds.

    Tormented Miasma (Su): As a standard action, a Fallen Angel may create a 20-ft. radius area of vile, cloying mist at any point within 60 ft. All creatures in the area immediately take 1 point of profane damage per HD the Fallen Angel possesses. The area of mist persists for 3 rounds, resisting any attempt to dispel or blow it away. At the start of each of the Fallen Angel's turns, all creatures within the mist take 1d3 profane damage per HD she possesses, and have their spell resistance reduced by 3 for 3 rounds. This reduced spell resistance stacks, up to a maximum of -9 spell resistance.

    This ability may be used every 2d4 rounds.

    Spirit Shackles (Su): As a swift action, a Fallen Angel may shackle all creatures within 30 feet of herself with thin tethers of vile energy. While they remain within 60 feet of the Fallen Angel, all shackled creatures are slowed. Any creature that moves more than 60 feet from the Fallen Angel breaks its tether, ending the effect for that creature. At the start of her second turn after using this ability, all creatures still tethered take 1d6 profane damage per HD the Fallen Angel possesses and are stunned and dazed for 1 round, and this ability ends.

    This ability may be used once per encounter.

    ---

    Judicator



    ENTRY REQUIREMENTS

    Class Feature: Turn Undead
    Feat: Extra Turning
    plus
    Spellcasting: Able to cast 3rd level Divine spells
    or
    Class Feature: Special Mount

    Class Skills
    The Judicator's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Hit Dice: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Holy Fervor| --

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Reckoning| +1 level of existing divine spellcasting

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Divine Blessing| +1 level of existing divine spellcasting

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Righteous Fury| +1 level of existing divine spellcasting

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Intervention| -- [/table]

    Weapon and Armor Proficiencies: A Judicator gains no new armor or weapon proficiencies.

    Spellcasting: At each level except first and fifth, a Judicator gains new spells per day as if she had also gained a level in whatever divine 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. If the Judicator did not possess the ability to cast divine spells prior to entering this prestige class, she gains no benefit from this feature.

    Holy Fervor (Ex): Upon taking the first level in this prestige class, the Judicator receives a blessing from her god (or another force strongly aligned with her moral outlook), strengthening her mind and body. The Judicator adds 1/10th her Strength as a Sacred bonus to her primary casting ability score, and 1/10th her primary casting ability score as a Sacred bonus to her Strength. Never count one of these bonuses when determining the bonus of the other.

    These bonuses are not permanent, in the sense that they are subject to change whenever the Judicator's ability scores change, and are always added last. If the Judicator does not have the ability to cast spells, the bonus to her casting stat is allocated to Wisdom.

    Reckoning (Su): As a standard action, a Judicator may expend one daily use of Turn Undead to blast an enemy with a burst of holy energy. As part of this action, the Judicator makes a ranged touch attack against an enemy within 30 feet, substituting her primary casting ability mod for dexterity when determining her bonus to hit. If the attack is successful, the target takes 1d6 divine damage per two HD, and has its movement speed reduced by half (rounded down to the nearest 5-foot increment) until the end of the Judicator's next turn. While slowed, the target takes 25% increased damage from the Judicator's spells and attacks.

    If the Judicator has no daily remaining uses of Turn Undead, Reckoning can instead be used as a swift action to restore one use of Turn Undead.

    This ability can be used every 1d6 rounds.

    Divine Blessing (Su): As a standard action, a Judicator may expend one daily use of Turn Undead to heal an ally within 60 feet for 5 hp per HD the Judicator possesses. An ally healed in this way receives the effects of a haste spell for one round.

    This ability can be used every 1d4 rounds.

    Righteous Fury (Su): As a swift action, a Judicator may expend two daily uses of Turn Undead to imbue her weapon with divine energy, causing up to the next three attacks made by the Judicator in this round to be treated as smiting attacks. The Judicator adds her primary spellcasting modifier (or Wisdom, if she does not possess the ability to cast spells) as a bonus to her attack roll and deals an additional point of damage per HD she possesses. In addition, the attacks splash, dealing one point of divine damage per HD to all enemies within 10 feet of the target. Smiting attacks have no effect (and do not splash) if made against a creature with the same alignment on the Good-Evil axis.

    This ability can be used every 2d4 rounds.

    Intervention (Su): Once per encounter, as an immediate action, a Judicator may expend a daily use of Turn Undead to shield an ally within 60 feet from all damage and negative effects until the end of the turn of whichever creature is currently acting.
    Last edited by Jarian; 2012-06-27 at 08:45 AM. Reason: New post count, new post content!
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    Default Sneaky types.

    Eye of Twilight


    ENTRY REQUIREMENTS

    Alignment: Any Neutral.
    Class Feature: Sneak Attack (or equivalent) +3d6
    Feat: Improved Toughness
    Skills: Hide 8 ranks, Move Silently 8 ranks

    Class Skills
    The Eye of Twilight's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Martial Lore (Int), Open Lock (Dex), Ride (Dex), Search (Int), Sleight of Hand (Dex), Tumble (Dex)
    Skills Points at Each Level: 6 + int

    Hit Dice: d12

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Goad, Ki Strike

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Shadow Dash

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Shadow Feint

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Twilight's Blade

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Stand United [/table]

    Weapon and Armor Proficiencies: An Eye of Twilight gains no new armor or weapon proficiencies.

    Goad: An Eye of Twilight gains Goad as a bonus feat at 1st level, even if he does not meet the prerequisites.

    Ki Strike (Ex): Every two rounds, an Eye of Twilight can perform a Ki Strike as a standard action. A Ki Strike is a melee attack that deals bonus Force damage equal to the Eye of Twilight's HD, and applies Sneak Attack damage without the need for the target to be flanked or flat-footed.

    Whenever the Eye of Twilight is struck by a melee attack, the number of rounds until he can make another Ki Strike is reduced by one.

    Shadow Dash (Su): As a move action, an Eye of Twilight can teleport himself up to thirty feet in any direction. All enemies in squares between his starting and ending location are subjected to the effects of the Goad feat, with a few differences: The save DC is based on either the Eye of Twilight's Con or Cha modifier, whichever is higher, and the effect restricts all forms of attack, including those normally excluded by the Goad feat.

    This ability can be used every 2d3 rounds.

    Shadow Feint (Su): As a swift action, an Eye of Twilight can shield himself from incoming damage or spells for a short time. Until the start of his next turn, he ignores the first (10xEye of Twilight level) points of damage he would take -OR- gains spell resistance equal to 15+HD.

    This ability can be used every 1d6 rounds.

    Twilight's Blade (Su): As a standard action, an Eye of Twilight can hurl a dagger of shadow at an enemy within 30 feet, with no range penalties. If it hits, it deals bonus damage equal to the Eye of Twilight's HD, and marks the target for three rounds. Whenever the Eye of Twilight or one of his allies strike the marked target with a physical attack, they gain Fast Healing equal to half the damage they dealt for one round.

    This ability can be used every 1d4 rounds.

    Stand United (Su): Once per encounter, an Eye of Twilight can shield an ally as a full-round action. Until the start of the Eye of Twilight's next turn, the shielded ally is immune to physical and elemental damage, and gains spell resistance equal to 15+ the Eye of Twilight's HD. At the beginning of the Eye of Twilight's next turn, he teleports to a square adjacent to the shielded ally.

    There is no maximum range for this ability, but the Eye of Twilight must be able to see his ally and have line of effect to them to use it.

    ---

    Widowmaker


    ENTRY REQUIREMENTS

    Class Feature: Sneak Attack (or equivalent) +3d6
    Feat: Craven

    Class Skills
    The Widowmaker's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Martial Lore (Int), Open Lock (Dex), Ride (Dex), Search (Int), Sleight of Hand (Dex), Tumble (Dex)
    Skills Points at Each Level: 6 + int

    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Precision Damage, Determined Killer

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Hate Spike

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Shadow Walk

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Ravage

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Malice and Spite [/table]

    Weapon and Armor Proficiencies: A Widowmaker gains no new armor or weapon proficiencies.

    Precision Damage: A Widowmaker adds her full levels in this prestige class to any one class that grants a form of precision damage (Sneak Attack, Sudden Strike, etc) that she possessed prior to entering this prestige class for the purpose of progessing that form of precision damage.

    Determined Killer (Ex): The Widowmaker takes half damage from attacks made by enemies with HD equal to or less than her own. The total amount of damage that can be reduced in this manner per encounter is equal to 1/2 the Widowmaker's total hitpoints.

    Hate Spike (Su): As either a swift or a move action, but never more than once per round, a Widowmaker can strike a foe within 15 feet with a blast of malevolent energy, dealing profane damage equal to her HD. The blast also jumps to a secondary target within 15 feet of the first, striking it for half of the original damage.

    Shadow Walk (Su): As a swift action, a Widowmaker can make a Hide check as if she possessed the Hide in Plain Sight ability, but with no environmental or lighting restrictions. At the end of the third round after this ability is used, if the Widowmaker has not already been detected, she loses the benefit of Hide in Plain Sight, but may make a second hide check to continue hiding, assuming there is cover or concealment to do so.

    Additionally, until the end of the first round in which Shadow Walk is used, the Widowmaker's next successful attack or ability that applies precision damage also forces the target to make a DC (10+1/2 HD+Dex mod) fortitude save or be stunned for one round. If the target is immune to being stunned, it must instead save or be dazed for one round.

    This ability can be used every 2d6 rounds.

    Ravage (Su): As a standard action, a Widowmaker may violently rend an enemy, augmenting her normal attack with vile energies. As part of this action, the Widowmaker makes a melee touch attack against a foe within her reach. If successful, the target takes automatic weapon damage and has its AC lowered by an amount equal to half the Widowmaker's HD for one round.

    If Ravage is used while the Widowmaker is under the effects of Shadow Walk, Ravage also applies precision damage, increasing the die size for the precision damage by one step, and nullifies any spell resistance the target has for one round.

    This ability can be used every 2d4 rounds.

    Malice and Spite (Su): Whenever an enemy that the Widowmaker has personally injured at some point in the encounter dies, the Widowmaker gains 1/10th its total HP as temporary hitpoints. Multiple applications of this ability stack, up to an amount equal to the Widowmaker's full normal hitpoints. These temporary hitpoints last for five minutes or until consumed.

    Additionally, once per encounter the Widowmaker can use this ability to grant herself a superior form of haste, with a caster level equal to her HD. This functions as the normal spell, except that it also allows the Widowmaker to make a single full attack as a standard action while it is active. Full attacking in this way does not remove the normal haste effects.
    Last edited by Jarian; 2012-06-30 at 01:02 PM. Reason: New post count, new post content!
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    Default Invocations and Infusions

    Prodigal Explorer


    ENTRY REQUIREMENTS

    Class Feature: Eldritch Blast 3d6
    Invocations: Ability to cast Lesser invocations
    Feat: Precise Shot
    Skills: Knowledge (the Planes, Local, or Nature) 4 ranks, Survival 4 ranks


    Class Skills
    The Prodigal Explorer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis)
    Skill Points at each level: 6+int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Invocations

    1st|
    +1
    |
    +0
    |
    +2
    |
    +2
    |Eldritch Bow, Rising Spell Force | --

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Eldritch Blast +1d6, Mystic Shot | +1 level of existing invocations

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Essence Flux | +1 level of existing invocations

    4th|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Arcane Shift | +1 level of existing invocations

    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    |Eldritch Blast +2d6, Trueshot Barrage | +1 level of existing invocations[/table]

    Weapon and Armor Proficiencies: A Prodigal Explorer gains proficiency with the longbow and shortbow if he did not already possess them.

    Invocations: At each level except first, a Prodigal Explorer gains new invocations known and an increase in caster level as if he had also gained a level in an invocation-using class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character f that class would have gained. If he possessed more than one invocation-using class before becoming an Prodigal Explorer, he must decide to which class to add each level for the purpose of determining caster level and invocations known.

    Eldritch Blast (Sp): At 2nd level and again at 5th level, a Prodigal Explorer increases the damage of his eldritch blast by 1d6.

    Eldritch Bow (Su): As a free action, a Prodigal Explorer can form the energy of his eldritch blast into the shape of any bow in which he is proficient. The bow automatically generates ammunition of eldritch energy when fired, and cannot be used with normal ammunition. While this bow exists, the Prodigal Explorer may make attacks with it as if it were a normal bow of its type, including benefiting from any feats which apply to bows in general as well as weapon specific feats and other such effects. Unlike an eldritch blast, attacks made with an eldritch bow are resolved as normal attacks (unless you would possess the ability to resolve ranged attacks as touch attacks normally). A successful attack with an eldritch bow deals damage equal to the formed weapon's base damage (1d6 for a shortbow or 1d8 for a longbow, for example) plus the Prodigal Explorer's normal eldritch blast damage. Even if the Prodigal Explorer shapes a composite bow or has a negative Strength score, he never applies his Strength modifier to damage with an eldritch bow.

    The Prodigal Explorer may apply Blast Essences to his eldritch bow, but Blast Shapes cannot be applied to the bow.

    Once formed, an eldritch bow remains shaped until just before the beginning of the Prodigal Explorer's next turn. The Prodigal Explorer cannot use his eldritch blast normally while the eldritch bow is shaped.

    Rising Spell Force (Su): In any round in which the Prodigal Explorer successfully strikes with an attack from his eldritch bow or successfully damages a foe with his Mystic Shot ability, the caster level and save DC (if any) of the next Invocation or Prodigal Explorer ability he uses before the end of his next turn increases by 1. This ability stacks multiple times, up to a maximum of the Prodigal Explorer's level in this prestige class +1, but he cannot gain more than a single stack of this effect in a given round.

    Mystic Shot (Su): As a standard action, a Prodigal Explorer may hurl a bolt of eldritch energy at a point up to 60 feet away. The first enemy the bolt encounters must succeed on a Reflex save, DC 10 + HD + Cha mod, or take untyped damage equal to the Prodigal Explorer's eldritch blast damage, except that the damage dice are increased by one size (thus, Xd8 damage for a standard eldritch blast).

    If the bolt fails to strike the first target, it continues on to the end of the line at which it was thrown, subjecting each creature in its path to the above effects, though each creature beyond the first gains a cumulative +2 circumstance bonus to its Reflex save to avoid the bolt.

    Once the bolt has affected a creature through a failed Reflex save, its energies are expended and it can no longer affect any other creature.

    Successfully damaging a creature with Mystic Shot reduces the time until each of the Prodigal Explorer's class abilities (including Mystic Shot) become available again by one round.

    This ability may be used every two rounds.

    Essence Flux (Su): As a standard action, a Prodigal Explorer may create a slight temporal fluctuation in a line up to 30 feet in length. All allies within the line receive the effects of a haste spell for one round, while all enemies in the area of effect must succeed on a Will save, DC 10 + HD + Cha mod, or be slowed for one round.

    Essence Flux may be used every 2d3 rounds.

    Arcane Shift (Su): As a standard action, a Prodigal Explorer may teleport to a point within Close (25 ft. + 5 ft/2 HD) range. If, at the end of his teleportation, he has line of sight and line of effect to one or more enemies, he may immediately fire an eldritch blast at a foe within range (or a single attack from an eldritch bow, if the bow is currently formed).

    Arcane Shift may be used every 2d4 rounds.

    Trueshot Barrage (Su): As a full-round action, a Prodigal Explorer may charge a massive blast of eldritch energy into a line up to 60 feet wide and 300 feet long. The Prodigal Explorer must concentrate on this ability until the start of his next turn, just as if he were casting a spell with a 1-round casting time. While charging this ability, the Prodigal Explorer may be disrupted by damage or other effects, just as if he were casting a spell. Unlike most spells with a 1-round casting time, the Prodigal Explorer must choose the distance and direction of Trueshot Barrage when he first uses this ability, rather than when the casting completes.

    When the casting of this ability completes, all foes within the designated area of effect automatically take untyped damage equal to twice the Prodigal Explorer's normal eldritch blast damage, though each foe struck beyond the first takes a cumulative 10% less damage, to a minimum of half the rolled damage. If two foes would be equidistant, the Prodigal Explorer chooses which is considered to be struck first. The Prodigal Explorer may choose to not strike any creatures of his choice within the area of effect.

    Trueshot Barrage may be used once per encounter.

    ---


    Revered Inventor


    ENTRY REQUIREMENTS

    Feat: Craft Construct
    Infusions: Able to cast 4th level Infusions
    Skills: Craft (Metalworking) 11 ranks, Craft (Weaponsmithing) 11 ranks, Use Magic Device 11 ranks

    Class Skills
    The Revered Inventor's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
    Skills Points at Each Level: 4 + int

    Hit Dice: d4

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Infusions

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Techmaturgical Repair Bots, H-28G Evolution Turret| --

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Hextech Micro-Rockets| +1 level of existing infusion using class

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |CH-1 Concussion Grenade| --

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |UPGRADE!!!| +1 level of existing infusion using class [/table]

    Weapon and Armor Proficiencies: A Revered Inventor gains no new proficiencies.

    Infusions: At each of the indicated levels, a Revered Inventor gains new infusions per day as if he had also gained a level in an infusion-using class he possessed prior to entering this prestige class. He does not, however, gain any other benefits a member of that class would have gained.

    Techmaturgical Repair Bots: A 1st level Revered Inventor learns how to create clouds of Techmaturgical Repair Bots, tiny constructs that perform quick stitching, minor burn treatment, and similar first aid techniques on allies. The repair bots can also patch and recalibrate constructs created by the Revered Inventor.

    Techmaturgical Repair Bots
    Spoiler
    Show
    These mosquito-sized constructs fly out in a 10ft cloud from the Revered Inventor when activated, a standard action that does not provoke attacks of opportunity. Each allied creature and other constructs created by the Revered Inventor within the area of effect are healed for an amount equal to one-half his hit dice at the start of each of his turns. Techmaturgical Repair Bots last for one minute before their power sources become critically low and they return to the Revered Inventor.

    A Revered Inventor can recharge the power supplies of a group of repair bots by emulating any spell with the [electricity] descriptor of at least 4th level on the entire group, a process that takes ten minutes and an appropriate Use Magic Device check.

    Moderate conjuration; CL 8th; Craft Construct, cure critical wounds, repair critical damage ; cost to create: 1,250 gp


    H-28G Evolution Turret: A 1st level Revered Inventor learns how to create small, stationary turrets that fire on nearby creatures that the Revered Inventor perceives as enemies. The turrets only obey their original creator, and as such are worthless for anything beyond their base components to anyone else.

    Evolution Turrets possess normal construct traits, plus any vision modes their master possesses. Evolution Turrets have natural armor equal to their hit dice.

    A 2nd level Revered Inventor can control two Evolution Turrets at once.

    A 3rd level Revered Inventor can create Evolution Turrets that lower the spell resistance of any enemy they strike.

    A 4th level Revered Inventor can create Evolution Turrets that fire explosive ammunition, dealing half of their normal damage in a 5 foot burst around the normal target.

    H-28G Evolution Turret
    Spoiler
    Show
    An Evolution Turret is crafted primarily from mundane bits of metal enchanted to automatically reshape themselves when a complex command word is spoken, along with a crystalline power core. When not deployed, a turret folds up into a pocketwatch-sized circle of metal, its power core displayed prominently in the center of the metal, giving it the look of an odd bit of jewelry.

    Activating an Evolution Turret is a full-round action that does not provoke attacks of opportunity.

    Creating an Evolution Turret requires a DC 25 Craft (Metalworking) and DC 25 Craft (Weaponsmithing) check, and one hour of work for each HD it possesses. Crafting an Evolution Turret consumes raw materials worth 100 gp for each HD the turret possesses. A Revered Inventor can construct a turret to have a maximum HD equal to his own HD -2. A turret may be later upgraded, increasing its HD by 1 or adding optional upgrades, as described below.

    Craft Construct, magic missile, shrink item; cost to create: varies.


    Basic Upgrade: A Revered Inventor can increase the HD of a turret already constructed by consuming 100 gp worth of raw metals and making a DC 25 Craft (Metalworking) check. Upgrading a turret in this way takes one hour, and increases the HD of the turret by 1. Turrets can only be upgraded to have a maximum HD of the Revered Inventor's own HD -2.

    Mage-Blaster 9001: A Revered Inventor of at least 3rd level can install this optional upgrade to an existing turret, or work it into a turret in the process of construction. If installed to an existing turret, this upgrade requires a DC 25 Craft (Weaponsmithing) check and two hours of work.

    A turret with this upgrade installed lowers the spell resistance of any enemy it strikes by an amount equal to the Revered Inventor's level in that prestige class.

    Craft Magic Arms and Armor, assay spell resistance; cost to create: 2,000 gp

    Explosi-Shot C4-X: A Revered Inventor of at least 4th level can install this optional upgrade to an existing turret, or work it into a turret in the process of construction. If installed to an existing turret, this upgrade requires a DC 25 Craft (Weaponsmithing) check and two hours of work.

    A turret with this upgrade deals splash damage with each attack, inflicting half of the damage dealt to all enemies within 5 feet of the original target.

    Craft Magic Arms and Armor, greater fireburst; cost to create: 2,500 gp

    Example Evolution Turret:
    Spoiler
    Show
    This H-28G Evolution Turret was constructed by an Artificer 8/Revered Inventor 4

    Always N Small construct
    Init +4;
    Senses darkvision 60 ft., low-light vision, plus master's senses
    AC 25, touch 15, flat-footed 21
    (+1 size, +4 Dex, +10 natural)
    hp 65 (10 HD)
    Immune construct immunities
    Fort +3, Ref +7, Will +3
    Speed 0ft
    Melee n/a
    Ranged Force Shot +11 (1d10+4, x2) (60' range)
    Full Attack Force Shot +11 (1d10+4, x2) (60' range) and Force Shot +6 (1d10+4, x2) (60' range)
    Space/reach 5ft / n/a
    BAB +7
    Special Attacks Mage-Blaster 9001, Explosi-Shot C4-X
    Abilities Str 1, Dex 19, Con , Int , Wis 11, Cha 10
    Special Qualities construct traits
    Feats Precise Shot B
    Skills --


    Force Shot: The Evolution Turret's basic attacks deal 1d10 force damage and add the turret's full dexterity bonus to this damage.

    Mage-Blaster 9001: The Evolution Turret's attacks lower the spell resistance of any enemy they strike by 4.

    Explosi-Shot C4-X: The Evolution Turret's attacks splash, dealing half of the damage dealt on any attack to all enemies within 5 feet of the initial target.


    Hextech Micro-Rockets: A 2nd level Revered Inventor learns how to create Hextech Micro-Rockets, small clusters of explosives which strike nearby enemies with unerring precision.
    Hextech Micro-Rockets
    Spoiler
    Show
    Micro-Rockets are extremely compact bundles of explosives that are ignited and then tossed skyward, guided to nearby targets by their enchantment.

    Micro-Rockets can be created in varying degrees of potency, depending on the amount of explosive compound packed inside. A basic cluster of three rockets costs 25gp in raw metals for the shells, plus 25gp in explosives, and deals 1d3 damage for each rocket. For each additional 1d3 damage a rocket deals, it costs an additional 25gp in explosives to create. A rocket's maximum potency is based on the Revered Inventor's experience working with explosives; he can never create micro-rockets that deal more damage dice than his hit dice (10d3 at 10HD, for example).

    Micro-Rockets have a range of 60 feet.

    A Revered Inventor may activate up to three rockets as part of the same standard action, but each target within range will never be hit by more than one rocket at a time.

    Craft Magic Arms and Armor, splinterbolt, true strike; cost to create: varies


    CH-1 Concussion Grenade: At 3rd level, a Revered Inventor learns how to create CH-1 concussion grenades, which damage, blind, and possibly stun targets caught within their blast radius.

    CH-1 Concussion Grenade
    Spoiler
    Show
    CH-1 Concussion Grenades are fist-sized chunks of crystal that have been hollowed out and filled with a one small vial each of an explosive mixture, flare powder, and a dwarven liquor known as firegut. When such a grenade is hurled forcibly, its delicate contents shatter on impact, mixing together and creating a blast envied by explosives-users everywhere.

    Concussion grenades deal a base of 1d3 sonic and 1d3 fire damage, and require raw materials worth 30 gp to create, along with a DC 25 Craft (Weaponsmithing) and DC 15 Craft (Alchemy) check. A Revered Inventor can increase both the fire and sonic damage by 1d3 each, up to a maximum number of damage dice for each type equal to his HD. For each additional damage die, an additional 30gp of raw materials is required.

    Throwing a concussion grenade is a ranged attack with a ten foot range increment, maximum of three increments. If the grenade misses, roll as if for a splash weapon to determine the location of impact. When it hits (either the target or some other object) a concussion grenade explodes in a 20 foot radius burst, forcing all creatures caught within it to make a Fortitude save, DC (10+1/2 HD+Intelligence modifier) or be blinded for 3 rounds.

    On a direct hit with a creature, a concussion grenade forces a second save at the same DC as the first. Failure indicates that the creature is stunned for one round.


    UPGRADE!!! (Su): Once per encounter, as an immediate action, a Revered Inventor may increase the effectiveness of each of his inventions for a brief period. This ability has several effects, detailed below.

    Techmaturgical Repair Bots: The next time the repair bots heal, the amount of healing is doubled.

    H-28G Evolution Turret: All currently deployed Evolution Turrets are healed for 100% of their full normal hitpoints, gain a +4 class bonus to hit, gain an additonal attack per round at their highest attack bonus, and each of their attacks that hit reduce their target's movement speed to half for one round. Last 3 rounds.

    Hextech Micro-Rockets: Micro-Rockets gain an additional 30 feet to their range, and the Revered Inventor may activate up to five rockets as part of the same action instead of 3. Lasts 3 rounds.

    CH-1 Concussion Grenade: The next concussion grenade the Revered Inventor throws in the encounter is a touch attack with a 60 foot range with no range increments.
    Last edited by Jarian; 2012-06-27 at 08:50 AM. Reason: New post count, new post content!
    Avatar by the illustrious Derjuin.
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    Lightbringer Adison, Swordmage priestess of Pelor, by the very talented Darwin.

    Bunny!Adison by Alarra!

  9. - Top - End - #9
    Ogre in the Playground
     
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    Default Class-specific PrCs

    Maven of the Strings


    ENTRY REQUIREMENTS

    Class Feature: Bardic Music (or equivalent)
    Feat: Extra Music
    Skills: Perform (Stringed Instruments) 8 ranks

    Class Skills
    The Maven of the String's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skill Points at each level: 6+int
    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Musical, Vow of Silence, Mindspeak, Power Chord|--

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Hymn of Valor|+1 level of existing arcane spellcasting

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Aria of Perserverance|+1 level of existing arcane spellcasting

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Song of Celerity|+1 level of existing arcane spellcasting

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Crescendo|--[/table]

    Weapon and Armor Proficiencies: A Maven of the Strings gains no new armor or weapon proficiencies.

    Spellcasting: At each level except first and fifth, a Maven of the Strings gains new spells per day as if she had also gained a level in whatever arcane 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. If the Maven of the Strings did not possess the ability to cast arcane spells prior to entering this prestige class, she gains no benefit from this feature.

    Musical: A Maven of the Strings adds her full levels in this prestige class to any one class that grants Bardic Music (or a similar class feature) that she possessed prior to entering this prestige class for determining the power and daily uses of that music.

    Vow of Silence: Upon taking the first level in this prestige class, the Maven of the Strings makes a vow to never speak another word aloud. Such is the perfection of her music that spoken words seem discordant, ugly things. If the Maven of the Strings ever speaks, she loses all class features of this prestige class until she renews her vow to her music, which takes takes ten minutes of quiet meditation, during which she will compose and play a short melody.

    Mindspeak (Su): Instead of using words, a Maven of the Strings speaks directly to the minds of those around her. This ability functions similarly to the mindlink power, except that it automatically affects all intelligent creatures within 100 feet, with no save allowed. The Maven of the Strings can communicate with this ability as easily as if she had spoken the words aloud, and as such suffers no inability to cast spells with verbal components.

    Power Chord (Su): As a standard action, a Maven of the Strings may play a powerful, intentionally discordant note, creating a wave of harmful sound. This note deals 1d4 sonic damage per HD the Maven possesses to one creature within 30 feet.

    Using Power Chord consumes one daily use of Bardic Music. However, if cast in the round following two consecutive uses of the Maven's other abilities, Power Chord has no cost and may be used as a swift action.

    Unlike most Supernatural abilities, Power Chord is subject to spell resistance.

    Hymn of Valor (Su): As a standard action, a Maven of the Strings may play a swift, raging melody, inspiring her allies to greater acts while blasting nearby foes for light damage.

    Playing the Hymn of Valor first damages up to two enemies within 30 feet for 1d4 sonic damage per two HD the Maven possesses, then increases the damage dealt by attacks and spells made by the Maven and her allies by 1 for every two HD the Maven possesses. The secondary effect of the Hymn lingers, lasting until the end of the Maven's next turn.

    Unlike most Supernatural abilities, Hymn of Valor is subject to spell resistance.

    This ability can be used every 1d4 rounds.

    Aria of Perserverance (Su): As a standard action, a Maven of the Strings may play a slow, gentle tune, easing worries and aches away while bolstering the defenses of herself and her allies.

    Playing the Aria of Perserverance first heals the Maven and the ally within 30 feet who is missing the most total HP for 1d4 hitpoints per two HD the Maven possesses, then grants all allies within 30 feet DR 5/adamantine and spell resistance equal to 8+the Maven's HD. The spell resistance granted by this ability does not interfere with spells cast by allies unless specifically willed to do so by the recipient. The secondary effect of the Aria lingers, lasting until the end of the Maven's next turn.

    Unlike most Supernatural abilities, Aria of Perserverance is subject to spell resistance.

    This ability can be used every 1d4 rounds.

    Song of Celerity (Su): As a standard action, a Maven of the Strings may play a rapid, light string of notes, inspiring her allies to rapid movement.

    Playing the Song of Celerity first grants each of the Maven's allies within 60 feet the ability to move up to half their speed immediately, then grants the Maven and her allies the effects of the haste spell. The secondary effect of the Song lingers, lasting until the end of the Maven's next turn.

    This ability can be used every 1d4 rounds.

    Crescendo (Su): Once per encounter, by expending a daily use of Bardic Music, a Maven of the Strings can play a tiny fragment of the music of the gods themselves. As a standard action, the Maven can play the Crescendo, forcing all enemies in a line 15 feet wide, 30 feet long, to dance in place for one round, as if affected by the otto's irresistible dance spell.

    Unlike most Supernatural abilities, Crescendo is subject to spell resistance.

    ---

    Night Hunter



    ENTRY REQUIREMENTS

    Alignment: Lawful neutral, neutral, or neutral good
    Class Feature: Must have, or have formerly possessed, Divine Grace
    Class Feature: Sneak Attack +2d6
    Feat: Weapon Focus (any crossbow)
    Skills: Hide 4 ranks, Move Silently 8 ranks, Knowledge (religion or the planes) 4 ranks, Tumble 4 ranks
    Special: Must have broken a Paladin's Code of Conduct for committing an evil act in service to the greater good (such as killing an innocent to save another, and so forth).

    Class Skills
    The Night Hunter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Wis), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Tumble (Dex)
    Skills Points at Each Level: 8 + int

    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

    1st|
    +1
    |
    +0
    |
    +2
    |
    +2
    |Broken Oath Reforged, Shadow Hunter|0*|-|-|-

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Beshadowed Tumble, Sneak Attack +1d6|1|0*|-|-

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Divine Bolts|2|1|0*|-

    4th|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Condemn|3|2|1|0*

    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    |Final Hour, Sneak Attack +2d6|4|3|2|1[/table]
    *Provided the Night Hunter has a sufficient Charisma score to have a bonus spell of this level.

    Weapon and Armor Proficiencies: A Night Hunter gains no new armor or weapon proficiencies.

    Spellcasting: A Night Hunter possesses the ability to cast a small number of divine spells each day, drawn from the Night Hunter spell list. A Night Hunter knows all of the spells of a level that she has access to, and can cast any spell she knows without preparing it ahead of time, just as a Sorcerer spontaneously casts spells.

    To cast a spell, a Night Hunter must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Night Hunter spell is 10 + the spell level + the Night Hunter's Charisma modifier.

    The caster level for a Night Hunter spell is equal to one-half her hit dice plus her Night Hunter level.

    Broken Oath Reforged: Upon taking the first level of this prestige class, a Night Hunter regains any Paladin class features lost due to breaking her oath. She still may never progress further in the Paladin class, however.

    Additionally, a Night Hunter knows that sometimes when fighting for the light, she must employ the weapons of evil. Regardless of alignment or other class restrictions, a Night Hunter can cast spells with the [Evil] descriptor, and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor.

    Shadow Hunter (Ex): A Night Hunter instinctively knows how to best pursue creatures of evil. The Night Hunter gains Track as a bonus feat, and automatically succeeds on Survival checks made to track any evil creature that could be detected by Tracking.

    Additionally, when moving towards an evil creature that she can see, the Night Hunter gains a +30-ft. sacred bonus to all forms of movement she possesses. This bonus movement speed only applies when the Night Hunter moves towards a known evil creature; a Night Hunter could not, for instance, step toward an evil creature and then use the bonus movement speed to move further away.

    Finally, a Night Hunter ignores the armor check penalty to Hide, Move Silently, and Tumble from light and medium armor.

    Beshadowed Tumble (Su): As a swift action, a Night Hunter can tumble up to 10 feet, automatically succeeding on the Tumble check to avoid attacks of opportunity. While tumbling, and until the end of her next turn after using this ability, shadows writhe around the Night Hunter, granting her standard (20%) concealment against incoming attacks and allowing her to hide, even while being observed.

    This ability may be used every 1d4 rounds.

    Sneak Attack: At 2nd level, and again at 5th level, a Night Hunter increases her Sneak Attack damage by 1d6.

    Divine Bolts (Su): A Night Hunter bestows the holy property on any ammunition fired from a crossbow. Further, if she strikes an evil creature with three or more holy bolts in a round, the final bolt deals additional divine damage equal to one-tenth the struck foe's full normal hitpoints.

    Condemn (Su): As a standard action, a Night Hunter may fire a single crossbow bolt wreathed in divine energy. The Night Hunter adds her Charisma bonus to the attack roll, and if she hits, the bolt deals an additional 1d3 divine damage per two HD the Night Hunter possesses, or 1d6 divine damage per two HD if the struck foe is evil.

    Further, if the struck foe is evil, it is subjected to a turning attempt (as if by a cleric's turn undead), using the Night Hunter's HD in place of her effective cleric level. This turning attempt can never outright destroy a creature that is not undead, but can affect any evil-aligned creature.

    This ability may be used every 2d4 rounds.

    Final Hour (Su): As a swift action, a Night Hunter may ready herself for a single moment of divine judgment. Until the end of her next turn, the Night Hunter triples the bonus movement speed from her Shadow Hunter ability, and maximizes all weapon damage (including weapon enchantments) dealt to evil creatures.

    Final Hour may be used once per encounter.

    Night Hunter Spells
    Spoiler
    Show
    1st: bane, bless, command, cure light wounds, detect undead, distract assailant, divine favor, grave strike, hide from undead, protection from evil, remove fear, sanctuary, shield of faith, sniper's shot

    2nd: awaken sin, consecrate, cure moderate wounds, dark way, divine insight, divine interdiction, death knell, dispel magic, eagle's splendor, ghost touch armor, hold person, living undeath, resist energy, shield other, swift invisibility, wave of grief, zeal, zone of truth

    3rd: bestow curse, blindness/deafness, chain of eyes, clutch of orcus, cure serious wounds, daylight, deeper darkness, demon dirge, devil blight, greater magic weapon, holy storm, invisibility purge, magic circle against evil, magic vestment, remove curse, speak with dead, unholy storm

    4th: assay spell resistance, cure critical wounds, cursed bolts*, delay death, death ward, divine power, favor of the martyr, freedom of movement, greater dispel magic, greater resistance, heart ripper, life ward, make manifest, revenance, shadow form, sheltered vitality, wall of evil, wall of good, wrack


    *As cursed blade, but up to 50 crossbow bolts
    Last edited by Jarian; 2012-06-30 at 02:26 PM. Reason: New post count, new post content!
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    Lightbringer Adison, Swordmage priestess of Pelor, by the very talented Darwin.

    Bunny!Adison by Alarra!

  10. - Top - End - #10
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    Default Miscellaneous Subsystems (Incarnum, Binding, etc)

    Enlightened One


    ENTRY REQUIREMENTS

    Meldshaping: Ability to shape the Lifebond Vestments soulmeld, meldshaper level 3rd
    Spellcasting: Able to cast 2nd level Divine spells, including Soul Boon.

    Class Skills
    The Enlightened One's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis)
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting|Meldshaping

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Mantra, Spirit Bond|+1 level of existing divine spellcasting|+1 level of existing meldshaping

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Heavenly Wave|+1 level of existing divine spellcasting|+1 level of existing meldshaping

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Soul Shield|+1 level of existing divine spellcasting|+1 level of existing meldshaping

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Inner Flame|+1 level of existing divine spellcasting|+1 level of existing meldshaping[/table]

    Weapon and Armor Proficiencies: An Enlightened One gains no new armor or weapon proficiencies.

    Meldshaping: At each Enlightened One level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the Enlightened One level. You do not, however, gain any other abilities of that class, with the exception of new tiers of chakra binds, which are unlocked just as if you had continued progressing in the chosen meldshaping class. If you had more than one meldshaping class before becoming an Enlightened One, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

    Spellcasting: At each level, the Enlightened One gains an increase in caster level and new spells per-day (and spells known, if applicable) as if she had also gained a level in whatever divine 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.

    Mantra (Su): At the beginning of each encounter, an Enlightened One gains a single Mantra charge. At the start of her second turn and every two turns thereafter in an encounter, the Enlightened One gains an additional Mantra charge, to a maximum of two Mantra charges at any one time.

    As a swift action, the Enlightened One may consume a single Mantra charge to temporarily fill a shaped soulmeld of her choice to its maximum capacity with essentia. The chosen soulmeld remains filled until the start of the Enlightened One's next turn, at which point the temporary essentia vanishes.

    Additionally, each of the Enlightened One's class features may be augmented by consuming a Mantra charge as a free action as part of their activation. The precise effects of these augmentations are given in the ability descriptions.

    Spirit Bond (Su): As a standard action, the Enlightened One may create a beam of incarnum and divine energy between herself and a creature of her choice within 60 feet. If the Enlightened One chooses to bond an ally, that ally gains a +20-foot sacred (or profane, for Evil Enlightened Ones) bonus to all forms of movement speed, while a bonded enemy has all forms of movement speed it possesses halved for the duration.

    The beam persists until the end of the Enlightened One's next turn. While the beam exists, any enemy (other than the bonded foe, if a foe was chosen) that crosses the beam takes 1d6 points of divine damage per two HD the Enlightened One possesses. The beam moves with the Enlightened One and the bonded creature, but if a creature is subjected to the beam by any means other than its own voluntary movement, it is entitled to a Reflex save (DC 10 + HD + primary spellcasting ability modifier) to negate the damage.

    If spirit bond is augmented with a Mantra charge, a bonded ally instead receives the effects of a haste spell for the duration, while a bonded enemy is slowed for the duration.

    Unlike most Supernatural abilities, Spirit Bond is subject to spell resistance.

    Spirit Bond may be used every 2d4 rounds.

    Heavenly Wave (Su): As a standard action, an Enlightened One may conjure a 30-ft. cone of divine energy, dealing 1 point of damage per HD the Enlightened One possesses to all foes caught within, plus an additional 10% of their total HP as divine damage. A successful Will save (DC 10 + HD + primary spellcasting ability modifier) halves this damage.

    If heavenly wave is augmented with a Mantra charge, all allies within the area of effect are healed for 1 point of damage per HD the Enlightened One possesses, plus an additional 10% of their total HP.

    Unlike most Supernatural abilities, Heavenly Wave is subject to spell resistance.

    Heavenly Wave may be used every 1d4 rounds.

    Soul Shield (Su): As a standard action, an Enlightened One may surround an ally within Close (25 ft. + 5 ft./2 HD) range in a shield of incarnum and pure divine energy until the start of her next turn. This shield absorbs 3 point of damage per HD the Enlightened One possesses. This damage absorption is not temporary hitpoints, but rather the shield itself taking the effects of the damaging attacks; any attack that is completely absorbed by the shield has no effect on the warded ally, as if he were not struck at all.

    If soul shield is augmented with a Mantra charge, the shield also releases a blast of divine energy, dealing 1d6 divine damage per two HD the Enlightened One possesses to all enemies within a 30 ft. burst around the warded ally. A successful Reflex save (DC 10 + HD + primary spellcasting ability modifier) halves this damage.

    Soul Shield may be used every 2d3 rounds.

    Inner Flame (Ex): While the Enlightened One has the Lifebond Vestments soulmeld shaped, she is treated as if it were bound to her Heart chakra, though this does not actually take up the heart chakra bind, nor does it consume one of the chakra binds available to the Enlightened One. This effect does not grant the Enlightened One the ability to bind soulmelds to her Heart chakra if she did not already possess that ability, and does not qualify her for feats, prestige classes, or any other thing which requires the ability to bind a soulmeld to the Heart chakra.

    Further, for every 25% of her full normal hitpoints the Enlightened One is missing, she gains a +1 competence bonus to the caster level and save DCs of all divine spells she casts, to a maximum of a +4 bonus at 0 hp.
    Last edited by Jarian; 2012-06-27 at 10:23 AM. Reason: New post count, new post content!
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    Default Items.

    League of Legends Items

    Atma's Impaler
    Body Slot: - (held)
    Caster Level: 15th
    Aura: Strong; (DC 25) transmutation
    Activation: - and swift (command)
    Weight: 9 lb.
    Price: 23,055 gp

    The ornately carved adamantine head of this spear occasionally emits a deep ochre glow in strong contrast to the blue-white metal.

    This +1 adamantine longspear was first discovered in the tombs of the ancient Demacian kings. Since then, many have sought to replicate its ability to turn the vigor of its wielder into crushing blows, though none have fully captured its power.

    The wielder of atma's impaler may use its Constitution modifier to determine damage dealt with the weapon, rather than Strength as normal. In addition, two times per day you may activate atma's impaler, causing your next attack made with the weapon before the end of your turn to be resolved as a touch attack and deal additional damage equal to your Constitution score.

    Banshee's Veil
    Body Slot: Throat or Waist
    Caster Level: 15th
    Aura: Strong; (DC 25) abjuration
    Activation: and standard (mental) and immediate (command)
    Weight: 1 lb.
    Price: 27,150

    This glass figurine hangs from a length of mithral chain, all sharp edges and harsh angles, like a cut gem. A ragged grey veil is wrapped around the figurine's head, a multitude of rips and tears allowing you to see the blank face beneath.

    The wearer of a banshee's veil gains a +2 enhancement bonus to Constitution and energy resistance 10 to an element of their choice. The wearer may change the energy resistance granted by a banshee's veil as a standard action as often as they wish. Additionally, once per day the wearer may activate the banshee's veil as an immediate action to negate the effects of a spell targeted against them; this is not spell resistance but something stronger, nullifying even spells that do not allow for spell resistance.

    Chalice of Harmony
    Body Slot: - (held)
    Caster Level: 11th
    Aura: Moderate; (DC 19) conjuration, divination, and transmutation
    Activation: Standard (command) and swift (manipulation)
    Weight: 3 lb.
    Price: 8,900 gp

    This golden chalice is oddly light for its composition. Words of praise are engraved around the brim in the celestial tongue, and the faint smell of rosewater rises from inside.

    Three times per day, a chalice of harmony can be commanded to create a dose of double-strength holy water (thus, 4d4 points of damage to appropriate targets). You may throw the conjured holy water at a foe within 10 feet as part of the same action used to create it, otherwise it remains within the chalice until used. Holy water created by a chalice of harmony only remains potent for 24 hours, and is thus generally worthless for sale.

    The true power of a chalice of harmony is only available to a caster capable of casting conjuration (healing) spells, however. Twice per day, a caster can take a sip from the chalice (which creates a small amount of harmless liquid) as a swift action immediately after casting a conjuration (healing) spell. The spell slot used to cast the spell is immediately restored, with the healing spell used prepared (if the caster prepares spells) and ready to be cast again.

    Infinity Edge
    Body Slot: - (held)
    Caster Level: 20th
    Aura: Strong; (DC 25) divination
    Activation: and free (mental)
    Weight: 8 lb.
    Price: 38,350

    The wide blade of this adamantine longsword is heavily gilded and inscribed with a multitude of runes, yet it remains perfectly balanced. As you turn the blade to inspect the edge, it seems to compress in upon itself, becoming thinner and thinner until it finally vanishes from sight altogether.

    This +1 keen adamantine longsword has a critical modifier of x4, rather than x2 as usual. Three times per day, you may activate the effects of infinity edge when you threaten a critical hit; you automatically confirm the critical hit, without the need of a confirmation roll.

    Ionic Spark
    Body Slot: - (held)
    Caster Level: 20th
    Aura: Strong; (DC 25) evocation and transmutation
    Activation: - and standard (command)
    Weight: 9 lb.
    Price: 23,000 gp

    This massive steel bow hums with energy, and crackles of electricity spark from tip to tip to form the bowstring.

    This +1 shocking composite greatbow automatically generates bolts of force with each draw, perfectly adjusting the resistance to its wielder's current strength score. The arrows fired by the ionic spark are force effects, and thus can damage incorporeal and ethereal creatures, though they deal piercing damage as normal. In addition, twice per day the wielder of the ionic spark can command the bow to release a lightning bolt (caster level 10th) out to the range of the bow's first increment. A successful DC 20 Reflex save halves the damage from the lightning bolt.

    Locket of the Iron Solari
    Body Slot: Throat
    Caster Level: 15th
    Aura: Strong; (DC 24) abjuration and conjuration
    Activation: and swift (command)
    Weight: 1 lb.
    Price: 22,250 gp

    A gilded pendant of a phoenix in flight hangs from the silver chain of this necklace. A large pearl is set into the breast of the phoenix; as you watch, the pearl takes on a golden sheen for a moment before returning to normal.

    The wearer of a locket of the iron solari gains a +4 enhancement bonus to constitution and DR 1/adamantine, which stacks with other forms of damage reduction. Further, the locket has three charges, which are renewed each day at dawn. You may expend one or more charges to grant yourself and all allies within 60 feet one of the following benefits for one round:
    • 1 charge: Fast Healing equal to wearer's hit dice
    • 2 charges: Temporary hitpoints equal to twice wearer's hit dice
    • 3 charges: Fast Healing equal to wearer's hit dice, temporary hitpoints equal to twice wearer's hit dice, and DR 5/adamantine

    Once all of the locket's charges have been consumed, the pearl fades to a dull, lusterless grey until the next morning.

    Manamune
    Body Slot: - (held)
    Caster Level: 10th
    Aura: Moderate; (DC 18) conjuration
    Activation: -
    Weight: 2 lb.
    Price: 5,015 gp

    This steel shortsword's blade has an inch-wide gap sliced cleanly down the center, almost to the hilt. A thumb-sized sapphire is set directly in the center of the gap, pulsing with a soft inner light.

    In the hands of a normal wielder, manamune functions as a +1 shortsword. To someone who has a the Focus ability however, manamune increases their maximum Focus by 10, and restores 1 Focus whenever the bearer hits with a physical attack. This is a constant effect and does not require manamune to be held, simply in the bearer's possession.

    Randuin's Omen
    Body Slot: - (held)
    Caster Level: 20th
    Aura: Strong; (DC 25) transmutation
    Activation: and swift (command)
    Weight: 15 lb.
    Price: 30,750

    The face of this wide shield remains pristine despite the many chips and dents around the edges. A border of black runes contains the image of a raven perched atop a sword hilt, wings spread as if about to take flight.

    This +2 heavy steel shield grants its wearer a cumulative DR 3/- for each attack that hits the bearer in a given round, stacking with all other forms of damage reduction. This damage reduction resets to 0 at the start of each of the bearer's turns. Additionally, twice per day you may activate randuin's omen to slow all foes within a 30 ft. burst for three rounds. A successful DC 22 Will save negates this effect.

    Youmuu's Ghostblade
    Body Slot: - (held)
    Caster Level: 20th
    Aura: Strong; (DC 25) divination and transmutation
    Activation: and immediate (command)
    Weight: 6 lb.
    Price: 26,870 gp

    The entire blade of this thin bastard sword seems partially out of phase with the rest of the world, flickering in and out of a solid state. A faint purple mist rises from the hilt of the sword, drifting upwards several feet before dissipating.

    The mist rising from this +1 ghost touch bastard sword automatically seeks out and reveals (as the glitterdust spell) any invisible undead or incorporeal creatures that come within 10 feet of the wielder for as long as they remain within that range. Further, twice per day you may activate youmuu's ghostblade as an immediate action to move up to ten feet and make a single melee attack at your highest attack bonus. When activating the effects of the ghostblade, you seem to flicker momentarily, simply disappearing and reappearing at your ending location in the same instant.
    Last edited by Jarian; 2012-06-29 at 01:39 AM. Reason: New post count, new post content!
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    Default Re: Demacia! (LoL Prcs/Miscellany - PEACH)

    Might of Demacia needs more fluff. It also needs a saner 2nd level ability, since being able to attack ONE foe for an auto-hit, even without any additional effects would be a very high level ability (well, OK, so you can get that nearly effect for about a 5th level spell slot with Quickened True Strike). Being able to do it for 3 rounds every combat to all surround enemies... most fights don't LAST more than 3 rounds, and if they do it is usually well into the "moping up" stage. Combine it with free Whirlwind attack and it is very underpowered for an ability availible at such a low level.
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    Default Re: Demacia! (LoL Prcs/Miscellany - PEACH)

    Quote Originally Posted by DracoDei View Post
    Might of Demacia needs more fluff.
    All of them need more fluff, considering that I didn't include any. This is purely a test to see if there's interest for this sort of PrC compilation.

    It also needs a saner 2nd level ability, since being able to attack ONE foe for an auto-hit, even without any additional effects would be a very high level ability (well, OK, so you can get that nearly effect for about a 5th level spell slot with Quickened True Strike).
    I'm not sure. Assuming a 22 strength character with, say, a +3 halberd guisarme at that level, he deals 2d4+12 damage to each enemy in range. That's, at most, 20 damage to each target each round. Power Attack, etc, couldn't be applied to the damage, since there's no roll involved. Sure it could potentially get silly with optimization, but you could have done it better and easier with an ubercharger by then.

    Thoughts?
    Last edited by Jarian; 2010-11-12 at 10:05 PM.
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    Default Re: Demacia! (LoL Prcs/Miscellany - PEACH)

    Need to read the abilities carefully, but the idea is awesome. Dibs on designing a Mundo inspired PrC.

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    Default Re: Demacia! (LoL Prcs/Miscellany - PEACH)

    Eye of Twilight PrC is up. And yes, before it's pointed out to me, I know that I changed some of the names. Vorpal and Feint are too common in D&D to stay, in my opinion.
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    Default Re: Demacia! (LoL Prcs/Miscellany - PEACH)

    Minor bump - I'm looking for suggestions on how to deal with Malzahar's Voidling. I thought maybe like a temporary Familiar, except that it uses average BAB (bumped up to good during the first evolution?) instead of the master's attack bonus. Opinions? I'm sure there's a better way to replicate the way the Voidling actually functions, but I'm running dry on ideas at present.
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    Lightbringer Adison, Swordmage priestess of Pelor, by the very talented Darwin.

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    Default Re: Demacia! (LoL Prcs/Miscellany - PEACH)

    Might be easier to treat it like the result of a summon monster spell, rather than a familiar.

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    Default Re: Demacia! (LoL Prcs/Miscellany - PEACH)

    I considered that too, but the problem then becomes that I have to create nine statblocks for it, and I'm not really inclined to do so.
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    Default Re: Demacia! (LoL Prcs/Miscellany - PEACH)

    Well, if you can explain your requirements clearly and briefly, you could always post it on the "Request a Homebrew" thread. I would recommend specifying that you will take as many or as few of the 9 brews as a given person is willing to do.
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    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

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    Default Re: Demacia! (LoL Prcs/Miscellany - PEACH)

    I am not sure I understand why these Prcs are LoLable?
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    Role playing is more important than roll playing.

    Gnomes are supreme, Flumphs are second only to Gnomes. This is the way the universe works it is the same as saying, that Nymphs are the hottest, and succubus are second only to them.

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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature

    Mine started at Doom Day Gras(Mardi Gras but with more Doom)

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    Default Re: Demacia! (LoL Prcs/Miscellany - PEACH)

    LoL stands for League of Legends. Each of the PrC names is the title of a character from that game.

    I.e., Garen, a tanky melee character, is called the Might of Demacia. Shen, another tanky character, is known as the Eye of Twilight. And so on for each of the PrCs.
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    Default Re: Demacia! (LoL Prcs/Miscellany - PEACH)

    Oh, you see I just thought they were supposed to be silly.
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    Role playing is more important than roll playing.

    Gnomes are supreme, Flumphs are second only to Gnomes. This is the way the universe works it is the same as saying, that Nymphs are the hottest, and succubus are second only to them.

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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature

    Mine started at Doom Day Gras(Mardi Gras but with more Doom)

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    Default Re: Demacia! (LoL Prcs/Miscellany - PEACH)

    Nah, it's actually a fairly serious attempt at translating each of their abilities to D&D.

    Though I think there might be room in the title to make it clearer what's inside, so thanks for bringing it up.
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    Default Re: Demacia! (League of Legends Prcs/Miscellany - PEACH)

    I wanna see a Hextech Gunblade (or whatever it's called)!

    As for any other PrC... Judicator (Kayle) might make a good one.
    Last edited by Mecharious; 2010-11-14 at 12:45 AM.

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    Default Re: Demacia! (League of Legends Prcs/Miscellany - PEACH)

    I was trying to make a Judicator PrC earlier today actually, but it kept coming off as a fire-themed cleric, which... she isn't. At all, really.

    I have no idea how a Gunblade would translate into D&D, but I'll think about it!
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    Default Re: Demacia! (League of Legends Prcs/Miscellany - PEACH)

    Hmm. Maybe instead of adding a fire attack, rigtheous fury could cause a character's smite evil to be made at a distance, and cause damage to nearby enemies.

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    Default Re: Demacia! (League of Legends Prcs/Miscellany - PEACH)

    Do DotA next, cause I'm not at ALL familiar with LoL.

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    Default Re: Demacia! (League of Legends Prcs/Miscellany - PEACH)

    Or keep doing LoL, because that's what you're familiar with.

    More character-based PrC's would be awesome.
    -\==/-
    I always ask a big question on the League thread right before bedtime so I have something to read while trying to wake up.
    Responses of any sort are wonderful.

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    I like coming up with concepts for characters, and will do so often. But writing up crunch, especially for anything that isn't level 1, takes me a while, and after wasting lots of time writing unused characters on Mythweavers, I generally don't make a sheet unless a DM really likes the concept. Sorry.

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    Default Re: Demacia! (League of Legends Prcs/Miscellany - PEACH)

    Well, this is awesome. It makes me wish I played 3.5 instead of 4e so I could use this...but I don't so I won't.

    Keep it up, though.

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    Default Re: Demacia! (League of Legends Prcs/Miscellany - PEACH)

    Whoo, updates. I hope I'm remembering correctly that this doesn't count as necromancy for my own homebrew project.

    Widowmaker PrC added. Judicator or Prodigal Explorer coming next, depending on which I finish first.

    Comments/critique always welcome.
    Avatar by the illustrious Derjuin.
    Homebrewer's Signature
    If you use any of my homebrew, or even if you just have a strong opinion on it, please let me know. Feedback is always useful.
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    Lightbringer Adison, Swordmage priestess of Pelor, by the very talented Darwin.

    Bunny!Adison by Alarra!

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