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    Default Anathema to the Unmasked Fiend [PrC]

    Concealed Celestial

    Elasian, a concealed astral deva showing her true shape

    HD: d8

    Requirements
    Race: Outsider with the good subtype
    BAB: +6
    Skills: Disguise 2 ranks, Knowledge (the planes) 8 ranks, Martial Lore 2 ranks
    Feats: Power Attack, Weapon Focus (any melee weapon)
    Maneuvers: Ability to use at least one strike and one stance.
    Special Abilities: Must have at least one supernatural or spell-like ability that simulates a 3rd or higher level spell, or it's equivalent power(DM approval).
    Special: Must have gone through a divine process which conceals your heavenly form and grants you great power(which grants the concealed shape class feature). Must have a masterwork weapon of which you have weapon focus for.

    Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Disguise, Intimidate, Jump, Knowledge (the planes), Listen, Martial Lore, Ride, Sense Motive, Spot, Swim, and Tumble
    Skill-points per level: 6+Int modifier

    {table="head"]Level|BAB|Fort|Ref|Will|Special
    1st|+1|+2|+0|+2|Concealed shape, soul and sword, spirit weapon
    2nd|+2|+3|+0|+3|Celestial release, spirit enhancement +1
    3rd|+3|+3|+1|+3|Celestial ability
    4th|+4|+4|+1|+4|Spirit enhancement +2
    5th|+5|+4|+1|+4|Strike of great mercy, celestial ability
    6th|+6|+5|+2|+5|Spirit enhancement +3
    7th|+7|+5|+2|+5|Celestial ability
    8th|+8|+6|+2|+6|Spirit enhancement +4
    9th|+9|+6|+3|+6|Strike of holy smiting, celestial ability
    10th|+10|+7|+3|+7|True shape, spirit enhancement +5
    [/table]

    {table="head"]Level|Man. Known|Man. Readied|Stances Known
    1st|1|1|1
    2nd|0|0|0
    3rd|1|0|0
    4th|0|1|0
    5th|1|0|0
    6th|0|0|1
    7th|1|1|0
    8th|0|0|0
    9th|1|0|0
    10th|0|1|0
    [/table]

    Weapon and armor proficiencies: Concealed celestials gain no additional weapon or armor proficiencies.

    Maneuvers: At 1st, 3rd, 5th, 7th and 9th levels, a concealed celestial gains new maneuvers known from the Devoted Spirit, Golden Saint, Stone Dragon and White Raven disciplines. You must meet a maneuver's prerequisite to learn it. You add your full concealed celestial levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    If you do not already have a class capable of regaining maneuvers, you gain the ability to regain your maneuvers as a Crusader would.
    At 1st, 4th, 7th and 10th levels, you gain additional maneuvers readied per day.

    Stances Known:
    At 1st and 6th levels, you learn a new martial stance from the Devoted Spirit, Golden Saint, Stone Dragon and White Raven disciplines. You must meet the stances prerequisites to learn it.

    Concealed Shape (Ex): At first level, you take on a more modest, mortal shape, a shape identical to a humanoid creature of your choice. This class feature causes many changes in your shape and abilities, but allows you to retain many qualities you had before taking this class. If your size was large or larger in your natural celestial shape, your size now becomes medium, any size lower remains the same. You lose any wings, natural weapons and extra limbs you had, with the exception of any slam attacks you had. Your type remains outsider, with any subtypes you had beforehand, and any benefits granted by it. You retain a small hint to your celestial nature if you so desire, examples include a supernatural sparkle in your eye, or a statuesque body or height someone taller than your average human(but remaining medium).
    Additionally, you do not require a Disguise check to make yourself seem as though you are whatever humanoid race you choose to look like.

    Soul and Sword (Ex): At first level, in addition to your current concealed shape, your ability to create magic both supernaturally and martially are enhanced. From this point on, all Outsider HD you have or will receive count for your full initiator level, as opposed to the normal half. Additionally, your caster level for all spell-like and supernatural abilities with an equivalent caster level are increased by your concealed celestial level.

    Spirit Weapon (Ex): At first level, a concealed celestial gains a special bond with a single masterwork weapon of their choice, this weapon gains their own sense of self and sentience and even a name. Though at first, this weapon has no enhancement bonus it is counted as a magic weapon for the purposes of overcoming damage reduction. This is a unique intelligent spirit which does not reside in your weapon, but is your weapon. Spirit weapons usually have names associated with their general theme and appearance,
    The weapon starts out with two mental ability scores of 12 and one of 10, skill points equal to 2+weapon Int*(Your concealed celestial level+3) and has the same class skills as you, though it cannot take any ranks in any skills associated with a physical ability score except Concentration.
    It does not gain abilities in the same sense as a normal intelligent weapon, but instead gain them through the Celestial Ability class feature(see below). It does however have some abilities above and beyond a normal weapon; it heals damage dealt to it at a rate of 1/hour just as you and any healing magic used on you grants half the benefits to the weapon though if sundered, it regenerates at a rate of 2 hp a day until fully healed. Additionally, whenever you gain a weapon ability, you may choose to boost one of it's ability scores by 2.
    Once chosen, you cannot designate a new weapon as your spirit weapon and if lost, it is lost forever.

    Celestial Release (Su): At 2nd level, by channeling your true spirit, you are capable of releasing it through your weapon. To release the form of your weapon, you must enter a stance which you gain with this ability. Taking this stance requires a swift action. When released, you have full access to all of your Celestial Qualities, gained throughout the class, and you gain a +2 insight bonus to attack rolls while using your released spirit weapon.
    Additionally, any wings, natural weapons lost by concealed shape are regained for the duration of the celestial release, as well as your former natural size and lost limbs.
    Unlike a normal stance, this stance can only be maintained for 1 round per initiator level per encounter. Once the time is up, the release dissipates and they resume another stance.

    Spirit Enhancement (Su): At 2nd level, and every subsequent even level, concealed celestial's spirit weapon gain an enhancement bonus to attack and damage rolls, with a maximum of +5 at 10th level. This enhancement bonus does not function in an antimagic field, but your spirit weapon still counts as masterwork.

    Celestial Abilities (Su): At 3rd, 5th, 7th and 9th levels, you are allowed to choose a single quality to give to your spirit weapon and your celestial shape while it is in it's released form. Whenever you are using your celestial release you have full access to all of your celestial abilities, and once chosen, none of your celestial abilities can be changed later on. Some abilities require a certain level in this class. to gain access to them. Additionally, some of these abilities don't require you to be in celestial release to use, and are either in constant use or usable outside of release.
    Duel Weapons: Your weapon's spirit splits itself into more than one weapon. Your spirit weapon splits into an additional weapon for every arm you possess, except the enhancement bonus it receives is reduced by one, to a minimum of +0. You must be 5th level to take this ability.
    Eldritch Power: You are capable of channeling magical power through yourself with great ease. Select one arcane or divine spell of a level equal to half your concealed celestial level, rounded down, you may use this as a spell-like ability once per round as a standard action. If this ability has a saving throw, the DC is 10+half your effective caster level+Cha modifier.
    Enhanced ability: Focusing your weapon through you increases your own power. Select one ability score, while in your released state and wielding your weapon you gain a +2 bonus to that ability score.
    Energy Resistance: You gain the ability to ignore the damage dealt by certain elements. You gain resistance to acid and fire equal to your concealed celestial level. This ability can be taken multiple times, and each new time taken gives you equal resistance to another type of energy damage. If you already have energy resistance for an energy type you already have resistance to, it instead increases it by half this amount. This ability is constant and does not require celestial release.
    Fast Healing: You gain the quickly healing flesh of a celestial. This ability grants fast healing 1, and your skin tans very slightly, becoming closer to light brown. You can only get this ability at 5th level or higher and it can be taken multiple times.
    Great armor: Your weapon is not only used for offense, but defense. When used, this ability shows as a suit of glowing, holy armor around the wielder's body in any shape they desire. You gain a deflection bonus to your armor class equal to half of your unmasked demon level rounded down.
    Healer's blade: Your weapon is unlike any used to kill, but is used to heal your allies. Weapons with this property heal as much damage as they normally would deal as damage. Maneuvers that also deal damage can be used in conjunction with this weapon quality, but only heal half as much as they would damage. This ability can be switched on and off as a free action.
    Long blade: Your weapon is more capable of reaching your foes from further away. Your weapon's reach increases an additional 5 feet beyond it's normal reach. This also allows you to attack adjacent foes(unless the normal weapon would not allow as such).
    Regeneration: Your flesh becomes more adept at healing itself. This ability replaces your fast healing with an equal amount of regeneration. This regeneration can be overcome with evil aligned weapons or spells with the evil descriptor. This ability does not grant the ability to regrow lost limbs but holding severed limbs to the stump automatically reattaches it. You must be 9th level to take this ability and have the Fast Healing celestial ability.
    Resist Blows: Your skin isn't only armor-like, but it is capable of ignoring blows to a certain degree. You gain damage reduction 5/evil, if you already have damage reduction it instead increases by 5. This ability is constantly active and does not require celestial release. This ability can be taken multiple times, the effects stack.
    Thickened Skin: Your skin hardens and thickens into an armor-like coating over your entire body. You gain a +2 bonus to your natural armor. This ability can be taken multiple times, increasing your natural armor by 1 every time it is taken. This ability is constantly active and does not require celestial release.
    Turn Undead: You channel the divine energy of your god through your holy symbol. You gain the ability to turn undead as a cleric equal to your concealed celestial level. If you already have the ability to turn undead it's effective cleric level is increased by your concealed celestial level. This ability is constantly usable and does not require celestial release.
    Weapon enhancement: Choose a single weapon enhancement, such as flaming or keen, of an equivalent of a +1 bonus. Your weapon now has this weapon quality. At 5th level you are allowed to give it an equivalent enhancement of +2, at 7th you can give it one of +3 and at 9th you can give it one of +4. The total enhancement bonus between this and Spirit Enhancement cannot exceed a +10 bonus.
    Weapon shape: Your weapon takes on the shape of a whole nother weapon. This shape can be of any melee weapon you choose, and despite the shape, you are proficient with it. This new shape is treated just as your normal spirit weapon, but with all the qualities of the new weapon.

    Strike of Great Mercy (Su): At 5th level, you gain a unique strike, much like those granted to martial adepts. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 5th level strike, and does not belong to any discipline. When initiating this strike, a successful hit deals an additional amount of damage equal to 1d6 per initiator level (maximum 15d6), and all melee damage dealt with this attack is considered nonlethal and any damage dealt after they become unconscious they take no more damage from his strike. Additionally, the victim must make a Fort save (DC 10+half your initiator level+Cha modifier) or become exhausted for the duration of the encounter.

    Strike of Holy Smiting (Su): At 9th level, your weapon and body becomes a natural conduit of the upper planes and it's tenacious will to eradicate evil. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is an 9th level strike, and does not belong to any discipline. When initiating this strike, you must attack with your spirit weapon or any of your natural weapons. If the strike hits, in addition to dealing full normal damage, it deals an additional 20d6 holy damage to evil foes, 5d6 holy damage to neutral foes and none to good foes. Additionally, any evil foes that are stricken by this attack must make a Will save (DC 20+Cha modifier) or take 1d8 Con damage. Foes killed by this strike have their bodies utterly obliterated by holy energy, and create a blast of harmless light with a 60 foot radius centered on their location.

    True Shape (Su): At 10th level, you and your weapon are at your peak of raw power. To use this ability you must be in your celestial release state and uses the duration of the ability. You must take a standard action to gain the benefits of your true shape, and the release lasts for as many rounds as your initiator level. While in this state, your weapon damage is doubled, your critical range is doubled, you may make an additional attack per round at your full attack bonus and like your celestial release, all your natural weaponry, wings and size are restored. You gain a +4 bonus on attack rolls while using your weapon, which does not stack with the bonus to attack rolls gained from your first release. Lastly, select six abilities from the list below, your weapon grants you these benefits when in your unbound shape state, and no ability can be taken more than once. Some abilities require you have certain Celestial Abilities attained previously. Once your true shape state is over with, you are considered exhausted.
    Elemental fury: The elements force themselves out through your blade with explosive effect. Select one type of energy damage, any time your weapon strikes and hits an opponent, it deals an additional 6d6 points of damage to your opponent.
    Epic strength: The power of your blade and body can cut through even the most durable shields. Your weapon and all your natural weapons are considered to be epic for the purposes of overcoming damage reduction. Additionally, your spirit weapon deals an additional amount of damage equal to your Cha modifier.
    Glorious Light: Your body now has two natural forms, the standard released state and a glorious aura of holy light. You lose your Str score, but your body becomes a shapeless, incorporeal swarm. You gain both the swarm and incorporeal subtypes. Your swarm damage is equal to your spirit weapon damage, and you gain the distract ability (DC 10+half your initiator level+Cha modifier or become nauseated for 1 round) your size is not considered Fine and your space is 10 ft. Entering and exiting this form is a free action.
    Greater enhanced ability: The channeling of your weapon through your own body is brought to a greater level than before. Select an ability for which you've already increased through your enhanced ability weapon quality. The bonus to that ability score increases to +4 instead of +2. You must have taken the enhanced ability Celestial Ability to take this.
    Greater enhancement: Your weapon takes on even more magical qualities. Take a number weapon properties your weapon does not already have equal to a total of a +5 enhancement, your weapon has these properties while in final release. You must have taken Weapon enhancement at least once to take this ability.
    Greater natural weapons: Your jaws and claws become more adept at dealing damage. Each of your natural weapons deals damage as though it were one size category larger than they are and count as magic weapons for the purposes of overcoming damage reduction.
    Holy Smiting Blade: You channel the energies of the planes directly through your weapon with each blow. You add your Cha modifier as a divine bonus to your attack rolls with your spirit weapon and natural weapons and it deals an amount of extra damage equal to half your initiator level.
    Size Increase: Your body's mass and power increase, your size increases one size category larger than it would be normally, gaining all the benefits and penalties of the new size. You also gain a +2 bonus to Str and a -2 penalty to Dex.
    Smiting Gaze: Your eyes shine with holy light, which reflects back to you the motives of evil souls and damages them for their wickedness. This gaze attack functions both as a constant detect evil spell, and deals as much holy damage to any foes that catch your gaze in a round equal to 1d6 times half your initiator level(rounded down). You may repress the damaging ability of your gaze to read the minds of all evil creatures within 30 feet of you, which does not allow a save.
    Speed of the Wind: Your weapon increases your speed a great amount. Your base land and flight speeds triple, you gain the benefits of the Improved Evasion class feature and select a single mental ability score. You now add a dodge bonus to your Armor Class equal to 3+that score's modifier. If you already have a class feature from another class that grants a mental ability score to AC, you cannot choose that ability score(monks, swordsage and swashbuckler as examples).
    Spell power: You can channel mystical energy through your weapon to do unearthly things. Once per day while using your final release, select any spell or psionic power of 9th level or lower, you can use this spell with a caster level of 20th.
    Spirit Armor: Your body is sheathed in glorious armor unlike any that's been seen by mortal eyes. You gain a +10 deflection bonus to Armor Class, which does not stack with the great armor celestial ability. You must have taken the great armor celestial ability to take this.
    Last edited by Krimm_Blackleaf; 2009-03-04 at 05:00 AM.
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    Default Re: Anathema to the Unmasked Fiend [PrC]

    Quote Originally Posted by Krimm_Blackleaf View Post
    Spirit Weapon (Ex): At first level, a concealed celestial gains a special bond with a single masterwork weapon of their choice, this weapon gains their own sense of self and sentience and even a name. Though at first, this weapon has no enhancement bonus it is counted as a magic weapon for the purposes of overcoming damage reduction.
    What if the weapon had a bonus before you took this PrC?

    Duel Weapons: Your weapon's spirit splits itself into more than one weapon. Your spirit weapon splits into an additional weapon for every arm you possess, except the enhancement bonus it receives is reduced by one, to a minimum of +0. You must be 5th level to take this ability.
    Just to make sure I am reading this right... If your normal spirit weapon has a +4 enhancement and your normal form has 4 arms, the enhancement of all spirit weapons goes to 0?

    Eldritch Power: You are capable of channeling magical power through yourself with great ease. Select one arcane or divine spell of a level equal to half your concealed celestial level, rounded down, you may use this as a spell-like ability once per round as a standard action. If this ability has a saving throw, the DC is 10+half your effective caster level+Cha modifier.
    If you pick this, can you later change the spell when your level goes up enough to use a higher level spell?

    Epic strength: The power of your blade and body can cut through even the most durable shields. Your weapon and all your natural weapons are considered to be epic for the purposes of overcoming damage reduction.
    This might be a bit overpowered since it could be possible to get this without being epic. (Or maybe it wouldn't. Guess it depends on the number of racial HD the outsider you are using has.)
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    Default Re: Anathema to the Unmasked Fiend [PrC]

    Recycling old concepts aren't we?

    Quote Originally Posted by Kesnit
    What if the weapon had a bonus before you took this PrC?
    Whichever is higher would prevail, but keep in mind that having at least a +1 bonus to start let you give it special abilities, which I think you couldn't put on a regular Spirit Weapon.

    Just to make sure I am reading this right... If your normal spirit weapon has a +4 enhancement and your normal form has 4 arms, the enhancement of all spirit weapons goes to 0?
    The enhancement bonus would be +3 for al blades.

    If you pick this, can you later change the spell when your level goes up enough to use a higher level spell?
    No. How many PrCs do that anyway?

    This might be a bit overpowered since it could be possible to get this without being epic. (Or maybe it wouldn't. Guess it depends on the number of racial HD the outsider you are using has.)
    You will cut through the DR of Epic monsters, but who cares? You won't be able to beat them at all until even higher level, since you probably have LA, racial HD and a lot of meh powers. (Beside the Sublime Way, of course.)
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    Default Re: Anathema to the Unmasked Fiend [PrC]

    Quote Originally Posted by Guyr Adamantine View Post
    Recycling old concepts aren't we?
    Gotta cover all your bases, don't you?
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    Default Re: Anathema to the Unmasked Fiend [PrC]

    Quote Originally Posted by Krimm_Blackleaf View Post
    Gotta cover all your bases, don't you?
    It's just the fact this PrC could've been the Unmasked Fiend's adaptation section that annoy me, but he, the same could be stated of the whole Book of Exalted Deeds.
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    Default Re: Anathema to the Unmasked Fiend [PrC]

    Quote Originally Posted by Guyr Adamantine View Post
    It's just the fact this PrC could've been the Unmasked Fiend's adaptation section that annoy me, but he, the same could be stated of the whole Book of Exalted Deeds.
    Just too many fine little details I wanted to change from the Unmasked Fiend to this, like the different saves, very slightly different skills, different abilities and.....Actually I think that was it, but still, too many minute changes to just put in an adaptation section.
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