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  1. - Top - End - #1
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    AssassinGuy

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    Apr 2007

    Default Librim Eternia: Tome of Epic Prestige (Completed)

    Librim Eternia: Tome of Epic Prestige

    Hello there, peoples. If anyone out there still remembers me, you might be wondering why I haven’t made any homebrew for around the past year. While some people lose interest in this type of stuff, I am happy to say that I have simply been working on a project of epic proportions… literally. Following in my tradition of creating new material for areas that really don’t have much homebrew support, I decided to make my biggest work to date all about the epic levels. Within this project you will find a 50 epic PrCs (8 remakes of the ELH classes and 42 original classes). While it’s impossible to nail every single archetype, I tried my best to hit all of the big ones and a few that most PrC collections miss. If you’ve never given epic play so much as a second thought, it’s probably time to think again.

    Why make epic material?

    This is a question that I suspect quite a few people are wondering. This forum doesn’t get a whole lot of epic material so PEACHing will always be difficult and I’ve heard it said that basically no one plays in epic campaigns. With that said, I frankly don’t believe that nobody plays in epic campaigns as I frequently see recruitment threads for them on this very forum. A more truthful statement would be that few campaigns reach epic levels without starting there but even that has been known to occur. I guess that the biggest reason for me to want to make this material is to make people start thinking about epic material, both as Players/DMs and as homebrewers.

    What to expect here

    Although the basic content was revealed in the opening paragraph, I wanted to quickly go into a couple of separate and necessary descriptions: quality and power level.

    So far as quality, I consider myself to be a decent homebrewer and at least the vast majority of what I’ve made should be usable as is. Any possible problems you’d run into in gameplay (such as a class that’s too passive or classes that rely on armies) are typically noted in my commentary. With that said, this project was made over the course of about a year with no creative control or editor and, well, it shows. It should be pretty clear reading through the classes that I was more heavily invested in some than others and that some are more powerful than others. Hell, with the vast amount of time it’s been, it’s even possible that the most recent material forms broken combos with the oldest material. Even if you’re not used to epic level material, I’m hoping you guys will be able to point out huge broken areas and make suggestions where necessary.

    I also apologize for a general lack of neatness that may pervade my work. This thing has been sitting on my computer for around half a year and actually going through it all again on my own for the sake of formatting would probably make my brain explode. Similarly, I admit that my comments section at the end eventually became a bit of shout-box for me after each of the classes and while I never got too far off topic, a lot of them probably could’ve been a lot more helpful or have been cut out entirely.

    As far as power level, this is a bit easier to quantify. My desired power level was above that of the original epic PrCs, lying somewhere between the Epic Destinies WotC produced and those that Krimm and the Demented One have produced on this very board.

    Temporary Note: I am in the midst of bringing all 50 PrCs onto the board (doing a bit of last-minute formatting for each one in the process), a task that will likely take all of the night and most of tomorrow afternoon (it may be delayed another day at most if I can’t finish before my shift at work starts. If you don’t see the class that you’re looking for, don’t worry. Unlike my previous big projects, I made sure that all of the mechanics were hammered out before I even started the posting process.
    Last edited by Realms of Chaos; 2012-06-27 at 10:16 PM.
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    Quote Originally Posted by Primal Fury View Post
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  2. - Top - End - #2
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    AssassinGuy

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    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Table of Contents


    Post 1: Introduction
    Post 2: Table of Contents
    Post 3: Explanation of Piercing Mechanics

    THE REMAKES

    Post 4: Implacable Retriever A fixed agent retriever actually aimed to continue non-epic tracking rather than replacing it with a series of SLAs.
    Post 5: Cosmic Descrier More or less the same class that you know and love, minus infinite caster level boosts.
    Post 6: Divine Emissary A very empowered paladin class who performs all manners of divine greatness.
    Post 7: Epic Infiltrator Instead of a skillmonkey hodge-podge, you get a focused infiltrator class that nobody would ever see coming.
    Post 8: Guardian Paramount Boosted up from “Epic NPC” status to a playable, if somewhat narrow, level of glory and protective might.
    Post 9: High Proselytizer The default epic PrC for clerics out there, this class now lives up to the proud and powerful legacy of CoDzilla.
    Post 10: Legendary Dreadnought A Relentless and tough-as-nails melee combatant equipped with exceedingly powerful arms and armor.
    Post 11: Perfect Wight A physical infiltrator to match the social infiltration of the epic infiltrator. No more infinite bonuses from shadow form.

    THE ORIGINALS


    Post 12: Abyssal Warlord a ruthless warrior from the abyss who conscripts demons to join it in its mad crusades.
    Post 13: Agent of Death An assassin who effectively assassinates. Who would have thought.
    Post 14: Arbiter of Balance Just as others protect their specific causes, you maintain neutrality within the multiverse, ensuring that no faction ever wins.
    Post 15: Artisan of Beauty A bardic PrC that uses performance to weave emotions and thought.
    Post 16: Ascendent Ascending the limits of mortality with the help of ki and mysticism.
    Post 17: Celestial Champion Rare beings chosen by the rulers of upper planes to personally represent the interests of goodness wherever they go.
    Post 18: Chosen Rather than gaining any special talent, you have found yourself adept at mastering many more basic strengths all at once.
    Post 19: Dragon Overlord Embodying the orbs of dragonkind, you are an undisputed leader of dragonkind.
    Post 20: Dread Emperor Armed with dangerous and nigh-unlimited hordes of the undead, you are the scourge of every living creature.
    Post 21: Elemental Sovereign A lord of all 4 elemental planes and a true master of evocation.
    Post 22: Eternal Become an immortal and near-indestructable being.
    Post 23: Flawless Enforcer When even the inevitable fail to maintain cosmic law, you are the final line of defense; judge, jury, and executioner.
    Post 24: Font of Life Overflowing with life energy, you are among the strongest of healers to ever exist.
    Post 25: Godking If a king can rally and control a kingdom, a godking can rally and rule an empire or an entire world.
    Post 26: Grand Creator An adventuring crafter, adept at the art of quick item creation.
    Post 27: Harbinger of Endings A dark envoy of the apocalypse, holding forbidden entropic powers.
    Post 28: Herald of the Outer Spheres You have seen order in the madness of the far realms and have been tasked with spreading this order throughout your world.
    Post 29: Infernal Regent Living in ease at the expense of the archdukes of hell, you are among the greatest of corruptive forces the multiverse has ever known.
    Post 30: Legend Stalker An insatiable hunter, slayer, and tamer of great beasts across the great wheel.
    Post 31: Living Dominion Spreading your control effortlessly into others, you exist more as an enchantment than as a genuine person.
    Post 32: Lord of Nine Blades A simple and safe translation of maneuvers into epic play.
    Post 33: Magitech Savant With the proper technology, there is nothing that magic can do that you cannot.
    Post 34: Master of Shadows A master of shadow magic, darkening the world and disrupting the normal flow of magic in your wake.
    Post 35: Mastermind A master of divination, enchantment, and illusion, equipped to create and execute the most labyrinthine of plots.
    Post 36: Mythic Commander A true leader who guides his or her forces to victory nearly without fail.
    Post 37: Omnimind The ultimate manifestation of psionic energy within a single entity.
    Post 38: Peerless Marksman A ranged combatant without equal.
    Post 39: Primeval Force Controlling the forces of the natural world, primeval forces are the ultimate druids.
    Post 40: Protean Avatar Representing the best elements of chaos, protean avatars can adapt to almost any challenge before them.
    Post 41: Scion of Sorrow Cursed with true permance, Scions of Sorrow have suffered irreversible woes and leave marks on the world that never quite rub off.
    Post 42: Soulweaver A master of incarnum whose soul is tied to the very flow of souls.
    Post 43: Spellblade Elite A master of both martial and magical combat, blending them together into a seamless whole.
    Post 44: Temporal Wanderer A being with incredible influence over the flow of time.
    Post 45: Unmage A master of unraveling magic in all of its forms.
    Post 46: Unmatched Dervish A fleet-footed and unarmored combatant capable of laying down attack after attack.
    Post 47: Unreal Blurring the line between real and imaginary, the unreal are masters of illusions.
    Post 48: Veneficus Optima As archmages are to wizards, so too are the veneficus optima to archmages.
    Post 49: Venerated Sage A master of divination, utilizing its knowledge and awareness in a number of ways.
    Post 50: Voice of the World An epic extension of truename magic that doesn’t suck.
    Post 52: Voidkeeper A speaker for the banished spirits resting between spaces.
    Post 53: Warden of Faerie Mischevious and canny combatants enabling the capricious desires of their masters in Faerie.
    Post 54: Wilderness Incarnate Represent all of the might and strength of a single natural environment.


    Post 55: Explanations and Loose Ideas
    Last edited by Realms of Chaos; 2012-06-27 at 12:42 PM.
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  3. - Top - End - #3
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    AssassinGuy

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    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Before I start, one thing I should introduce is a mechanic I made to help smooth out the rocket tag war (another, smaller effort along the same strain can be found in the final post).

    Piercing Effects:

    Certain effects throughout the following thread are either referred to as piercing effects or retroactively make other spells or abilities piercing effects.

    Piercing effects ignore most immunities, although a target receives a +6 bonus to its saving throw (if any) for each source of immunity against that effect it would otherwise possess (multiple identical sources [such as two magic items both granting mind blank effects] don’t stack).

    For each immunity against that effect gained through epic means (or each racial immunity possessed by a creature with 21 or more racial Hit Dice), there is a 50% chance that the immunity functions normally (check separately for each such immunity).

    Save DCs, Immunities, and Piercing Effects:
    To discuss the line of thought that led to piercing effects, I have to start with the high save DCs that these classes get. Some of you might wonder why the abilities here have such save DCs. Reading through the Epic PrCs in the ELH, you might notice that hardly any Save DCs are actually listed (that’s what you get when half of the abilities are passive and the other half are SLAs, I supposed). The only one I could find with a quick look was for the high proselytizer’s main ability, DC 20 + 1/2 level + Wis modifier. My save DCs are 20 + level + Wis modifier. Over time, this can make a very big difference. Again the question is why.

    I suppose that there were three reasons for this.
    1. First of all, if you continue taking a non-epic PrC into epic levels, you end up with exactly the save DCs that I came up with. I didn’t think it was right that an Epic Assassin or Epic Initiate of the Sevenfold Veil should become deadly twice as fast as an epic PrC.
    2. Secondly, while adding only half of your level makes sense at non-epic levels (where some people have good progressions and others have bad progressions), every epic level character effectively has good progression (although some are 6 points behind). Having the DCs and saving throws doesn’t make much sense when saving throw boosts are generally far more accessible than save DC boosts.
    3. Thirdly, I honestly don’t think it will be that relevant most of the time due to immunities. Yes, I’m finally getting back to piercing effects. One of the greatest difficulties in making epic abilities is that most characters are already immune to most stuff you can throw at them by the time they reach epic levels, whether by class features, spell effects, or (most notably) magic items.


    For this reason, making a mind-affecting effect for characters without the expectation of disjunction seems silly and pointless with preexisting epic rules. Unless I wanted to encourage every encounter starting with the removal of all of the items you could have looted (or by taking away all of your party’s items), I had to come up with a way to overcome immunities while still making them worthwhile (and preferably making the ones I’m granting out with class features/feats more relevant than low-level immunities). What I ended up with was the piercing mechanic.

    Sidebar 1: Why a +6 bonus?
    Spoiler
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    Some of you might wonder why I put a +6 bonus per immunity instead of a nice round number like +5. The answer is simple. I assume that most people will choose their first immunities by the time they reach early epic levels. A Wizard is likely to want Deathward to cover his or her low Fort while Fighters want Mind Blank to handle their low Will, for example. These characters are protecting their poor saves (which have base saves 6 points lower than good saves at epic levels without multiclassing). I chose +6 so that the hypothetical wizard effectively ends up with a good Fort save against death effects and so that the fighter gains a good will save against mind-affecting effects and divinations.


    Sidebar 2: Pricing Epic Items Giving Immunities:
    Spoiler
    Show
    Because the basic rules don’t differentiate between epic immunities and nonepic immunities the way piercing does and because the game largely assumes that you already have most of your immunities, there aren’t any good price guidelines out there for making epic items granting immunities. To rectify that, here is a formula.

    First, start with the market price of a non-epic magic item that grants an immunity. Divide its market price by its caster level and then multiply the cost by 21 (or higher if you want a higher caster level). Finally, because epic immunities are distinctly superior when dealing with piercing abilities (and because wealth increases dramatically), multiply the resulting price by x 10. If you are adding an immunity to an item with other abilities (now a real possibility as having redundant immunities is useful), multiply the higher cost of the two abilities by x 1.5 as normal.

    Example 1: Let’s make a periapt of epic health.
    Step 1: divide the cost of a periapt of health by its caster level: 7,500/5 = 1,500
    Step 2: multiply the cost by x 21 (or desired caster level): 1,500 x 21 = 31,500
    Step 3: multiply cost by x 10: 31,500 x 10 = 315,000 gp

    Example 2: Let’s make combine the above object with a periapt of proof against poison.
    Step 1: divide the cost of a periapt of proof against poison by its caster level: 27,000/5 =5,400
    Step 2: multiply the cost by x21 (or desired caster level): 5,400 x 21 = 113,400
    Step 3: multiply cost by x 10: 1,134,000
    Step 4: multiply the higher of the two costs by x 1.5: 1,701,000 gp


    Sidebar 3: What this ability cannot do:
    Spoiler
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    This ability does not foil abilities that are not immunities such as evasion or mettle. This ability does not foil spell resistance, incorporeality (or other miss chances), spell turning, antimagic field, globe of invulnerability (and variations), Spell Immunity (and variations), impeded, wild, suppressed, or dead magic planar traits, or the immunity of golems against spells. Piercing does not overcome circumstances that simply pre-empt certain effects such as trying to use a language-dependant effect in an area of silence or a pattern in deep magical darkness. Needless to say, this ability does not prevent counterspelling or dispelling (or healing) if they would normally work on the ability. If an ability simply overcomes effects such as true seeing peering through magical disguises, piercing does nothing to prevent this from occurring.
    Last edited by Realms of Chaos; 2012-06-26 at 10:53 PM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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  4. - Top - End - #4
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    AssassinGuy

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    Default Re: Librim Eternia: Tome of Epic Prestige

    Implacable Retriever (Fixed Agent Retriever)


    Spoiler
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    Few could ever hope to track things down with more skill than an implacable retriever. Whether hunting down creatures who don’t want to be round, recovering items lost for generations, or discovering sites thought by most to be mere legend, an implacable retriever is the ultimate bounty hunter by a large margin. Given enough time and success, the fame of an implacable retriever exceeds that of the legends that he or she uncovers. Whatever an implacable retriever is searching for in life, it is only a matter of time until he or she stumbles across it.

    Hit Die: d8

    Requirements:
    To qualify to become an implacable retriever, a character must fulfill all of the following criteria.
    Skills: Gather Information 23 ranks, Survival 23 ranks
    Feats: Track, Urban Tracking

    Class Skills: Appraise, Bluff, Craft, Diplomacy, Disguise, Forgery, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (the planes), Listen, Move Silently, Ride, Search, Sense Motive, Spellcraft, Spot, Survival, Use Magic Device, Use Rope
    Skill Points at Each Level: 6 + Int modifier

    Implacable retriever
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +1
    |Quarry (1), Uncanny Tracker|--

    2nd|
    +2
    |Capture/Kill 1/encounter|+1 level of existing spellcasting class

    3rd|
    +3
    |Implacable x1|--

    4th|
    +4
    |Bonus Feat|+1 level of existing spellcasting class

    5th|
    +5
    |To the Source I|--

    6th|
    +6
    |Quarry (2)|+1 level of existing spellcasting class

    7th|
    +7
    |Capture/Kill 2/encounter|--

    8th|
    +8
    |Implacable x10|+1 level of existing spellcasting class

    9th|
    +9
    |Bonus Feat|--

    10th|
    +10
    |To the Source II|+1 level of existing spellcasting class [/table]

    Class Features: The following are class features of the implacable retriever.

    Epic Spellcasting: Even without the Epic Spellcaster feat, an implacable retriever can still develop and cast epic spells using the armor, compel, conceal, foresee, fortify, heal, reveal, and or transport seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. The implacable retriever can use his or her ranks in knowledge (nature) to determine epic spell slots per day. If the implacable retriever doesn’t cast spells, he or she uses his or her highest ability score modifier to determine your epic spell save DCs.

    Uncanny Tracker (Su): You gain a bonus to survival checks and gather information checks made to track targets equal to your class level x 5. The implacable tracker can track targets that normally avoid leaving trails behind through non-epic means (such as druids) but he or she loses this bonus when doing so. Lastly, you automatically become aware of when a trail you follow ends due to a teleportation or plane-travelling effect and can analyze where it leads by spending 1 minute studying it.

    Quarry (Ex): When an implacable retriever spends one hour attuning him or herself to a person, object, or location he or she is seeking, he or she automatically determines the location of their target as the discern location spell (when selecting a location, it must be chosen as if using a find the path spell). As this information is gained due to incredible insight and deductive skills rather than magic, immunities and protections against divination effects do not protect a target searched for in this way. At 6th level and every 5 levels afterwards, an implacable retriever can attune him or herself to an additional target during that hour.

    Capture/Kill (Ex): Inevitably, an implacable retriever is forced into conflicts with others on his or her travels and is forced to deal with them one way or another. Starting at 2nd level, an implacable retriever may make a special attack against one of his or her quarries (if a creature), a creature who explicitly seeks to keep you from reaching at least one of your quarries (or who seeks to delay you), or a creature who seeks to reach at least one of your quarries before you or to keep it for itself. If the attack hits, the target much make a Fortitude save (DC 20 + Class level + Wis bonus) or else either die immediately or fall unconscious for one week or until the implacable retriever awakens them as a full-round action (implacable retriever’s choice). This ability can be used once per encounter at 2nd level and an additional time per encounter every 5 levels afterwards.

    Spells per Day/Spells Known: At each even implacable retriever level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming an implacable retriever, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Implacable (Ex): An implacable retriever can hunt down enemies with almost unthinkable speed. Starting at 3rd level, while tracking, an implacable retriever and up to 10 allies of his or her choice gain immunity to fatigue and exhaustion and takes no penalty to survival checks for his or her movement rate. Travelling as though on the winds, an implacable retriever and chosen allies travel at a rate of 500 miles per hour while tracking a creature. At 8th level and every 5th level afterwards, the number of allies that can be affected and the speed at which they travel are both multiplied by x 10 (allowing for 1,000 allies to be led at 50,000 miles per hour by 13th level, for example).

    Bonus Feats: At 4th level and every 5 levels afterwards, an implacable retriever can select a single bonus feat from the following list: Combat Archery, Distant Shot, Epic Avoidance, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Eye on the Hunt*, Fast Healing, Force Cooperation*, Hear Each Heartbeat*, Implacable Hunter*, Implacable Stalker*, Improved Combat Casting, Improved Manyshot, Improved Spell Capacity, Infallible Hunt*, Inspire Paranoia*, Lay of the Land*, Learn Condition*, Legendary Climber, Legendary Rider, Legendary Tracker, Long-Range Tracker*, Perfect Health, Planar Tracker*, Rile Quarry*, Spontaneous Spell, Storm of Throws, Swarm of Arrows, Threatening Presence*, Two-Weapon Rend, Uncanny Accuracy, Unceasing Hunter*.

    New Feats
    Spoiler
    Show
    Hear Each Heartbeat [Epic]
    You are aware of every living creature nearby
    Prerequisites: Quarry (1), Listen 24 ranks
    Benefits: So long as you can hear, you can detect all living creatures within 100 feet as though you possessed blindsight.
    Special: This feat can be selected multiple times, doubling the range of this blindsight each time.

    Learn Condition [Epic]
    You can guess at the condition of a quarry with the smallest of clues.
    Prerequisites: Quarry (2)
    Benefits: When learning the location of your quarry, you may learn its condition as well. If the quarry is a creature, you gain a quick idea of its health at the moment as if viewing it with deathwatch and status and learn whether it knows it is being tracked or not. If the quarry is an object, you learn if it is whole, damaged, or destroyed. With magic items, you additionally learn if the item is in current use or not and if its magic has been partially or fully expended. If the quarry is a location, you learn if it is undisturbed, disturbed, desecrated, or destroyed and furthermore learn the rough population of small or larger creatures in the area as well as the most numerous type (aberration, construct, etc) of creature in the area.

    Eye on the Hunt [Epic]
    You can get the big picture of what is going on in a hunt.
    Prerequisites: Quarry (3)
    Benefits: When learning the location of your quarry, you learn how many others are seeking out your quarry and learn approximately how close they are to it (though you do not learn their exact locations). You likewise learn the number of people acting to support or hide the quarry (if any) and their general proximity to the quarry. Lastly, you learn how many of these forces (including the quarry if it is a creature) is aware of your presence.

    Infallible Hunt [Epic]
    Your quarry can’t deceive you easily
    Prerequisites: Quarry (4)
    Benefits: You gain the benefits of true seeing and discern lies (caster level equals class level + 20) against all targets of your quarry class feature within the past 24 hours.

    Force Cooperation [Epic]
    You can awaken a knocked out quarry to accompany you on its own two feet.
    Prerequisites: Capture/Kill 1/encounter
    [b]As a full-round action, you can awaken a creature knocked out through your capture/kill class feature. For the remainder of the time that they would otherwise have spent unconscious, the creature behaves towards you as if friendly. If the creature can’t sense your presence for 10 consecutive hours for any reason, this effect ends. This ability is not a mind-affecting effect but it only functions on sentient creatures.

    Lay of the Land [Epic]
    You can learn about the area around your quarry.
    Prerequisites: Quarry (3)
    Benefits: When learning the location of your quarry, you may choose a single target and learn about the area around them as if through a commune with nature effect.

    Unceasing Hunter [Epic]
    You never rest while on the hunt.
    Prerequisites: Quarry (5)
    Benefits: While tracking down a creature, you need not eat, drink, sleep, or breathe and you cease aging. Tom maintain these benefits, you must spend at least 8 hours per day actively pursuing a creature or actively pursuing the means to do so.

    Long-Range Tracker [Epic]
    You can teleport anywhere to instantly reach your quarry.
    Prerequisites: Implacable x 10
    Benefits: You can use greater teleport as a spell-like ability with a caster level equal to your character level. Only you and up to a light load of non-living objects can be teleported in this way. After using this ability once, you have to spend one hour in silent contemplation to regain access to it.
    Special: This ability can be taken any number of times. Each time it is taken after the first, double the amount of times that you can use the spell-like ability before needing to contemplate.

    Planar Tracker [Epic]
    You can travel across the planed in pursuit of your quarry.
    Prerequisites: Implacable x 100
    Benefits: You can use planeshift as a spell-like ability with a caster level equal to your character level. After using this ability once, you have to spend one hour in silent contemplation to regain access to it.
    Special: This ability can be taken any number of times. Each time it is taken after the first, double the amount of times that you can use the spell-like ability before needing to contemplate.

    Rile Quarry [Epic]
    When your quarry is a creature, you can let it feel that you are on its trail.
    Prerequisites: Quarry (2)
    Benefits: Whenever you learn of the location of one or more creatures using your quarry class feature, you may elect to let any or all of them know that they have been located. Doing so sends shivers down the spine of the target and gives them the impression that they’re always being watched. The target is shaken for 24 hours. This is a supernatural fear effect and doesn’t stack with itself.

    Inspire Paranoia [Epic]
    You inspire paranoia in those who you hunt, leading quarries to distrust those who could help them.
    Prerequisites: Rile Quarry
    Benefits: Any target affected by Rile Quarry behaves one category closer to hostile towards all creatures, even if otherwise helpful or fanatic towards them.

    Implacable Hunter [Epic]
    You have honed your skill at hunting to an artform.
    Prerequisites: Uncanny Tracker, Favored Enemy
    Benefits: Level of implacable retriever stack with ranger levels for the purposes of favored enemies.

    Implacable Stalker [Epic]
    You have continued working on your chosen form of mobile combat.
    Prerequisites: Uncanny Tracker, Skirmish
    Benefits: Levels of implacable retriever stack with scout levels for the purposes of your skirmish class feature (both increasing damage and the AC bonus).

    Epic Avoidance [Epic]
    You are skilled at dodging attacks.
    Prerequisites: Dex 25
    Benefit: You gain a +1 dodge bonus to your AC. You lose this bonus whenever you would lose your Dexterity bonus.
    Special: You may select this feat multiple times. Its effects stack.

    Threatening Presence [Epic]
    Others are often terrified by your presence on the battlefield.
    Prerequisites: Epic Skill Focus (Intimidate)
    Benefit: enemies within 10 feet of you are shaken (no save). This is a fear effect.
    Whenever you make a successful attack, the target of the attack must make a Will save (DC 10 + your class level) or become frightened for 1d4 rounds. This is a piercing fear effect.


    To the Source (Su): Starting at 5th level, whenever an implacable retriever is tracking an opponent and reaches a point at which the trail is broken through teleportation and/or dimensional travel, he or she may follow the effect to its destination as a standard action. This allows the implacable retriever to follow teleportation effects, follow creatures to the ethereal plane, astral plane, or plane of shadows when accessed through other means, intrude upon extradimensional spaces and demiplanes, and so forth. This ability is not stopped by any effect that would limit travel to this destination such as a dimensional anchor. Even if following an effect that has a duration (such as following a creature using ethereal jaunt onto the ethereal plane), this travel has no such duration. The implacable retriever may only trail such effects that have been used within the past day. At 10th level and every 5 levels afterwards, the implacable retriever can trail such effects used up to one additional day in the past and can be used to carry an additional ally with him or her when using this ability. This is a teleportation effect.

    Notes and Explanation
    Spoiler
    Show
    And with the implacable retriever, we start working on the revised classes. Much as many that will come afterwards, this one doesn’t look much like the original class at all.

    One of the big things that I expect people will point out is that this class has been nerfed. The spellcasting have been nerfed and the SLAs have been removed. There is a reason for this change. Out of the original 9 epic prestige classes, only two of them came with full spellcasting progression and this class was by far the easier of the two to enter. This means that even though this class had pretty explicit fluff and crunch as a bounty/treasure hunter, full casters ended up getting far more use out of it (and used it more often) than actual bounty/treasure hunters. Now that I am producing other full-caster PrCs in this project, removing that aspect of this class doesn’t particularly hurt those who it is aimed at. On a similar line of thought, all of those SLAs were actually harmful to the archetype of searchers rather than helpful. Because those SLAs effectively take the place of traditional methods of hunting people down instead of improving existing methods, all implacable retrievers of equal level would end up equally skilled and finding and bringing back their targets (making specialization as a bounty-hunter before epic levels totally worthless).

    Some people may see urban tracking in the prerequisites and think that I’m using splatbooks (as onow it’s appeared at least twice) but if you know where to look, you can find it in the SRD.

    With that out of the way, there are a couple of general design notes to point out. First, every class gains two abilities (not including epic spellcasting) at 1st level, including one scaling ability and one more-or-less static ability. One the rare occasions when a party actually reaches epic level (rather than starting there), it is highly likely that the campaign is entering (if not wrapping up) its buildup to the finale. Giving an extra ability at 1st level should help to give the character an extra boost of flavor to make them feel like a member of their prestige class even if it’s unlikely that their level will raise much higher.

    Secondly, I noticed when making these classes that setting uses of an ability per increment of time isn’t that useful. In my mind, the point of an Epic Prestige class is that it should literally scale indefinitely. If I give abilities scaling uses per day/per hour/per minute/etc, they will eventually reach the point where the abilities stop scaling once you can use them every round (though I’ll admit that this would require a mind-boggingly high level). To overcome this limitation, I have stuck to using abilities per encounter (which can technically stretch infinitely long), per round (these abilities always require nonactions to activate and can thus be used any number of times in a round), and per recharge (my answer to the traditional per day limitation).

    Lastly, every class that I’ve created gets some form of epic spellcasting. This includes classes likely won’t have any spellcasting levels, such as the legendary dreadnaught. While the three full-casting classes in here gain epic spellcasting automatically and gain wide variety, other classes are more focused get less but get their spells cheaper. Note that even if you gain abilities like this from dips in multiple different prestige classes, you only gain the discount if all seeds used are granted by a single prestige class.
    Last edited by Realms of Chaos; 2012-06-29 at 12:59 PM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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  5. - Top - End - #5
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Cosmic Descryer Fix

    Spoiler
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    A cosmic descryer is fascinated by the vastness of the great wheel and the infinite variations on life within it. Calling the entire multiverse home, a cosmic descryer travels from one plane to the next, experimenting and learning more and more about the planes as he or she increases his or her influence over planar matters. A cosmic descryer draws even more powerful from the planes themselves and can call upon the creatures of other planes to do his or her bidding. Even so, most cosmic descryers have no intention of conquering the cosmos, instead seeking to join with its infinite energy. Whenever drastic events shake the balance of power on a plane of existence, the more learned must ask how cosmic descryers failed to see it coming… or how they may be responsible.

    Hit Die: d4

    Prerequisites: To become a cosmic descryer a character must fulfill all of the following criteria.
    Skills: Knowledge (the planes) 24 ranks
    Feats: Spell Focus (Conjuration), Augment Summons
    Spells: Ability to cast gate and any planar ally or planar binding spell.
    Special: Must have previously travelled to any other plane of existence.

    Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Knowledge (arcane), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, and Spellcraft.
    Skill Points at Each Level: 2 + Int modifier

    Cosmic Descryer
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +0
    |Planeswalker, Superior Planar Summoning +5|--

    2nd|
    +1
    |Cosmic Form I|+1 level of existing spellcasting class

    3rd|
    +1
    |Bonus Feat|--

    4th|
    +2
    |Enduring Gate (1 day)|+1 level of existing spellcasting class

    5th|
    +2
    |Cosmic Will (1 creature)|--

    6th|
    +3
    |Superior Planar Summoning +10|+1 level of existing spellcasting class

    7th|
    +3
    |Cosmic Form II|--

    8th|
    +4
    |Bonus Feat|+1 level of existing spellcasting class

    9th|
    +4
    |Enduring Gate (2 days)|--

    10th|
    +5
    |Cosmic Will (2 creatures)|+1 level of existing spellcasting class [/table]

    Class Features: All of the following are class features of the cosmic descryer.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a cosmic descryer can still develop and cast epic spells using the banish, compel, conjure, contact, foresee, summon, transform, and/or transport seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. The cosmic descrier may use his or her ranks in Knowledge (the planes) to determine epic spell slots per day.

    Planeswalker (Ex): A cosmic descryer is always treated as being a native to whatever plane he or she is on for the purposes of spells like banishment and is perpetually defended from planar effects as if by an avoid planar effects spell. Lastly, a cosmic descrier can pass across planes through normally unseen connections, acting as an extraordinary planeshift effect, except that the cosmic descryer and all travelling with him or her arrive at the precise destination desired. After using this ability a number of times equal to the cosmic descryer’s class level, he or she must spend 1 hour meditating to re-establish the connection and regain these usages.

    Superior Planar Summoning (Ex): Beginning at 1st level, the cosmic descryer can increase the power of any of the following spells—elemental swarm, gate, greater planar ally, greater planar binding, summon monster IX, or summon nature’s ally IX—to affect or summon outsiders of 5 Hit Dice higher than the spell’s normal limit or conjure creatures with 5 Hit Dice of advancement. Every five levels thereafter, the cosmic descryer can increase the number of extra Hit Dice by 5.

    Cosmic Form (Su): Starting at 2nd level, a cosmic descryer can tap into the immense power of the multiverse as a swift action. Doing so costs 5 hit points and the transformation lasts for 1 round. While connected with the multiverse, a cosmic descryer is immune to critical hits, gains blindsight out to 100 feet, can teleport up to his or her movement speed as a move action, and gains 5 mana points each round. mana points can be spent at any time to add a bonus of equal size to an attack roll, saving throw, skill check that either you or a summoned or called creature within 30 feet makes, or to the caster level of a single spell or spell-like ability you or such a creature uses. Any mana points leftover at the end of a round do not carry over into the next round. At 7th level and every 5 levels afterwards, this ability lasts for 1 additional round and the cosmic descryer gains an additional 5 mana points each round.

    Spells per Day/Spells Known: At each even cosmic descryer level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a cosmic descryer, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a Cosmic Descryer can select a single bonus feat from the following list: Additional Magic Item Space, Bonded Summons*, Control Portal*, Cosmic Being*, Cosmic Guidance*, Descryer’s Spell Legion*, Efficient Item Creation, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Fast Healing, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Improved Spell capacity, Master of the Planes*, Paragon Summons*, Perfect Summons*, Permanent Emanation, Planar Dampening*, Planar Sensitivity*, Share Spells*, Spell Knowledge, Summoned Swarm*, Versatile Call*

    New Feats
    Spoiler
    Show
    Master of the Planes [Epic]
    Outsiders have a hard time acting against you.
    Prerequisites: Planeswalker class feature
    Benefits: Outsiders can’t attack you unless you attack them first or they succeed on a Will save (DC 20 + cosmic descryer class level + Wis modifier). If an outsider is the result of a (summoning) or (calling) spell or effect, it takes a -5 penalty to this saving throw.

    Cosmic Being [Epic]
    You are no longer a being of mere flesh and bone.
    Prerequisites: Cosmic Form I
    Benefits: You become an outsider if not already one. Do not recalculate your hp, skills, base attack bonus, or saving throws. You can be restored to life as if a member of your previous type.

    Share Spells [Epic]
    You can share spell effects that you cast on yourself with summoned and called creatures.
    Prerequisites: Superior Planar Summoning +5
    Benefits: Whenever you cast a spell and target yourself, you may extend its effects to any number of creatures you have summoned and called within 10 feet of yourself. These spell effects continue even if the creature later travels beyond this range.

    Perfect Summons [Epic]
    The creatures that you summon or call are without parallel.
    Prerequisites: Superior Planar Summoning +10
    Benefits: Any creature that you summon or call appears with maximum possible hit points for its HD and its attacks are treated as epic for the purposes of overcoming damage reduction.

    Paragon Summons [Epic]
    You can call forth a true exemplar of a race to serve you.
    Prerequisites: Perfect Summons
    Benefits: Whenever you cast a spell that summons or calls exactly one monster, you may choose to apply the paragon template to that creature if its CR (before applying extra HD from Superior Planar Summoning) is equal or less than 5 + your class level. After you use this ability once, you cannot use it again until you spend 8 hours in contemplation of the multiverse to recharge this ability.
    special: You may select this feat multiple times. Each time you select it beyond the first, double the number of times you can use this ability between recharges.

    Versatile Call [Epic]
    You are not limited to elementals and outsiders with your calling spells and effects.
    Prerequisites: Superior Planar Summoning +15
    Benefits: When using a calling spell or effect, you can call any extraplanar creature rather than only summoning outsiders or elementals. Any restrictions placed on the effect other than type (such as HD) still apply, however.

    Summoned Swarm [Epic]
    You can call large amounts of creatures over a period of time.
    Prerequisites: Superior Planar Summoning +20
    Benefits: When casting a spell that can the benefits of Superior Planar Summoning, you can choose to make it a swarm spell. If you do so, you halve the benefits of superior planar summoning (round down) but you summon 2d4 additional creatures of the same type. 10 minutes later, an additional 1d4 creatures of the same type with 5 additional HD each appear as if summoned or called by the same spell. 10 minutes afterwards, a single creature of the same type with 10 additional HD appears. Each creature summoned in this way lasts for the full normal duration of the spell after appearing.

    Descryer’s Spell Legion [Epic]
    You can allow the minions you summon and call to access your spells.
    Prerequisites: Superior Planar Summoning +25
    Benefits: As a full-round action, you may select any number of sentient creatures that you have summoned or called. For 1 round, all chosen creatures may cast spells as if they were you, expending your spell slots or spells known and spending your XP when applicable. Minions can only cast spells of a spell level up to half of their HD, can’t cast a spell with an alignment descriptor opposed to at least one of its subtypes, and can never cast epic spells in this way.

    Cosmic Guidance [Epic]
    The cosmos grant you guidance when you possess need of it.
    Prerequisites: Cosmic Form II, Outsider type
    Benefits: You can use contact other plane as a spell like ability with a caster level equal to your class level. When doing so, there is no chance of having your Intelligence or Charisma decreased by the effect. After using this ability once, you must spend 8 hours in meditation to recharge the ability.
    Special: You can select this feat multiple times. Each time you select it, double the amount of times that the spell-like ability can be used between recharges.

    Bonded Summons [Epic]
    You bond your mind and senses to those of creatures you summon and control.
    Prerequisites: Cosmic Will (1 Creature)
    Benefits: All summoned creatures under your control and all called creatures affected by your cosmic will class feature are bonded with you. You can observe the world through the senses of bonded creatures and can communicated telepathically with them over any distance.

    Control Portal [Epic]
    You can commandeer control over almost any planar portal.
    Prerequisites: Enduring Gate (1 days)
    Benefits: As a standard action, you can target a single planar portal with a diameter of up to 100 feet at its widest point within 100 feet of yourself. You may choose to activate the portal if it is inactive, deactivate the portal if it is active, or stabilize a malfunctioning portal. If the portal is already under the control of another cosmic descryer with this feat, you must make an opposed caster level check against them to gain control over a portal in this way. You retain control of the portal for as long as you concentrate + 1 round.

    Planar Sensitivity [Epic]
    You can detect breaks in the boundaries between planes.
    Prerequisites: Planeswalker Class Feature
    Benefit: You can detect the presence of all planar portals within 100 feet of yourself, whether or not they are currently active. Similarly, whenever planar travel or teleportation occurs within 100 feet of a planeswalker, you are instantly made aware of that fact. Lastly, while within 10 feet of a planar portal, you detect what plane of existence the other end rests upon.

    Planar Dampening [Epic]
    You can halt the utilization of planar energies and travel with your very presence.
    Prerequisites: Planar Sensitivity, Enduring Gate (2 days)
    Benefit: All spells that allow or force travel onto other planes of existence, that teleport creatures or objects, that create extradimensional space, and that contact planar entities (such as commune or contact other plane) can only be cast within 30 feet of yourself + 10 feet per class level if you allow it or if the caster succeeds on caster level check against a DC of 30 + class level. Similar permission is required to use calling spells, summoning spells, and spells of the shadow subschool. Effects that banish creatures and possess other effects (such as holy word) require your permission for the banishment to occur but otherwise function normally. If multiple cosmic descryers with this feat are within range of a single caster, the permission of all of them is required to utilize such spells.


    Enduring Gate (Su): Starting at 4th level, as a full-round action, the cosmic descryer can make any casting of the gate spell remain for a full day, rather than disappearing after 1 round per caster level. Every five levels thereafter, the cosmic descryer can increase the duration of gate by one additional day.

    Cosmic Will (Su): Starting at 5th level, whenever a cosmic descryer successfully use a (calling) effect to call a creature, that creature must make a Will save (DC 20 + Class Level + Wis modifier) or fall under his or her total control (as dominate monster with no maximum duration) as the cosmic descryer exerts their will as an extension of that of the multiverse. This ability can affect up to one creature at 5th level and one additional creature every 5 levels afterwards. Creatures freed from this effect have no memories of the time spent under the control of the cosmic descryer. This is a piercing mind-affecting compulsion effect.

    Notes and Explanations:
    Spoiler
    Show

    Of the revised epic PrCs, this is likely the one least altered, though some changes did go into it. Naturalization, being incredibly weak and having a relatively low “cap”, was condensed and empowered into the planeswalker ability. Incidentally, this revision was at least in part influenced by Magic the Gathering. When considering what an epic-level conjurer would be like, I ended up with a planeswalker. The other huge change to this class was the modifications to the cosmic form class feature. Though empowered in some senses (unlimited uses per day and decent side-benefits), the class feature has lost its main draw of an effectively infinite caster level bonus. I’d hope that the reason for this would be pretty much self-explanatory.

    Again on a more technical note, more observant homebrewers may notice that some bonus feats that the original would have access to aren’t on the list of this class. Seeing as I’m more than quadrupling the number of epic PrCs (not counting those from Epic Insights articles), I wanted to avoid giving every single caster-ish class the exact same feat list and so some feats are being withheld and replaced with specialized feats specific to that class.

    On that note, I might as well make a small remark regarding the role of these bonus feats. While I firmly believe that the actual class features of an epic PrC should be endlessly scalable, I know that some abilities that I would otherwise give them don’t scale or involve one-time improvements to existing class features. I’ve chosen to use epic feats to serve these purposes.
    Last edited by Realms of Chaos; 2012-06-29 at 01:08 PM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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  6. - Top - End - #6
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Divine Emissary Fix


    Spoiler
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    A divine emissary is a living extension of his or her deity’s will, empowered beyond most of the deity’s favored minions and allies and trusted with the most important of tasks. As the divine emissary grows stronger, he or she grows to emulate the power of his or her divine patron. Almost paradoxically, the most powerful of divine emissaries are said to be even stronger than their sponsors, though they still require their sponsor to retain their strength. When a divine emissary involves him or herself in a matter of importance, it is often a sign that his or her deity has taken great personal interest in that matter as well. To cross or insult a divine emissary is to insult his or her god as well.

    Hit Die: d10

    Prerequisites: To qualify to become a divine emissary, a character must meet all of the following criteria.
    Base Attack Bonus: +20
    Feats: Weapon Focus (deity’s favored weapon)
    Skills: Knowledge (religion) 10 ranks
    Class Features: Smite good or Smite evil or Smite chaos or Smite law 4/day
    Special: Must have a patron deity. Furthermore, the potential divine emissary must have completed some quest that furthered his or her deity’s goals so much that it impresses the deity.

    Class Skills: Concentration, Craft, Diplomacy, Disguise, Gather Information, Heal, Intimidate, Knowledge (religion), Listen, Profession, Ride, Search, Sense Motive, Spellcraft, and Use Magic Device.
    Skill Points at Each Level: 4 + Int modifier.


    Divine Emissary
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +1
    |Final Judgment, Aura of Divinity I|--

    2nd|
    +2
    |Domain|+1 level of existing divine spellcasting class

    3rd|
    +3
    |Bonus Feat|--

    4th|
    +4
    |Divine Insight 1/encounter|+1 level of existing divine spellcasting class

    5th|
    +5
    |True Miracle 1/recharge|--

    6th|
    +6
    |Aura of Divinity II|+1 level of existing divine spellcasting class

    7th|
    +7
    |Domain|--

    8th|
    +8
    |Bonus Feat|+1 level of existing divine spellcasting class

    9th|
    +9
    |Divine Insight 2/encounter|--

    10th|
    +10
    |True Miracle 2/recharge|+1 level of existing divine spellcasting class [/table]

    Class Features: The following are class features of the Divine Emissary.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a divine emissary can still develop and cast epic spells using the armor, compel, conceal, foresee, fortify, heal, reveal, and/or transport seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. If the divine emissary doesn’t cast spells, he or she uses his or her highest ability modifier to determine epic spell save DCs.

    Special Mount/Fiendish Servant: If he or she has one, the divine emissary’s special mount and/or fiendish servant continues to increase in power. Every five levels after 1st, the special mount and/or fiendish servant gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The creature’s spell resistance equals the divine emissary’s class level + the class level that provided the special mount + 5.

    Final Judgment (Ex): A divine emissary’s supply of smite evil or smite good usages are measured per encounter instead of per day and divine emissary levels stack with other class level to determine uses of smite per encounter and the extra damage dealt by a smite. When using such a smite, a target’s damage reduction (if any) is reduced by twice the divine emissary’s class level (minimum 0) and the extra damage automatically overcomes regeneration.

    Perhaps most impressively, when such a smite attack is used to slay a creature, the divine emissary passes judgement on the target’s soul. He or she learns all of the good deeds and evil deeds that the target has committed and the creature is sent to the divine realm of the divine emissary’s deity (or extraplanar patron) in place of the normal destination for their soul. At the divine emissary’s option, the target of such a smite may be granted an atonement effect (redemption or temptation only) right as the creature dies, guaranteeing the target a pleasurable afterlife if they accept or damning them to eternal torture if they deny. Either way, the target can’t be restored to life or reanimated as an undead via non-epic means.

    Aura of Divinity (Su): Just as a god, a divine emissary carries around an aura that influences the emotions of those within. All creatures within this aura can make a Will save (DC 20 + Class level + Cha mod) to resist this effect and are immune for 24 hours afterwards if they succeed. The divine emissary may change the effect of this Aura as a Swift Action and can grant any number of creatures immunity from this aura for 24 hours as a free action. The radius of this aura is 10 feet at 1st level and is multiplied by x10 at 6th level and every 5 levels afterwards.
    Aura of Awe: Affected beings stare in fascination at or towards the divine emissary, taking no other action but to do so. A divine emissary can give any number of affected creatures a suggestion, as the spell, as a standard action (use the same save DC). Whether the save succeeds or fails, no creature can receive more than one suggestion in this way per 24 hours at 1st level, plus one additional suggestion at 6th level and every 5 levels afterwards. This is a piercing mind-affecting compulsion effect.
    Aura of Fear: Affected beings are frightened, fleeing from the divine emissary if possible. Whenever the divine emissary takes an offensive action against one or more affected creature, all such creatures must make another saving throw against the same DC or die of fear. Whether the save succeeds or fails, a creature is only at risk of death in this way once per 24 hours at 1st level, plus one additional chance of death at 6th level and every 5 levels afterwards. This is a piercing mind-affecting fear effect.
    Aura of Resolve: Affected allies gain a +4 morale bonus to attack rolls, saving throws, and skill checks while affected enemies take a -4 penalty to attack rolls, saving throws, and skill checks. As a standard action, the divine emissary may grant any number of affected allies a move action to be taken immediately or restrict any number of affected enemies to taking only a single move or standard action during their next round. In either case, a Will Save against the same DC negates this effect and a creature can only be affected in this way once per 24 hours at 1st level, plus once at 6th level and every 5 levels afterwards.

    Domain (Sp): At 2nd level and every 5 levels afterwards, a Divine Emissary may choose a cleric domain. The divine emissary gains that domain’s granted power (using his or her class level + 20 as his or her cleric level if necessary) and may use all spells on that domain up to 7th level at will as spell like abilities.

    Spells per Day/Spells Known: At each even divine emissary level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a divine spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one divine spellcasting class before becoming a divine emissary, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a divine emissary can select a single bonus feat from the following list: Armor Skin, Deific Consultation*, Deific Shield*, Devastating Critical, Divine Authority*, Emissary to None*, Empowered Servant*, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Favored Caster*, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Moment of Ascension*, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Smite*, Spontaneous Spell, Sudden Smite*, Tend to the Flock*, True Sacrifice*, Unstoppable*, Widen Aura of Courage, Wings of Faith*.

    New Feats
    Spoiler
    Show
    Emissary to None [Epic]
    You no longer require a deity in order to maintain your own deific powers.
    Prerequisites: Must have slain a deity (either alone or with allies), Final Judgment
    Benefits: You no longer require a patron deity to maintain your powers, instead maintaining your own strength with the divine spark of the deity you have slain. Your final judgment ability sends creatures to the divine realm of a deity of your choice.

    Deific Consultation [Epic]
    You can consult with your deity over more important matters
    Prerequisites: Aura of Divinity I
    Benefits: With 10 minutes of prayer, you can establish a telepathic link with your deity regardless of distance between the two of you. This link lasts for as long as you concentrate.

    Empowered Servant [Epic]
    You can empower the servants you have received through your faith.
    Prerequisites: Fiendish Servant and/or Special Mount
    Benefits: If you possess a special mount, it can move as if it were a phantom steed with a caster level equal to your class level. If you possess a fiendish servant, its template is replaced with the half-fiend template.

    Spell Smite [Epic]
    Prerequisites: Final Judgment
    Benefits: Whenever you successfully smite a creature, you can cast a spell or use a spell-like ability with a casting time of 1 standard action or less as a free action. The spell cast must possess a single target and the creature you have smote must be declared as that target.

    Favored Caster [Epic]
    Prerequisites: The ability to cast 4th level divine spells, Final Judgment
    Benefits: Add all cleric spells to your paladin and/or blackguard spell lists. If you gain access to 5th level spell slots or higher through the improved spell capacity feat or similar sources, you gain access to cleric spells of the appropriate levels.

    Deific Shield [Epic]
    Your divine insight can protect you from most forms of harmful effects.
    Prerequisites: Divine Insight 1/encounter
    Benefits: By expending a use of divine insight, you can gain Spell Resistance equal to 30 + your class level and add your Charisma bonus (if positive) as a bonus to all saving throws for 1 round.

    Sudden Smite [Epic]
    Prerequisites: Divine Insight 2/encounter
    Benefits: Whenever you succeed on an attack roll against a creature of the appropriate alignment, you may expend any number of uses of divine insight. For each use expended in this way, you may apply a single use of your smite good/evil/law/chaos (as appropriate for the target) to the attack (bonuses to the damage roll from multiple smites stack).

    Unstoppable [Epic]
    Prerequisites: Divine Insight 3/encounter
    Benefits: By expending all remaining uses of divine insight for the encounter (minimum 1), you can prevent yourself from dying for 1 round. During this time, any negative levels beyond your HD -1 that you would gain are ignored, ability damage and drain can’t reduce your constitution score to less than 1, damage can’t reduce you to less than -9 hit points, and any effect that would kill you outright (such a finger of death or implosion) fails to function against you.

    Moment of Ascension [Epic]
    You can channel a bit of your deity’s raw might for a moment or two in combat.
    Prerequisites: Divine Insight 4/encounter
    Benefits: Once per day, you may sacrifice all of your remaining uses of divine insight for an encounter. In return, you may select a single salient divine ability your patron deity possesses for which you possess all prerequisites and gain that ability for 1 round. You are treated as possessing a Divine Rank of 1 for this purpose. If you possess no patron deity, you may select a salient divine ability of your choice so long as you meets its prerequisites.

    Wings of Faith [Epic]
    Your faith enables you to travel as you couldn’t before.
    Prerequisites: Aura of Divinity II or Wondrous Inspiration 2/encounter.
    Benefits: You gain a fly speed equal to twice your land speed with perfect maneuverability as you sprout wings from your back. If you already possessed a fly speed, its maneuverability is increased to perfect and the speed is doubled.
    Special: If you worship a deity with a portfolio related to water or the ocean, you may choose to instead gain a swim speed equal to twice your land speed from this feat. If you worship a deity with a portfolio related to stones, metal, or the earth, you may choose to instead gain a burrow speed equal to your land speed from this feat.

    Tend to the Flock [Epic]
    Clerics of your deity swarm at the chance to serve you directly.
    Prerequisites: Epic Leadership, Aura of Divinity II or Deific Infusion (4 cleric levels)
    Benefits: You treat clerics of your deity as followers of an equal level for the purposes of your epic leadership feat.

    True Sacrifice [Epic]
    You can sacrifice your life to perform incredible feats of magic.
    Prerequisites: True Miracle 2/recharge
    Benefits: When you use true miracle, you may choose to sacrifice your life to fuel an even greater miracle (even feats and abilities like unstoppable can’t stop you from dying in this way). The maximum DC of the spell to be cast is doubled. After using this ability, you can’t be returned from the dead by any means for 1 year, 1 month, and 1 day.

    Divine Authority [Epic]
    Prerequisites: Aura of Divinity III
    Benefits: All followers of your deity recognize your position as a divine emissary on sight and have a starting attitude of friendly towards you (unless otherwise better).


    Divine Insight (Su): At 4th level, a divine emissary gains the ability to harness the divine power within them to accomplish incredible tasks. Once per encounter, plus an additional time each encounter every 5 levels afterwards, the divine emissary may do one of the following.
    • Treat the result of any roll the divine emissary makes as a natural 20 (automatically hitting a target and threatening a critical hit or succeeding on a saving throw as normal).
    • Negate all damage and secondary effects that would be taken from a single attack, spell, or ability.
    • Take a full round of actions at any time.


    True Miracle (Sp): At 5th level, a divine emissary can channel true deific energy through them as a full-round action. In effect, this allows a divine emissary to cast an epic spell that they have not researched without needing the epic spellcasting feat or even requiring a spellcraft check. The spell cast, however, can’t use mitigating factors or possess a spellcraft DC over his or her class level x 5. Furthermore, the divine emissary takes damage equal to the spell’s normal spellcraft DC and this damage can’t be lowered, redirected, or prevented in any way (not even through the emissary’s divine insight ability). After using this ability, a divine emissary can’t use it again until he or she spends 8 hours in prayer to regain the favor of his or her patron(s). At 10th level and every 5 levels afterwards, the divine emissary can use this ability one additional time between these prayers.

    Notes and Explanations:
    Spoiler
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    Dealing with the divine emissary, spellcasting has again been nerfed as with the implacable retriever. Unlike the implacable retriever, this was more of an accident than intentional (the ELH forgot to put the spellcasting progression on the class table so it’s easy to miss). With that said, I’m trying to keep full-advancement classes pretty special and a paladin/blackguard doesn’t get too much use out of full progression. Also, I’ll admit that this class was designed in part to compensate for the weakness of its prerequisite classes. I don’t think that any particular ability here is too strong but I may be wrong here.
    Last edited by Realms of Chaos; 2012-06-26 at 11:15 PM.
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  7. - Top - End - #7
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Epic Infiltrator Fix


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    While some characters of epic might achieve glory and attain notoriety, a few such beings shy away from the public eye to the extreme. Among these beings are epic infiltrators, spies specializing in the art of escaping notice at any cost. Shifting from disguise to disguise as easily as a lesser scoundrel might disguise his or her voice, an epic infiltrator never seems too far out of place and can remain unnoticed even as they murder, steal, and sabotage their targets from within. The most skilled of infiltrators have managed to remain hidden in plain sight for years at a time. Whenever things start going wrong in an organization, there is always some chance that an epic infiltrator lies at the source.

    Hit Die: d6

    Prerequisites: To qualify to become an Epic Infiltrator, a character must meet all of the following criteria
    Skills: Bluff 23 ranks, Disguise 23 ranks, Forgery 10 ranks, Knowledge (local) 10 ranks
    Feats: Skill Focus (any two of the four skills above)
    Special: Must be able to speak at least 10 languages
    Special: Must have successfully spent one month using Disguise skill to pose as someone else or to escape notice in an area where he or she should not be permitted.

    Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Knowledge (nobility and royalty), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Use Magic Device

    Skill Points at Each Level: 8 + Int modifier

    Epic Infiltrator
    {table=head]Level|Base Attack Bonus|Special

    1st|
    +1
    |Backstabber 1d6, Perfect Infiltrator

    2nd|
    +2
    |Into the Background (5 rounds)

    3rd|
    +3
    |Bonus Feat

    4th|
    +4
    |Fast Friends (1)

    5th|
    +5
    |Subtle Works (1)

    6th|
    +6
    |Backstabber 2d6

    7th|
    +7
    |Into the Background (10 rounds)

    8th|
    +8
    |Bonus Feat

    9th|
    +9
    |Fast Friends (2)

    10th|
    +10
    |Subtle Works (2)[/table]

    Class Features:The following are class features of the Epic Infiltrator.

    Epic Spellcasting: Even without the Epic Spellcaster feat, an epic infiltrator can still develop and cast epic spells using the compel, conceal, delude, foresee, reveal, slay, transform, and/or transport seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. An epic infiltrator can use his or her ranks in knowledge (local) to determine epic spell slots per day. If the epic infiltrator doesn’t cast spells, It uses his or her highest ability score modifier to determine his or her epic spell save DCs.

    Perfect Infiltrator (Ex): An Epic Infiltrator gains a bonus to disguise checks equal to his or her class level x 5, can make a disguise check as a full-round action, and perfectly imitates the voice and scent of whatever he or she disguises as. Furthermore, an epic infiltrator can’t be tracked using the urban tracking feat and can make disguise checks to avoid detection notice like hide checks, even if observed and/or lacking concealment or cover. Lastly, an epic infiltrator can make disguise checks in place of Will saves made against divination effects.

    Backstabber (Ex): An epic infiltrator knows exactly how to harm enemies, crippling and destroying them with well-placed strikes. Whenever an epic infiltrator attacks an opponent who is denied their Dexterity bonus or who is flanked, the attack deals 1d6 negative levels to the target, plus an additional 1d6 levels at 6th level and every 5 levels afterwards. For each negative level that would be dealt to a creature in this way, that creature is also dealt 5 damage (even if they are immune to negative levels).

    Into the Background (Ex): Starting at 2nd level, an epic infiltrator can escape notice from all those around him or her. Once per encounter, as a swift action, an epic infiltrator can choose to fade into the background. All actions that the epic infiltrator had taken within the past 5 rounds and all information learned about him or her by divination spells and effects during that time are forgotten or are dismissed are unimportant, requiring a DC 20 + class level Wisdom check to remember. This ability repeats itself 5 rounds later. If a target loses memories of the entire period when they were aware of the epic infiltrator, they forget about his or her presence as well as actions. If a target forgets information in this way, not even magical means can pry it forth from their minds. At 7th level and every 5 levels afterwards, this ability extends 5 additional rounds into the past and future. An epic infiltrator can choose to exempt any number of creatures from this effect.

    Blending into the background carries other benefits as well, helping the infiltrator escape notoriety. All knowledge checks and gather information checks made to learn about the epic infiltrator take a penalty equal to his or her class level x 5 for the purpose of learning information that the infiltrator does not want public. Bardic knowledge, lore, legend lore, and similar abilities can never be used to learn about the epic infiltrator as legends about him or her never develop.

    Bonus Feats: At 3rd level and every 5 levels afterwards, an epic infiltrator can select a single bonus feat from the following list: Circulate Rumor*, Develop Alias*, Epic Avoidance*, Epic Skill Focus, Epic Stealth*, Epic Trapfinding, Extended Lifespan, Faceless Crowd*, Fill the Gap*, Fishing for Answers*, Forgotten Combatant*, Great Charisma, Great Dexterity, Improved Combat Reflexes, Master of Ambush*, Master Saboteur*, Mislead Magic*, Not Important*, Overlooked Target*, Polygot, Sense Onlookers*, Spellcasting Harrier, Subtle Killer*, Unnoticed Assassin*, Unnoticed Scroundrel*.

    New Feats
    Spoiler
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    Not Important [Epic]
    Others tend to overlook your existence entirely, quickly forgetting about you.
    Prerequisites: Into the Background (10 rounds)
    Benefits: If a creature is given no reason to remember encountering you within 24 hours of the encounter, the target forgets about the encounter entirely. Any gaps formed in a creature’s memory in this way are filled in with false mundane memories that his or her own mind generates.

    Develop Alias [Epic]
    Even those who deal with you may not know who you really are.
    Prerequisites: Perfect Infiltrator
    Benefits: With one week of work, you may develop an alias for yourself with a new name, false history, quirks, and habits. Your disguise bonus from perfect infiltrator is doubled when playing the part of your alias. While acting as your alias, you effectively don't exist for the purposes of spells and abilities like discern location, locate person, or the implacable retriever's quarry class feature, though such abilities can find him or her if searching for the alias. Likewise, the alias can only be found while you are using it. You may switch back and forth between your true identity and your alias as a swift action. You may only possess one alias at a time.
    Special: You may select this feat multiple times, gaining a new alias each time.


    Forgotten Combatant [Epic]
    Opponents seem to lose track of you in the heat of battle.
    Prerequisites: Into the Background (5 rounds)
    Benefits: All opponents you have not yet attacked in an encounter are treated as flat-footed against your attacks. After using into the background, each other creature in the encounter must instantly make their Wisdom check against the normal or else be treated as if you had not yet attacked them in the encounter (rendering them flat-footed against another attack) along with the normal effects.

    Overlooked Target [Epic]
    When selecting a target to attack, others tend to ignore you completely.
    Prerequisites: Into the Background (25 rounds)
    Benefits: In order to take an offensive action against you, a creature must succeed on a successful spot check opposed by your disguise or hide check. After taking an aggressive action against a target, this feat doesn’t affect that target for 1 round.

    Fishing for Answers [Epic]
    You can seek out information without letting others know it.
    Prerequisites: Fast Friends (1)
    Benefits: You may make a special gather information check against a target of your Fast Friends class feature as a full-round action. The DC is the same as normal (though the check always fails if the target doesn’t know the desired information) and the target is unaware of the information you were trying to get, supplying it to you incidentally.

    Faceless Crowd [Epic]
    You can make an entire group of individuals seem as faceless as the rest of the crowd.
    Prerequisites: Into the Background (15 rounds)
    Benefits: When you use into the background, you may share the benefits with up to one other creature per class level.

    Fill the Gap [Epic]
    You can use the moment right as a target forgets you as a chance to slip in false memories.
    Prerequisites: Into the Background (20 rounds)
    Benefits: On the round after a target is affected by into the background, if that target is still able to perceive you but can’t remember you, you may make a bluff check as a standard to fill in the gaps in the target’s memory however you choose if they fail on their opposed sense motive check. If the lie is obviously impossible (at least from the target’s perspective), this ability fails to function.

    Mislead Magic [Epic]
    Your disguises can fool even the strongest of spells.
    Prerequisites: Perfect Infiltrator
    Benefits: Whenever you would targeted by or hedged out of a spell effect that your disguise would not be in the same situation (such as if a human disguised as an elf walks through an area affected by antipathy targeting humans), you may make an opposed disguise check against a caster level check made by the spell’s caster. If your check is successful, the magic is fooled by your disguise.

    Subtle Killer [Epic]
    When forced to kill others, you are very skilled at covering up your tracks
    Prerequisites: Backstabber 1d6
    Benefits: Whenever you successfully attack a creature and benefit from backstabber, the target has the air driven from its lungs and is exhausted for 1 round, during which time it can’t speak, shout, or produce other oral noises. If the target was previously undamaged and is slain by the attack, the target is unaware of how he or she died if later revived or conferred with via speak with dead and very little blood or visible injury results from the attack, requiring a successful DC 20 spot or heal check to recognize the target as dead via nonmagical means.

    Circulate Rumor [Epic]
    You can circulate false rumors to sow discord and cover up your own actions.
    Prerequisites: Fast Friends (I)
    Benefits: As a full-round action, you can start circulating a rumor with a target of your Fast Friends ability. Every 24 hours, each target believing this rumor passes it onto a number of other creatures equal to your Charisma modifier (minimum 1). The rumor persists for 1 day/point of Charisma bonus you possess (minimum 1 day) or until it is publically proven false, whichever comes last. You can only circulate once rumor per week.

    Master Saboteur [Epic]
    You break things with the greatest of skill and precision.
    Prerequisites: Perfect Infiltrator, Disable Device 35 ranks
    Benefits: You can sabotage any item using the disable device skill rather than merely sabotaging devices. Such items withstand 1d4 x 10 minutes of casual use before falling apart and becoming useless. Disabling an item requires a full-round action for medium and smaller objects and 15 minutes per size category larger than medium. Alternately, you can set the item to remain functional until it is next dealt any amount of damage.

    Sense Onlookers [Epic]
    You have a knack for knowing when you are under scrutiny
    Prerequisites: Perfect Infiltrator, Disguise 35 ranks
    Benefits: You are always aware of when you are being observed by creatures, whether through direct senses or magic. Furthermore, you specifically learn which creatures with which you possess a line of sight are observing you. This is not a divination effect and pierces defenses against such effects.

    Unnoticed Scoundrel [Epic]
    You have continued learning how to best take advantage of a target’s weaknesses in combat.
    Prerequisites: Sneak Attack +8d6, Perfect Infiltrator
    Benefits: Your Rogue Levels and Epic Infiltrator levels stack for the purpose of advancing sneak attack.

    Unnoticed Assassin [Epic]
    You have perfected the art of striking from shadows and of utilizing your ki.
    Prerequisites: Sudden Strike +8d6, Perfect Infiltrator
    Benefits: Your Ninja levels and Epic Infiltrator levels stack for the purpose of advancing sudden strike as well as your uses of ki powers per day.

    Epic Stealth [Epic]
    You can escape notice even from the most extraordinary senses.
    Prerequisites: Hide 30 ranks, Move Silently 30 ranks
    Benefits: You are never detected through blindsight, blindsense, scent or tremorsense

    Master of Ambush [Epic]
    You can use the element of surprise to deliver an onslaught of horrific blows against your enemies.
    Prerequisites: Sneak attack +8d6 or Sudden Strike +8d6 or Skirmish +4d6/+4
    Benefits: When acting in a surprise round, you can take a full-round of actions against an enemy. Whenever you successfully hit an enemy with an attack roll during a surprise round, you may use the result of that attack roll (including modifiers) for any or all additional attacks you make against that creature within the next round.

    Epic Avoidance [Epic]
    You are skilled at dodging attacks.
    Prerequisites: Dex 25
    Benefit: You gain a +1 dodge bonus to your AC. You lose this bonus whenever you would lose your Dexterity bonus.
    Special: You may select this feat multiple times. Its effects stack.


    Fast Friends (Ex): Beyond simply fooling others into thinking that he belongs in his environment, an epic infiltrator of 4th level or higher can press his or her luck to fool others into thinking that he is an ally or superior worthy of aid and support. As a standard action, an epic infiltrator can make an opposed disguise check without the benefit of his or her Perfect Infiltrator class feature against the spot or sense motive check (whichever is higher) of another creature who can hear and understand him. If the infiltrator succeeds, the target becomes helpful towards the Infiltrator. This ability lasts until the epic infiltrator is conclusively revealed to be an imposter or traitor or until he or she uses it again on another creature. At 9th level and every 5 levels afterwards, the epic infiltrator can maintain an additional ally in this way at a given time.

    Subtle Works (Ex): Starting at 5th level, an epic infiltrator can get away with almost anything without people noticing what has occurred until it is far too late. At any time, an epic infiltrator may declare an action he or she has taken within the past hour to be one of his or her subtle works. Nobody but an epic infiltrator’s allies is able to notices that the action has been taken or takes actions that would reveal this deception of their own volition, allowing an epic infiltrator to steal, kill, and sabotage without anyone noticing for a long time. If directly confronted with irrefutable proof of this work, however, a creature can see through this deception. For example, if an epic infiltrator chose to hide his murder of the king, nobody would note his absence with suspicion (if they even notice his absence at all) and none would think to look in the rosebush where his body was stashed. Similarly, if the epic infiltrator chose to conceal his sabotage of war wagons, mechanics wouldn’t think to examine the vehicles or would overlook the damage done altogether. Rather than controlling the minds of others, however, this ability simply relies on forethought and application of psychology on the infiltrator’s part.

    An action to be declared as a subtle work can’t involve more than one creature per level or one 10-foot cube of nonliving material per level and creatures already aware of the subtle work when it is declared aren’t fooled by it and may act to make others aware. A subtle work lasts for one month or until it is replaced with a new one, at which point the discovery is made at a normal rate. An epic infiltrator can only possess one subtle work at a time at 5th level and one additional subtle work at 10th level and every 5 levels afterwards.

    Notes and Explanation:
    Spoiler
    Show

    Many homebrewers out there (including myself in past works) seem to associate infiltration with the ability to perfectly impersonate others and gain their abilities or at least with the ability to create distinct personas. This class, however, takes a more subtle and streamlined approach to infiltration. At the end of the day, all that a good infiltrator needs to do is to get into an area, carry out his or her business, and get out without attracting a fuss. This class was designed to serve as a vastly simplified infiltrator who uses disguises more to escape detection than to actively mislead others.
    Last edited by Realms of Chaos; 2016-01-18 at 12:16 PM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

  8. - Top - End - #8
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Guardian Paramount


    Spoiler
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    A guardian paramount is an extraordinary guard or bodyguard, a supernatural protector skilled in preventing harm to his or her wards. Often put in charge of guarding important beings and sites, the most powerful among guardian paramounts have been known to watch the backs of kings, unique outsiders of power, and vaults of hidden artifacts. Whether protecting others for intrinsic or extrinsic reward, the work of a guardian paramount is always in high demand and is often appreciated when offered. Guardian paramounts travelling with adventurers may well be mercenaries selling their services in the short-term or may be full-time guardians to another member of the party.

    Hit Die: d12

    Prerequisites: To qualify to become a Guardian Paramount, a character must meet all of the following criteria.
    Base Attack Bonus: +15
    Skills: Intimidate 23 ranks, Listen 10 ranks, Sense Motive 10 ranks, Spot 10 ranks
    Feats: Improved Initiative, Stand Still (XPH)
    Class Features: Evasion or Uncanny Dodge or Bulwark of Defense

    Class Skills: Bluff, Climb, Concentration, Diplomacy, Intimidate, Jump, Listen, Profession, Sense Motive, Spellcraft, and Spot.

    Skill Points at Each Level: 4 + Int modifier.

    Guardian Paramount
    {table=head]Level|Base Attack Bonus|Special

    1st|
    +1
    |Eternal Guardian, Sacred Ward (1)

    2nd|
    +2
    |True Guardian 1/round

    3rd|
    +3
    |Bonus Feat

    4th|
    +4
    |Close at Hand (1 mile)

    5th|
    +5
    |Restore Ward (once)

    6th|
    +6
    |Sacred Ward (2)

    7th|
    +7
    |True Guardian 2/round

    8th|
    +8
    |Bonus Feat

    9th|
    +9
    |Close at Hand (10 miles)

    10th|
    +10
    |Restore Ward (twice)[/table]

    Class Features: The following are class features of the Guardian Paramount.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a guardian paramount can still develop and cast epic spells using the armor, contact, foresee, fortify, heal, life, transport and/or ward seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. A guardian paramount may use his or her base attack bonus to determine his or her epic spell slots per day. Epic spells targeting at least one of his or her sacred wards (see below) or that create areas within or that contain at least one sacred ward require only a swift action to cast unless their casting time has been extended. If the guardian paramount doesn’t cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Eternal Guardian (Ex): At 1st level, a guardian paramount starts to hone the skills required to guard their sacred charges effectively. The guardian paramount gains a bonus equal to his or her class level x 5 on spot, listen, and sense motive checks and gains blindsense out to 10 feet per class level. While the guardian paramount is within 1 mile of at least one sacred ward (see below), he or she does not age, can see invisible and ethereal creatures, and need not eat, drink, sleep, or breathe.

    Sacred Ward (Su): At 1st level, a guardian paramount gains the ability to bond to a creature or to a location occupying up to a 100-foot cube (this space need not be bounded by walls) by spending one hour in meditation. After meditating in this way, the guardian paramount is bonded to this creature or location, henceforth referred to as the guardian’s ward. A creature designated as a ward gains uncanny dodge and evasion and gains improved uncanny dodge and/or improved evasion if you possess said abilities. Furthermore, that creature is bonded to the guardian by a status effect. A location designated as a ward is protected by a forbiddance effect, all structures within it have their hardness doubled, and the entire periphery of the area acts as an alarm effect (silent alarm only). These effects last until the guardian paramount chooses a new ward to replace the old one. At 6th level and every 5 levels afterwards, a guardian paramount may select an additional ward. One area or creature can’t be selected multiple times as a ward by a single guardian paramount at the same time.

    True Guardian (Su): A guardian paramount would be of little use if he or she were incapable of protecting his or her sacred ward from harm. Starting at 2nd level, a guardian paramount can negate any amount of hit point damage that his or her sacred ward (if a creature) or a structure/feature of his or her sacred ward (if a location) would take from a single source once per round as a free action. If the guardian paramount successfully damages the creature who would have dealt this damage within the next round, the guardian paramount adds the amount of damage prevented as a bonus to the damage roll. Otherwise, the guardian paramount takes nonlethal damage equal to the amount of damage prevented at the end of his or her next round. At 7th level and every 5 levels afterwards, this ability may be used an additional time each round (track damage dealt by different creatures separately).

    Spells per Day/Spells Known: At each even guardian paramount level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a guardian paramount, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a Guardian Paramount can select a single bonus feat from the following list: Ageless Sanctuary*, Armored Skin, Blinding Speed, Bring Back*, Bulwark of Defense, Call My Name*, Combat Archery, Damage Reduction, Epic Fortitude, Epic Reflexes, Epic Reputation, Epic Speed, Epic Toughness, Epic Will, Eternal Haven*, Exceptional Deflection, Fast Healing, Great Constitution, Great Dexterity, Halt Intruders*, Hidden Sanctum*, Improved Combat Reflexes, Improved Spell Resistance, Infinite Deflection, Inseparable Guardian*, Inspired Protector*, Interposition*, Perfect Health, Reflect Arrows, Sanctum’s Heart, Self-Concealment, Shared Defenses*, Spellcasting Harrier, Stern Gaze*, Superior Initiative, and Warded Site*.

    New Feats
    Spoiler
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    Stern Gaze [Epic]
    Those who you gaze upon know that they must go through you to reach your wards.
    Prerequisites: Eternal Guardian
    Benefits: Creatures that you threaten can’t attack a sacred ward unless they succeed on a Will save (DC 20 + class level + charisma modifier).

    Inseparable Guardian [Epic]
    Attempts to snatch your sacred wards away are doomed to failure.
    Prerequisites: Eternal Guardian
    Benefits: Whenever a creature declared as your sacred ward is subjected to an effect that teleports them or otherwise sends them to another plane of existence, you may follow this effect as well as an immediate action, appearing in the nearest available space to your sacred ward. Within 5 rounds of this teleportation, you can follow it back to the source, also taking back any sacred ward(s) touched. This ability can’t be used to return a sacred ward engaged in a grapple.

    Interposition [Epic]
    You can replace a sacred ward as the target of a spell.
    Prerequisites: True Guardian 2/round
    Benefits: By spending two uses of true guardian, you can force any spell with a single target to target yourself in place of a sacred ward (if that sacred ward is a creature) if you are within 30 feet of the sacred ward. If you would not be an eligible target for the spell, that spell fails to function.

    Call My Name [Epic]
    A sacred ward can call for you when you are needed.
    Prerequisites: Close at Hand (10 miles)
    Benefits: Any creature selected as one of your sacred wards can teleport you by his or her side as the close at hand ability by spending a standard action. If you are not within range of the sacred ward, this feat offers no benefit

    Shared Defenses [Epic]
    You can help shore up any weaknesses in the defenses of your sacred wards.
    Prerequisites: Sacred Ward (4)
    Benefits: All creatures declared as your sacred wards can use your AC and/or Saving Throws if superior to their own while you are within 30 feet of them.

    Bring Back [Epic]
    With quick work, you can stop your sacred wards from dying.
    Prerequisites: Restore Ward (four times)
    Benefits: Within 1 round of the death of a creature you have declared as a sacred ward, you may spend a standard action to restore his or her back to life at -9 hp and stabilized with no loss of levels, constitution, or spells prepared. You must be adjacent to the sacred ward in order to use this ability and his or her body must be at least mostly intact.

    Inspired Protector [Epic]
    The words of a sacred ward can spur you on to greatness.
    Prerequisites: Sacred Ward (1)
    Benefit: Any creature designated as one of your sacred wards can spend a move action to immediately grant you a move action. Similarly, they can spend a standard action to immediately grant you a standard action.

    Ageless Sanctuary [Epic]
    Within your sacred ward, time holds little sway.
    Prerequisites: Sacred Ward (1)
    Benefits: The area of your sacred ward(s) is treated as possessing the timeless trait (DMG p148), allowing the site and all objects within it to escape the ravages of time so long as they remain within. Unlike a normal area with the timeless trait, natural healing still occurs and inanimate objects removed from the area don’t have time catch up with them.

    Eternal Haven [Epic]
    No harm can be done to sites declared as your sacred wards that you don’t approve of.
    Prerequisites: Sacred Ward (2)
    Benefits: Within the area of your sacred ward(s), objects can’t be damaged and all strength checks made to break objects and dispel checks take a -20 penalty.

    Halt Intruders [Epic]
    Others feel a pang of unease around your sacred ward
    Prerequisites: Sacred Ward (3)
    Benefits: The area of your sacred ward(s) is affected as if by an antipathy spell with a caster level equal to you class level + 20. With 24 hours of meditation, you can change who is affected by this effect.

    Warded Site [Epic]
    Strong magics protects your sacred wards.
    Prerequisites: Sacred Ward (4)
    Benefits: The area of your sacred ward(s) is affected as if by a guards and wards spell with a caster level equal to your class level + 20. With 24 hours of meditation, you can alter any number of decisions made for this effect.

    Hidden Sanctum [Epic]
    Your sacred ward is protected from prying eyes.
    Prerequisites: Sacred Ward (5)
    Benefits: The area of your sacred ward(s) is affected as if by a mage’s private sanctum spell with a caster level equal to your class level + 20.

    Sanctum’s Heart [Epic]
    You can set extra defenses around a small area of your sacred wards.
    Prerequisites: Sacred Ward (1)
    Benefits: Anywhere within each area you declare as a sacred ward, you can place a spherical wall of force (either opaque or transparent at your option) with a diameter of 10 feet. This wall of force doesn’t damage objects and barriers that it travels through as it is established. With 24 hours of meditation, you can change the location, remove, or reinstate this sphere of force.


    Close At Hand (Su): At times, it may be necessary for a guardian paramount to part from one or more sacred wards. Starting at 4th level, however, the guardian paramount is always near when a sacred ward is threatened. While within 1 mile of a sacred ward, a guardian paramount can teleport back to a sacred ward as a standard action. If the ward is a creature, the guardian paramount appears in the nearest open space, interposing him or herself between the ward and harm if at all possible. If the ward is a location, a guardian paramount appears in any square of that location of his or her choice (if the square is occupied, he or she appears in the nearest unoccupied space instead). At 9th level and every 5 levels afterwards, the distance over which a guardian paramount can teleport is multiplied by x 10.

    Restore Ward (Su): Even if the ward of a guardian paramount should seem to fall, a guardian of at least 5th level may be able to bring them back. As a full-round action, a guardian paramount can bring back a sacred ward. If the ward was a creature, they are restored as if through true resurrection. If the ward’s soul was harmed or destroyed by non-epic sources, it is fully restored. Even if the ward is not slain, the guardian paramount may instead elect to teleport the ward to any open square within 30 feet of him, ignoring any non-epic spells or effects that would prevent this transfer, while clearing the ward of all petrification, polymorph effects, diseases, poisons, curses, insanity, ability drain, ability damage, charms, compulsions, and energy drain that the ward may be suffering from.

    If the ward was a location, all structures and features that were around when the location was designated as a sacred ward are rebuilt, destroying or displacing new structures as appropriate. Any active spell effects tied to such structures and features whose durations wouldn’t have ended by the time this ability is used are restored along with the structure. Structures and features merely transported or teleported immediately return to their original spaces, ignoring any non-epic effect that would prevent this and destroying or displacing new structures as appropriate.

    No single ward may be affected more than once by this ability when used by a particular guardian paramount, plus one additional time at 10th level and every 5 levels afterwards.

    Notes and Explanation:
    Spoiler
    Show
    The guardian paramount has always been kind of an odd class out. This was one of the two original epic PrCs from the ELH specifically designed for NPCs instead of PCs like the Union Sentinel. Following the view that any character to reach epic levels must have accomplished tasks that bards across at least one world have added to their canon, however, it seems incredibly wrong that any epic PrC should exist purely to act as the lackey to stronger PCs. As a result, I tried to see how player-friendly I could make the concept of a bodyguard. I think that I succeeded to at least some extent (it’s at least better than the original class).

    Changes to the prerequisites mean that rogues aren’t the easiest means of entry (which always struck me as weird) and allows for barbarians and knights to also try their hand at this class. Also, I feel a particular need to explain the replacement of call back with restore ward and the unusual limitation (uses per target) that restore ward uses. This class was designed in theory to act as a body guard, a role that interacts oddly with resurrection magic. On the one hand, if this class gains resurrection magic, its role as a body guard faces incredibly little difficulty or narrative tension as a slain ward can always be restored later on. On the other hand, not giving this class resurrection magic means that normal non-epic clerics make better bodyguards than this specialized epic PrC. As such, a compromise of such was formed. Restore ward seems far more reliable than any non-epic spell as far as saving one’s ward but the limited uses per target makes it preferable to actually protect ones ward and not let them die in the first place.
    Last edited by Realms of Chaos; 2012-06-30 at 10:24 AM.
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    Quote Originally Posted by Primal Fury View Post
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  9. - Top - End - #9
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    High Proselytizer Fix


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    While one might say that divine emissaries act as the hands of deities, high proselytizers almost certainly act as their mouths. A high proselytizer wields the words and teachings of his or her deity as a warrior would wield weaponry, targeting the hearts and minds of others and bending them to the deity’s cause. Equipped to manipulate, care for, or do away with vast numbers of people at once, all forms of high proselytizers are known across the multiverse. Some lead holy crusades in the name of their deities with those they have converted while others are content to rule as leaders of their church. A vast majority of proselytizers, however, have taken it upon themselves to travel across the multiverse and spread the word of their deity wherever they may travel. Wherever they are found, high proselytizers are almost certain to leave a large influence.

    Hit Die: d8

    Prerequisites: To qualify to become a high proselytizer, a character must meet all of the following criteria.
    Skills: Diplomacy 10 ranks and either Knowledge (religion) 23 ranks or Knowledge (nature) 23 ranks.
    Feats: Leadership.
    Spells: Ability to cast 5th-level Divine spells.
    Special: Must have a patron deity.

    Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (arcane), Knowledge (nature), Profession, Sense Motive, and Spellcraft.
    Skill Points at Each Level: 2 + Int modifier

    High Proselytizer
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +0
    |Proselytize, Wondrous Inspiration 1/encounter|+1 level of existing divine spellcasting class

    2nd|
    +1
    |Deific Infusion (2 cleric levels)|+1 level of existing divine spellcasting class

    3rd|
    +1
    |Bonus Feat|+1 level of existing divine spellcasting class

    4th|
    +2
    |Reach the Masses x 10|+1 level of existing divine spellcasting class

    5th|
    +2
    |Master of the Divine (1)|+1 level of existing divine spellcasting class

    6th|
    +3
    |Wondrous Inspiration 2/encounter|+1 level of existing divine spellcasting class

    7th|
    +3
    |Deific Infusion (4 cleric levels)|+1 level of existing divine spellcasting class

    8th|
    +4
    |Bonus Feat|+1 level of existing divine spellcasting class

    9th|
    +4
    |Reach the Masses x 100|+1 level of existing divine spellcasting class

    10th|
    +5
    |Master of the Divine (2)|+1 level of existing divine spellcasting class [/table]

    Class Features: The following are class features of the high proselytizer.

    Epic Spellcasting: A high proselytizer gains epic spellcasting as a bonus feat, even if he or she doesn’t meet its prerequisites.

    Spells per Day/Spells Known: At each high proselytizer level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a divine spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one divine spellcasting class before becoming a high proselytizer the player must decide to which class to add the new level for the purpose of determining spells per day.

    Proselytize (Sp): A high proselytizer is best known for the ability to preach the word of his or her deity to large crowds with great effect. He or she may speak in such a manner at will and doing so possesses three effects. First, while speaking in this way, the high proselytizer is treated as though affected by a sanctuary spell. Secondly, his or her voice can be heard clearly within a radius of 100 feet plus 50 feet per class level, regardless of background noise, and his or her speech can be understood as though the audience were affected by a comprehend languages spell. Finally, creatures who can hear the high proselytizer must make a Will save (DC 20 + Class level + Wis mod) or become enraptured. A successful saving throw against this ability renders a creature immune to further uses from the same high proselytizer for the following 24 hours.

    Enraptured audience members act as though charmed (as charm monster) and temporarily change their alignment to match your own if this is not already the case. This may mean that some of a target’s class abilities, spells, or other abilities are unavailable to it for as long as this ability continues. The high proselytizer can inspire the crowd to take any of a number of actions, depending on his or her alignment. Any suicidal suggestion grants audience members a new saving throw to break the rapture.

    This rapture lasts for as long as the high proselytizer continues concentrating and speaking, though targets gain a new saving throw to break free at the start of each hour. When a creature is freed from this effect, it has a choice: It can continue to act according to its new alignment, or it can shift back. If the creature chooses to change back, it must make another Will save (with the same save DC as before). If it fails this saving throw its alignment changes back but it needs an atonement spell to gain back any abilities it lost due to its temporary alignment change. If the creature chooses to permanently change its alignment to the evangelist’s, it acts as if a cleric of the appropriate alignment had cast atonement on it and the creature may further choose to adopt the high proselytizer’s religion or to keep its own beliefs. If the target chooses to adopt the high proselytizer’s religion, it may instantly retrain any number of class levels into an equal number of levels in cleric and/or favored soul. Creatures with an alignment subtype are never enraptured by a high proselytizer. This is a piercing mind affecting charm effect.

    Wondrous Inspiration (Su): Even while proselytizing, a high proselytizer can work in a few spells to impress those who have been enraptured. Once per encounter at 1st level and one additional time per encounter every 5 levels afterwards, a high proselytizer can cast a spell while using his or her proselytize class feature. For a number of rounds afterwards equal to the spell’s level, all creatures enraptured by the high proselytizer’s proselytize class feature gain a morale bonus of equal size to attack rolls, saving throws, and skill checks.

    Deific Infusion (Su): While proselytizing, a high proselytizer of 2nd level or higher can choose to infuse any number of those who he or she has enraptured with divine energy. Doing so heals the target of all diseases and poisons, subjects them to a regenerate effect, and grants the targets the spellcasting abilities of a level 2 cleric without domains or spontaneous casting. Each target chooses what spells they prepare as they gain this energy and this energy lasts for 5 rounds. No creature may be affected by this ability more than once per 24 hours. At 7th level and every 5 levels afterwards, the effective cleric level of those affected is increased by +2.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a High Proselytizer can select a single bonus feat from the following list: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Disheartening Miracle*, Divine Cleansing*, Divine Spell Knowledge*, Enhance Spell, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Will, Essence of Faith*, Extended Infusion*, Extended Lifespan, Great Charisma, Great Wisdom, Ignore Material Component, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Influence the Faithful*, Inspire Fervor*, Intensify Spell, Legendary Commander, Multispell, Negative Energy Burst, Otherworldly Army*, Permanent Emanation, Planar Turning, Polygot, Positive Energy Aura, Protect The Flock*, Selective Spell*, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Superior Spellcaster*, Tenacious Magic, Tend to the Flock*, True Blessing*, Undead Mastery, Wings of Faith*, Zone of Animation.

    New Feats
    Spoiler
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    Tend to the Flock [Epic]
    Clerics of your deity swarm at the chance to serve you directly.
    Prerequisites: Epic Leadership, Aura of Divinity II or Deific Infusion (4 cleric levels)
    Benefits: You treat clerics of your deity as followers of an equal level for the purposes of your epic leadership feat.

    Disheartening Miracle [Epic]
    The magic that you perform while proselytizing disheartens those who would oppose you.
    Prerequisites: Wondrous Inspiration 1/encounter
    Benefits: When you use your wondrous inspiration class feature, sentient enemies take a penalty of equal size to their attack rolls, saving throws, and skill checks for the same duration.

    Superior Spellcaster [Epic]
    Your spells are more powerful than those of others
    Prerequisites: Caster level 30th
    Benefits: You gain a +2 bonus to your caster level.
    Special: This feat can be selected multiple times. Its effects stack.

    Divine Spell Knowledge [Epic]
    Your access to spells is larger than that of most divine casters.
    Prerequisites: Ability to cast spells of the maximum normal spell level of a divine spellcasting class.
    Benefits: You learn two new divine spells of any level up to the maximum level you can cast. This feat does not grant any additional spell slots.
    special: You can select this feat multiple times.

    Influence the Faithful [Epic]
    Your long-standing faith allows you to influence other worshipers of your deity.
    Prerequisites: Turn/Rebuke Undead, Proselytize
    Benefits: Your levels of cleric stack with levels of high proselytizer for the purpose of turning or rebuking undead. Furthermore, you can rebuke and control followers of your deity.

    Essence of Faith [Epic]
    You live your entire life in worship of your deity, allowing you to take the form of its followers.
    Prerequisites: Wild Shape, Proselytize
    Benefits: Your levels of druid stack with levels of high proselytizer for the purpose of wild shape. Furthermore, you can use wild shape to assume the form of outsiders so long as their alignment does not conflict with your own on at least one axis.

    True Blessing [Epic]
    Your spells last far longer on your followers than they rightfully should
    Prerequisites: Epic Leadership, Deific Infusion (8 cleric levels)
    Benefits: Spells that you cast on your followers with a duration other than instantaneous last for a full 24 hours beyond their normal duration. Other creatures other than your followers also affected by the same casting do not benefit from this feat.

    Wings of Faith [Epic]
    Your faith enables you to travel as you couldn’t before.
    Prerequisites: Aura of Divinity II or Wondrous Inspiration 2/encounter.
    Benefits: You gain a fly speed equal to twice your land speed with perfect maneuverability as you sprout wings from your back. If you already possessed a fly speed, its maneuverability is increased to perfect and the speed is doubled.
    Special: If you worship a deity with a portfolio related to water or the ocean, you may choose to instead gain a swim speed equal to twice your land speed from this feat. If you worship a deity with a portfolio related to stones, metal, or the earth, you may choose to instead gain a burrow speed equal to your land speed from this feat.

    Extended Infusion [Epic]
    You can infuse more divine energy into those who you proselytize
    Prerequisites: Deific Infusion (2 Cleric Levels)
    Benefits: Deific Infusion lasts for 5 additional rounds.
    Special: This feat can be selected multiple times.

    Protect the Flock [Epic]
    Even as you weave miracles of divine magic, you protect those who follow you.
    Prerequisites: Wondrous Inspiration 2/encounter
    Benefits: whenever you use wondrous inspiration, targets of your proselytize class feature gain a morale bonus of equal size to their AC and gain Damage Reduction X/-, where X is the size of the bonus. Both of these abilities last for 1 round/spell level of the spell cast.

    Divine Cleansing [Epic]
    When you fill proselytized creatures with divine energy, they are cleansed of harmful magic.
    Prerequisites: Deific Infusion (6 cleric levels)
    Benefits: All creatures affected by your deific infusion class feature are subjected to a break enchantment effect with a caster level equal to your class level +20.

    Otherworldly Army [Epic]
    When you infuse creatures with deific energy, their forms change as well.
    Prerequisites: Deific Infusion (6 cleric levels)
    Benefits: Whenever you use your deific infusion class feature, all creatures affected gain either the half-celestial (if you are good) or half-fiend (if you are evil) template until the end of the encounter. If you are neutral, choose which template you apply as you select this feat (the choice can’t be changed later on).

    Selective Spell [Epic, Metamagic]
    You can prevent your spells from harming your allies.
    Benefits: This feat can only be applied to spells that create areas. When casting a spell modified by this metamagic effect, you may select any number of targets within its area. Only the chosen creatures are affected by the spell. A selective spell uses up a spell slot three levels higher than the spell’s actual level.

    Ignite Fervor [Epic]
    You create true fervor in those you proselytize, allowing you to direct them however you wish.
    Prerequisites: Deific Infusion (10 cleric levels)
    Benefits: All creatures subjected to your proselytize class feature are treated as fanatic towards you, willingly turning on their own nations or performing suicidal tasks without permitting additional saving throws to end the effect.


    Reach the Masses (Ex): Starting at 4th level, whenever a high proselytizer casts a non-epic spell or spell-like ability, they may choose to cast that spell up to ten times simultaneously, using only one spell slot to do so. No single creature may be targeted with more than one casting of the spell and no two areas created in this way can overlap. The twin spell metamagic feat only adds one additional casting and the repeat spell metamagic feat only repeats one casting. At 9th level and every 5 levels afterwards, a high proselytizer multiplies the number of times they can cast that spell by x 10.

    Master of the Divine (Ex): Starting at 5th level, a high proselytizer can manipulate far greater magics than most other divine casters. A high proselytizer can cast an additional epic spell each day, plus one additional such spell at 10th level and every 5 levels afterwards.

    Notes and Explanation:
    Spoiler
    Show
    With this class, we reach the first of the full spellcasting classes. All three classes are about at the same level of power and all three possess pretty much identical “capstones” as nothing is more valuable to a sensible epic caster than epic spell slots. In case you were wondering, deific infusion and wondrous inspiration DO work in combination to provide you with tons of casters contributing spells to help you use your epic spell. This was intended. One last note I’d like to make is that though reach the masses was meant to be a useful ability and impressive-looking ability (buffing or debuffing large forces, sanctifying or defiling large areas with magic, summoning armies of summoned monsters, etc.), I can’t think of any uses that are overpowered as far as raw strength (though they are amazing as far as scope goes).
    Last edited by Realms of Chaos; 2016-01-18 at 12:36 PM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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  10. - Top - End - #10
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Legendary Dreadnaught


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    Nearly unstoppable on the battlefield, a legendary dreadnaught is the perfect melee combatant. Capable of shrugging off large amounts of punishment and delivering it in turn, few targets are capable of overcoming a legendary dreadnaught in pitched combat. While used on occasion to lead armies, a legendary dreadnaught almost always fights on the front line. Though it is rare that anyone so powerful as a legendary dreadnaught would refer to themselves as mercenaries, a few of them do hire their services, contacts, and resources to whatever great powers can entice them. Wherever they are found, however, the presence of even one legendary dreadnaught can drastically change the outcome of a battles and alter the course of history with each swipe of his or her weapon.

    Hit Die: d12

    Prerequisites: To qualify to become a legendary dreadnaught, a character must meet all of the following criteria.
    Base Attack Bonus: +20
    Skills: Intimidate 15 ranks
    Feats: Great Cleave and any three of the following: Improved Critical, Improved Shield Bash, Mounted Combat, Improved Bull Rush, Improved Overrun, Improved Sunder, Weapon Focus

    Class Skills: Climb, Craft, Intimidate, Jump, Ride, Swim, and Use Magic Device.
    Skill Points at Each Level: 2 + Int modifier

    Legendary Dreadnaught
    {table=head]Level|Base Attack Bonus|Special

    1st|
    +1
    |Dreadnaught’s Array, Resist Harm 2

    2nd|
    +2
    |Inevitable Strike I

    3rd|
    +3
    |Bonus Feat

    4th|
    +4
    |Relentless Force 1/round

    5th|
    +5
    |Unstoppable 1/encounter

    6th|
    +6
    |Resist Harm 3

    7th|
    +7
    |Inevitable Strike II

    8th|
    +8
    |Bonus Feat

    9th|
    +9
    |Relentless Force 2/round

    10th|
    +10
    |Unstoppable 2/encounter[/table]

    Class Features: The following are class features of the Legendary Dreadnaught.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a legendary dreadnaught can still develop and cast epic spells using the armor, destroy, dispel, energy, fortify, and/or slay seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. A legendary dreadnaught may use his or her base attack bonus in place of ranks in knowledge skills to gain epic spell slots and in place of ranks in spellcraft when making the spellcraft check to cast such a spell. A legendary dreadnaught can cast an epic spell and make a full attack as a full-round action. If the attack is successful, the epic spell slot is not expended. If the legendary dreadnaught doesn’t cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Dreadnaught’s Array: The gear of a legendary dreadnaught, infused with his legendary might, becomes more powerful than others could ever hope to imagine. By spending 24 hours meditating or practicing, a dreadnaught can infuse two items that fit the following categories: armor, shield, weapon. Two items of the same category can be enchanted in this way but a shield or armor with spikes must be enchanted either as defensive items or as weaponry (or as both if selected twice).

    All items enchanted in this way are treated as major artifacts, meaning that they can’t be damaged by normal means, aren’t suppressed in an anti-magic field, and few effects have any chance of removing their magic. As a standard action, a legendary dreadnaught may call one of this items from any distance into his person (weapons appear in hand while armor appears worn and so forth) if the dreadnaught is capable of possessing them on their person (the dreadnaught may not call armor while already wearing another suit of armor, for example). This teleportation negates all non-epic effects that would prevent extradimensional movement or teleportation effects.

    Lastly, each item in a dreadnaught’s array gains a total bonus (in addition to whatever qualities the items already possess) equal to his or her class level while in his or her possession. This bonus may be split between special abilities and enhancement bonuses however the dreadnaught sees fit. With 24 hours of additional meditation, these bonuses may be redistributed or new items can become a part of the dreadnaught’s array in place of old ones.

    Resist Harm (Ex): The hide of a dreadnaught, some people say, is the toughest substance in all of existence. While this is often hardly the case, legendary dreadnaughts do have an unmatched skill for mitigating harm. All hit point damage, ability damage, and ability drain that a dreadnaught takes is divided by 2 before applying damage reduction, energy resistance, and any similar abilities that he or she may possess. At 6th level and every 5 levels afterwards, the number that the damage is divided by is increased by +1.

    Inevitable Strike (Ex): A dreadnaught is rarely ever stopped by defenses for long, no matter how powerful they may be. Starting at 2nd level, whenever a dreadnaught misses with an attack roll or successfully hits with an attack roll and fails to deal damage, that dreadnaught gains one dreadnaught point. A dreadnaught gains a bonus to attack and damage rolls equal to the number of dreadnaught points they possess x 5 and lowers all miss chances on that attack gained from any source by an equal amount. At 7th level and every 5 levels afterwards, the number that the number of dreadnaught points is multiplied by increases by 5. Whenever a dreadnaught deals damage to a creature, he or she loses all dreadnaught points that he or she possesses.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a legendary dreadnaught can select a single bonus feat from the following list: Armor Skin, Armored Ease*, Damage Reduction, Devastating Berserker*, Devastating Critical, Devastating Soulwielder*, Dire Charge, Dreadnaught’s Mount*, Dreadnaught’s Tenacity*, Dreadnaught’s Toughness*, Epic Fortitude, Epic Mounted Combat*, Epic Prowess, Epic Reputation, Epic Weapon Focus, Epic Weapon Specialization, Fast Healing, Godslayer*, Great Constitution, Great Strength, Immovable Object*, Infallible Warrior, Iron Warrior*, Legendary Rider, Mythic Equipment*, Overwhelming Critical, Penetrate Damage Reduction, Ruthless Assailant*, Sentient Array*, Shake it Off*, Threatening Presence*, To the Last*, Unstoppable Force*

    New Feats
    Spoiler
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    Threatening Presence [Epic]
    Others are often terrified by your presence on the battlefield.
    Prerequisites: Epic Skill Focus (Intimidate)
    Benefit: enemies within 10 feet of you are shaken (no save). This is a fear effect.
    Whenever you make a successful attack, the target of the attack must make a Will save (DC 10 + your class level) or become frightened for 1d4 rounds. This is a piercing fear effect.
    This effects of this feat do not stack with themselves.

    Dreadnaught’s Toughness [Epic]
    Your capacity for taking punishment is unmatched.
    Prerequisites: Resist Harm 2, Con 25
    Benefits: You gain additional hit points equal to your legendary dreadnaught level x 3.
    Special: You can select this feat multiple times.

    Unstoppable Force [Epic]
    You can smash your way through just about anything.
    Prerequisites: Strength 25, Resist Harm 2
    Benefits: As a full-round action, you can make a strength check to break an object with a +20 bonus. You can even destroy walls of force, prismatic walls, and similar magical barriers when using this feat (DC 10 + caster level and you add the +20 bonus to this roll as well) without subjecting yourself to the effects of such a barrier (if any). Alternately, you may make a single attack roll with a +20 bonus as a full-round action.

    Immovable Object [Epic]
    You are nearly impossible to move against your will.
    Prerequisites: Constitution 25, Resist Harm 2
    Benefits: As an immediate action, you may gain a +20 bonus to an opposed strength check made to avoid being grappled, bull rushed, tripped, or overrun or to a saving throw against an effect that would change your location.

    Armored Ease [Epic]
    You wear your armor as if you had been born in it.
    Prerequisites: Medium Armor Proficiency, Dreadnaught’s Array.
    Benefits: You ignore any speed penalty from armor you wear. Any armor check penalty your armor possesses is halved and your armor allows you to add half of your Dexterity bonus to your AC unless it already allows you to add more than that.

    Epic Mounted Combat[Epic]
    Any mount you utilize is pushed to the limits of its abilities.
    Prerequisites: Mounted Combat, Base Attack Bonus +20
    Benefits: While mounted, your mount may use any of your physical ability scores if they are superior to their own, may make use of any of your feats that it meets all prerequisites for, and can make any or all of its natural attacks without forcing you to make additional ride checks.

    Mythic Equipment [Epic]
    The mere sight of your array is enough to influence others.
    Prerequisites: Dreadnaught’s array
    Benefits: While at least one item from your Dreadnaught’s Array is visible on your person, you add the highest enhancement bonus among such visible items as a bonus to all bluff, diplomacy, gather information, and intimidate checks that you make. Non-epic sentient creatures are cowed by the presence of such power and are shaken so long as one such item remains visible.

    Dreadnaught’s Tenacity [Epic]
    You are difficult to ever truly vanquish.
    Prerequisites: Resist Harm 3
    Benefits: You are immune to death from massive damage and do not automatically fail saving throws on a roll of natural 1, though you may still fail if your result wasn’t high enough.

    Infallible Warrior [Epic]
    You will never fall before the attacks of weaker weapons and foes.
    Prerequisites: Resist Harm 4
    Benefits: Attacks made against you by targets with HD equal to or less than your legendary dreadnaught level using nonmagical equipment automatically misses you (no attack roll is made).

    Godslayer [Epic]
    You can face even the divine with some chance of success.
    Prerequisites: Base Attack Bonus +35 or ability to cast 12th level spells
    Benefits: Deities attacking you never take 20 on their attack rolls. Against your spells and abilities, deities never take 20 on their saving throws. Against you, Deities lose their divine bonus to AC and Saving Throws. Lastly, you aren’t detected by the remote sensing abilities or portfolio sense of deities and salient divine abilities that create areas or that designate targets don’t affect you.

    To the Last [Epic]
    You will not fall until the battle is truly over.
    Prerequisites: Unstoppable 4/encounter
    Benefits: No matter how much you are damaged, you do not fall unconscious or die until the encounter ends or until you possess no conscious, mobile, and free-willed allies within 100 feet of yourself. Until this point, you can be healed as normal. Allies kept in extradimensional space do not count as being within range unless you are in the same extradimensional space.

    Shake it Off [Epic]
    You can escape from even the most dangerous of effects
    Prerequisites: Unstoppable 2/encounter
    Benefits: By spending a use of unstoppable, you can negate up to three nondamaging spells or effects that would target you before the end of the encounter. Other targets of the same spells and/or effects are still affected normally.

    Dreadnaught’s Mount [Epic]
    Any creature you ride upon is ready to see the worst of battlefields.
    Prerequisites: Epic Mounted Combat, Unstoppable 1/encounter
    Benefits: Any creature you use as a mount gains the immunities of the construct type.
    Secondly, you may make an attack of opportunity against any creature who attacks your mount.
    Lastly, you gain a second supply of usages of your unstoppable class feature per encounter to be used on mounts.

    Iron Warrior [Epic]
    You use your armor to block the worst of maladies on the battlefield
    Prerequisites: Armored Ease
    Benefits: You gain all immunities that constructs possess so long as you wear medium or heavy armor.

    Ruthless Assailant [Epic]
    Your attacks are as accurate as they are vicious.
    Prerequisites: Relentless Force 2/round
    Benefits: The first successful attack you make each round is treated as a critical hit.

    Sentient Array [Epic]
    Your dreadnaught’s array awakens to sentience and further might.
    Prerequisites: Mythic Equipment, Base Attack Bonus +30
    Benefits: Both pieces of your dreadnaught’s array become sentient, gaining your mental ability scores and alignment, blindsight within 120 feet, and the ability to speak with you telepathically. Each item in the array gains three spells of your choice of 3rd level or lower to use at will (Caster Level = Class Level + 20). Spells with a range of personal can't be selected in this way. The identities of these sentient items are set, transferring from one item in your dreadnaught’s array to the next as you replace items with more powerful equipment.

    Devastating Berserker [Epic]
    Your skill as a barbarian doesn’t diminish even as you train as a dreadnaught.
    Prerequisites: Rage 5/day, Dreadnaught’s Array
    Benefits: Your levels of legendary dreadnaught stack with your levels of barbarian to determine uses of rage per day. For every 5 levels of legendary dreadnaught you possess, the bonus to Strength and Constitution from rages increase by +2 and the bonus to Will saves increases by +1.


    Relentless Force (Ex): So long as a dreadnaught continues killing and destroying, very little could ever hope to stop him or her. Starting at 4th level, whenever a dreadnaught successfully slays a creature who has dealt damage to him or her, the dreadnaught may immediately take another full round of actions after this action ends. This ability can be used once per round at 4th level and one additional time per round every 5 levels afterwards.

    Unstoppable (Ex): A legendary dreadnaught is nearly impossible to stop in the heat of battle. Starting at 5th level, a legendary dreadnaught is nearly unstoppable on the battlefield. Whenever a legendary dreadnaught would be slain, a legendary dreadnaught immediately returns to life as if targeted by a true resurrection effect. To all outside appearances, however, the legendary dreadnaught never died in the first place. This ability can be used once per encounter at 5th level, plus one additional time per encounter every 5 levels afterwards.

    Notes and Explanation:
    Spoiler
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    And with this, we get to the first of the dedicated martial classes. As the original class didn’t really do much of anything (DR, Hit Points, and 2 abilities with uses per day), this class was an effort to change that. Now we have a nigh-unstoppable melee warrior who wields powerful artifacts and who alters the very flow of the multiverse with his blade (epic spells).

    I hope that the epic spellcasting mechanics listed above allow for a more martial feel to continue permeating this class even though it is capable of epic magic. Also, while I know that resist harm is less powerful than the original’s DR against low damage, you should find it more versatile and more effective against level-appropriate sources of damage (such as devastation vermin). While I know that some people enjoy having immunity to damage from average folk, this kind of benefit can still be gained from feats if required.
    Last edited by Realms of Chaos; 2012-06-30 at 10:58 AM.
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  11. - Top - End - #11
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Perfect Wight Fix

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    A Perfect Wight is the true master of stealth and physical infiltration. Among the greatest of all thieves and dungeoneers, they have pushed their abilities beyond the realm of the extraordinary and are as one with the endless shadows of night. Most barriers placed before perfect wights, whether physical or magical, fail to halt their progress in the slightest. The greatest of perfect wights can pass into royal vaults and ancient crypts with the greatest of ease and can escape without leaving any trace beyond the valuables they have taken. When perfect wights become involved in a matter, nothing from artifacts of power to the treasuries of kingdoms can truly be considered safe.

    Hit Die: d6

    Prerequisites: To qualify to become a Perfect Wight, a character must meet all of the following criteria.
    Skills: Hide 23 ranks, Move Silently 23 ranks.
    Special: Sneak Attack +10d6 or Steal Spells (9th)

    Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (any), Listen, Move Silently, Open Lock, Search, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope

    Skill Points at Each Level: 8 + Int modifier

    Perfect Wight
    {table=head]Level|Base Attack Bonus|Special

    1st|
    +1
    |Shadow Form, Improved Legerdemain 1/encounter

    2nd|
    +2
    |Through the Shadows 30 ft.

    3rd|
    +3
    |Uncanny Avoidance 1/round

    4th|
    +4
    |Bonus Feat

    5th|
    +5
    |Trap in the Dark (1 creature)

    6th|
    +6
    |Improved Legerdemain 2/encounter

    7th|
    +7
    |Through the Shadows 60 ft.

    8th|
    +8
    |Uncanny Avoidance 2/round

    9th|
    +9
    |Bonus Feat

    10th|
    +10
    |Trap in the Dark (2 creatures)[/table]

    Class Features: The following are class features of the Perfect Wight.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a perfect wight can still develop and cast epic spells using the compel, conceal, contact, delude, dispel, reveal, slay, and/or transport seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. A perfect wight may use his or her ranks in hide to determine epic spell slots per day and in place of spellcraft checks when casting epic spells. If the perfect wight doesn’t cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Shadow Form (Su): A perfect wight is best known for their ability to become one with the shadows around them. As a standard action, a perfect wight can assume their shadow form. While in shadow form, a perfect wight is immune to critical hits and becomes incorporeal. As an incorporeal creature, the perfect wight can be harmed only by other incorporeal creatures, magical weapons, and spells, spell-like abilities, and supernatural abilities. He or she is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, the perfect wight has a 50% chance to ignore any damage from a corporeal source (except for force effects or attacks made with ghost touch weapons). An incorporeal perfect wight has no natural armor but has a deflection bonus equal to his or her Charisma modifier (always at least +1, even if his or her Charisma score does not normally provide a bonus). An incorporeal perfect wight gains a fly speed equal to his land speed with perfect maneuverability and can pass through solid objects at will, but not force effects. His or her attack ignores natural armor, armor, and shields, although deflection bonuses and force effects work normally against it. An incorporeal perfect wight moves silently and cannot be heard with Listen checks if he or she doesn’t wish to be. While incorporeal, the perfect wight has no Strength score, so his or her Dexterity modifier is applied when making both melee and ranged attacks. A perfect wight remains in their shadow form for one round per class level and can only enter their shadow form while in darkness or shadowy illumination, though they can enter bright light without penalty while in their shadow form.

    Improved Legerdemain (Su): A perfect wight can perform the following class skills at a range of up to 30 feet: Disable Device, Listen, Open Lock, Search, Sleight of Hand, Spot, and Use Rope. If desired, the perfect wight can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the perfect wight can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The perfect wight executes the sneak attack (or death attack, if applicable) as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the perfect wight and his or her weapon do not physically cross the intervening distance. A perfect wight can use improved legerdedemain once per encounter at 1st level and one additional time per encounter every 5 levels afterwards.

    Through the Shadows (Su): Very little can block the path of a determined perfect wight. Starting at 2nd level, a perfect wight can teleport a total of 30 feet each round, split into any number of smaller jaunts no smaller than 5 feet each. This teleportation may be used at any time during your action as a free action, even between the attacks of a full attack. Each destination must be within 10 feet of shadowy illumination. At At 7th level and every 5 levels afterwards, the distance that can be travelled in this way per round is doubled. The perfect wight must possess a line of sight with their intended destination. Lastly, after using this ability, all creatures are considered flat-footed against the perfect wight for 1 round.

    Uncanny Avoidance (Su): Perfect wights are well known for their ability to escape harm when needed. Whenever a perfect wight makes a saving throw against an effect that would inflict partial effects on a successful saving throw, the perfect wight may choose to use this effect. If the perfect wight suffers no affect from the ability if he or she succeeds on the saving throw and suffers only partial effects even if he or she fails the saving throw. Alternately, a perfect wight can use this ability to grant him or herself a 50% miss chance against a single attack (checked separately from any miss chance gained due to incorporeality). This ability can be used once per round at 3rd level and one additional time per round every 5 levels afterwards.

    Bonus Feats: At 4th level and every 5 levels afterwards, a perfect wight can select a single bonus feat from the following list: Blinding Speed, Combat Archery, Dextrous Fortitude, Dextrous Will, Epic Avoidance*, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Stealth*, Epic Trapfinding, Hidden in Shadows*, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Legendary Thief*, Lingering Damage, Master of Ambush*, Prowling Magebreaker*, Prowling Scoundrel*, Self-Concealment, Shadow Self*, Share Shadows*, Shadowspace*, Slippery Wight*, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Supernatural Theft*, Uncanny Accuracy, Wight’s Mind*

    New Feats
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    Legendary Thief [Epic]
    You possess a nearly encyclopedic knowledge of valuables.
    Prerequisites: Appraise 24 ranks, Sleight of Hand 24 ranks
    Benefits: As a move or standard action, you may make a single appraise check against all valuables with which you possess a line of sight. If you did so as a standard action, you learn the effects of all magical items appraised in this way as if through an Identify spell.

    Shadowspace [Epic]
    You can store items within the shadows.
    Prerequisites: Shadow Form
    Benefits: You gain the ability to store unattended objects within the shadows, acting in many ways as a handy haversack. Unlike a handy haversack, however, there is no maximum volume or weight of objects that can be stored and sharp objects don’t risk rupturing the space. Only unattended objects or willing creatures can be stored in shadowspace and items or creatures larger than yourself can’t be stored or withdrawn from shadowspace.

    Hidden in Shadows [Epic]
    You are able to hide yourself in plain sight.
    Prerequisites: Uncanny Avoidance 1/round
    Benefits: You can make hide checks without cover or concealment and even while being actively observed so long as you are within 10 feet of some form of shadow (other than your own shadow) or darkness.

    Supernatural Theft [Epic]
    You can steal things that shouldn’t be possible.
    Prerequisites: Shadow Form
    Benefits: You are a master of stealing what shouldn't be possible. You gain all of the following abilities. Each one can be used as a standard action:
    Steal Feature: You can steal two dimensional details from a touched object or creature (such as the stripes of a tiger or words from a page). Stealing from a creature in this way requires a sleight of hand check opposed by the target’s spot check as normal. While stolen in this way, these loose details weigh nothing and can’t be seen by anyone other than perfect wights. You can’t do anything with these details other than giving (or more frequently, selling) them to other perfect wights or putting them on another object or creature by touching it as a standard action.
    Steal Voice: You can steal a creature’s voice by succeeding on a sleight of hand check opposed by the target’s spot check. While stolen in this way, the target is rendered mute and you may make use of this voice as you see fit. By touching a creature as a standard action, you can pass one or more voice onto them. You may even surrender your own voice in this way.
    Steal Years: You can steal a year of a creature’s life by succeeding on a sleight of hand check opposed by the target’s spot check. Neither you nor the target seems to age or become younger as only maximum lifespans are affected in this way. As a standard action, you can touch a creature and give it any number of years you possess (including those that were yours to start with). Creatures immune to magical aging can’t have years stolen from them but can have years added to them.
    Steal Identity: You can steal a sentient creature’s identity by succeeding on a sleight of hand check opposed by the target’s spot check. Unlike similar feats, you may only possess one identity at a given time and stealing the identity of one creature grants them your former identity. Regardless of evidence provided to the contrary, all creatures are recognized according to their identities rather than by their physical forms or abilities. In most cases, this costs the target its job, friends, and more.
    Special: This feat fools divination effects that look for people (such as discern location or scrying) but not effects that detect things about you (such as detect evil).
    Steal Life [Epic]: Within 1 round of killing a creature, you may formally steal its life force. When doing so, you heal hit points equal to twice the HD of that creature. Furthermore, the next time you would be slain through hit point damage, you instead stabilize at -1 hit points and the soul is expended. A creature can only store one additional life force at a time and you can pass on a life force along with it’s death-defying properties (but not the healing). To a touched creature as a full-round action.

    Slippery Wight [Epic]
    You slip past even those few wards that might slow you down.
    Prerequisites: Through the Shadows 60 ft, Escape Artist 30 ranks
    Benefits: You can walk through barriers of force as if they weren’t there and your through the shadows class feature isn’t affected by any non-epic spell or ability that blocks or prevents teleportation.

    Shadow Self [Epic]
    You can create an temporary copy of yourself formed from shadows.
    Prerequisites: Improved Legerdemain 3/encounter
    Benefits: You may spend a use of your improved legerdemain class feature as a free action to create a copy of yourself formed from shadowstuff in any open square within 30 feet. That copy acts in initiative directly after you, has nonmagical copies of all of your equipment, and all damage that it deals is treated as nonlethal damage. The copy lasts for 1 round.

    Share Shadows[Epic]
    You can bring others into the shadows along with you.
    Prerequisites: Shadow Form, Through the Shadows 60 ft.
    Benefits: Whenever you use your shadow form or through the shadows class feature, you can affect any number of adjacent allies as well. If sharing your through the shadows class feature, all allies you share this ability with must end their movement in a square adjacent to your own.

    Wight’s Mind [Epic]
    You are mystically protected from effects that would infiltrate your mind.
    Prerequisites: Uncanny Avoidance 3/round
    Benefits: You are affected at all times as if by a mind blank effect. This is a supernatural ability.

    Prowling Magebreaker [Epic]
    Prerequisites: Steal Spell (9 th), Shadow Form
    Benefits: Your Spellthief levels and Perfect Wight levels stack for the purpose of your sneak attack class feature and your Perfect Wight level is added as a bonus to the caster level of all spells you cast that are granted by Spellthief levels, including those stolen and cast through your steal spell class feature.

    Prowling Scoundrel [Epic]
    Prerequisites: Sneak Attack +10d6, Shadow Form
    Benefits: Your Rogue levels and Perfect Wight levels stack for the purpose of your sneak attack class feature.

    Epic Stealth [Epic]
    You can escape notice even from the most extraordinary senses.
    Prerequisites: Hide 30 ranks, Move Silently 30 ranks
    Benefits: You are never detected through blindsight, blindsense, scent or tremorsense

    Master of Ambush [Epic]
    You can use the element of surprise to deliver an onslaught of horrific blows against your enemies.
    Prerequisites: Sneak attack +8d6 or Sudden Strike +8d6 or Skirmish +4d6/+4
    Benefits: When acting in a surprise round, you can take a full-round of actions against an enemy. Whenever you successfully hit an enemy with an attack roll during a surprise round, you may use the result of that attack roll (including modifiers) for any or all additional attacks you make against that creature within the next round.

    Epic Avoidance [Epic]
    You are skilled at dodging attacks.
    Prerequisites: Dex 25
    Benefit: You gain a +1 dodge bonus to your AC. You lose this bonus whenever you would lose your Dexterity bonus.
    Special: You may select this feat multiple times. Its effects stack.


    Trap in the Dark (Su): Whenever a perfect wight of at least 5th level makes a successful sneak attack or sudden strike, the wight may choose to subtract any number of dice from the damage dealt to temporarily seal away the enemy in extradimensional darkness for an equal number of rounds. The target doesn’t possess a line of sight or line of effect with anyone or anything while trapped in this way and can only take purely mental actions. The perfect wight, meanwhile, may attack creatures trapped in this way as though the targets were within their reach and were flat-footed. At the end of this ability, the target (or what is left of it) emerges from the darkness into the nearest open square.

    No creature can be affected in this way more than once per day and creatures more than three size categories larger than the perfect wight can’t be affected in this way. At 5th level, a perfect wight can only trap a single creature at a time in this way and capturing another creature ends the captivity of the prior target prematurely. At 10th level and every 5 levels afterwards, however, an additional creature can be held in the darkness at a given time.

    Notes and Explanation:
    Spoiler
    Show

    Designed as the second of the “rogue classes” along with the epic infiltrator and agent of death, this class was built to act as the ultimate thief and dungeon raider. Once again, small bits of the void incarnate class (or at least of its spirit) managed to slip in.
    Last edited by Realms of Chaos; 2012-06-30 at 10:53 AM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

  12. - Top - End - #12
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Abyssal Warlord

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    In the dark chaos of the abyss, power is all that really matters. Though many pretenders claim to rule the plane and some have even won the respect of demons not in their control, anyone with the power and depravity to do so can win over legions of demons. Abyssal Warlords are proof of this fact. Commanding large number of troops, the weakest of abyssal warlords work for the supposed rulers of the abyss and serve as their greatest weapons against devils, the forces of good, and one another. Stronger abyssal warlords, however, frequently care little for matters of planar politics beyond what affects them personally and do whatever they choose to regardless of jurisdiction. While very few actually settle down and attempt to rule the abyss, the armies that some warlords controls exceed the normal populations of entire layer.

    Hit Die: d12

    Prerequisites: To qualify to become an abyssal warlord , a character must meet all of the following criteria
    Alignment: Any non-good and non-lawful
    Base Attack Bonus: +20
    Skills: Intimidate 23 ranks or Knowledge (the planes) 23 ranks
    Special: Must have lived in the abyss for at least a month.

    Class Skills: Bluff, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (the planes), Listen, Profession, Ride, Spot, Survival, Swim
    Skill Points at Each Level: 2 + Int modifier

    Abyssal Warlord
    {table=head]Level|Base Attack Bonus|Special

    1st|
    +1
    |Dark Reputation, Demonic Warband x1

    2nd|
    +2
    |Canny Warlord (1 feat)

    3rd|
    +3
    |Bonus Feat

    4th|
    +4
    |Rallying Death Knell 1/encounter

    5th|
    +5
    |Incite Demonic Frenzy (2 creatures)

    6th|
    +6
    |Demonic Warband x2

    7th|
    +7
    |Canny Warlord (2 feats)

    8th|
    +8
    |Bonus Feat

    9th|
    +9
    |Rallying Death Knell 2/encounter

    10th|
    +10
    |Incite Demonic Frenzy (4 creatures)[/table]

    Class Features: The following are class features of the Abyssal Warlord.

    Epic Spellcasting: Even without the Epic Spellcaster feat, an abyssal warlord can still develop and cast epic spells using the animate dead, destroy, dispel, energy, fortify, and/or slay seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. An abyssal warlord may use his or her base attack bonus in place of his or her ranks in knowledge skills for the purpose of determining epic spell slots per day and in place of his or her ranks in spellcraft when making a spellcraft check to cast an epic spell. As a full-round action, the abyssal warlord can make a full attack and cast an epic spell. If the attack hits, the epic spell slot isn't expended. If the abyssal warlord doesn't cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Dark Reputation (Ex): Even among the infinitely fractured factions spread among infinite layers of chaos and misery, the name of an abyssal warlord stands out as a name to be respected and feared. The abyssal warlord gains a bonus to intimidate checks equal to his or her class level x 5. All chaotic evil outsiders with an Intelligence score of 5 or higher are shaken in the presence of the abyssal warlord and must make a Will save (DC 20 + class level + Cha mod) to perform any action that might attract the abyssal warlord’s ire. This is a piercing mind-affecting effect.

    Chaotic evil allies of an abyssal warlord, meanwhile, are heartened by their near proximity to such a warrior. Such allies start each encounter with temporary hit points equal to the warlord’s class level x 10, are immune to fear effects while they possess a line of sight with the warlord, and fight as if they possessed the diehard feat.

    Demonic Warband (Su): An abyssal warlord would hardly earn his or her moniker without the small army of demons that follow him or her around. Once per hour, as a standard action, an abyssal warlord can call a demon with a demon with HD up to (20 + class level)/2 from the abyss. Alternately, an abyssal warlord can target a demon of up to the same HD within 30 feet and force it to make a Will save (DC 20 + class level + Cha mod). Creatures called or who fail their saving throws in this way are under the permanent sway of the abyssal warlord (as charm monster) (this is considered a piercing effect). At any given time, an abyssal warlord can possess demons in his or her warband whose total HD doesn’t exceed (20 + class level) x 2. If the abyssal warlord ever finds him or herself over this limit, demons must be freed to put him or her below the limit. Though a demon can only be called once per hour, existing demons can be pressed into the demonic warband as frequently as the abyssal warlord desires. A summoned creature pressed into the warband is freed when the summoning effect ends. The number of HD in demons that an abyssal warlord can keep in his or her warband is doubled at 6th level, tripled at 11th level, and so forth. Demon lords aren’t ever affected by this ability.

    Canny Warlord (Su): Starting at 2nd level, an abyssal warlord learns to train him or herself and his or her warband in more martial pursuits. The abyssal warlord chooses one bonus fighter feat that he or she meets all prerequisites for. He or she gains the bonus of that feat, as do all demons in his or her demonic warband who also meet the prerequisites. At 7th level and every 5 levels afterwards, an additional feat can be chosen in this way. Any or all chosen feats can be switched after spending eight hours practicing new techniques with the warband.

    Bonus Feats: At 3rd level and every 5 levels afterwards, an abyssal warlord can select a single bonus feat from the following list: Armor Skin, Damage Reduction, Demonic Canny*, Demonic Onslaught*, Devastating Critical, Dire Charge, Entropic Aura*, Epic Fortitude, Epic Leadership, Epic Mounted Combat*, Epic Prowess, Epic Toughness, Excite the Slaughterers*, Fast Healing, Fiendish Enlistment*, Fractured Ranks*, Godslayer*, Great Charisma, Great Constitution, Great Strength, Incite Rage, Legendary Rider, Legendary Commander, Loumara Infiltration*, Obyrinth’s Presence*, Overwhelming Critical, Rapid Frenzy*, Savage Blitz*, Spellcasting Harrier, Superior Initiative, Threatening Presence*, Unbarred Aggression*, Unquestionable Loyalty*, Vile Entity*

    New Feats
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    Savage Blitz [Epic]
    You and your allies can barely contain yourselves when combat starts
    Prerequisites: Base Attack Bonus + 20, Superior Initiative
    Benefits: Whenever you roll initiative, all allies who rolled a lower initiative score may take their actions immediately after yours in the order of your choice (decided after initiative is rolled).

    Demonic Onslaught [Epic]
    The death of your enemies excites you just as much as the death of your allies.
    Prerequisites: Rallying Death Knell 1/encounter
    Benefits: You may use rallying death knell when an opponent dies.

    Unbarred Aggression [Epic]
    Others have difficulty stopping you and your allies from attacking.
    Prerequisites: Incite Demonic Frenzy (6 creatures)
    Benefits: While in combat, both you and your allies ignore any effects that would impede their movement (as freedom of movement) and gain immunity to all mind-affecting effects that would prevent those creatures from attacking.

    Rapid Frenzy [Epic]
    You and your warband can dispatch large number of foes in only a short amount of time.
    Prerequisites: Incite Demonic Frenzy (8 creatures)
    Benefits: Whenever you make at least one successful attack with an attack or full attack, any number of allies you choose can instantly move up to their speed and make an attack with a -4 penalty to the attack roll. If at least half of the creatures you have selected succeed on their attack roll, you may move up to your speed and make another attack with a -4 penalty to your attack roll. This pattern repeats with the penalties stacking until either you or over half of the allies you select miss. Creatures in a demonic frenzy halve the penalties to attack rolls.

    Fractured Ranks [Epic]
    You force your enemies to adapt to the chaotic arrangement of troops in your warband.
    Prerequisites: Canny Warlord (1feat)
    Benefits: Each enemy you fight is considered flat-footed against the first attack of the encounter made against it by each creature in your demonic warband. In place of making an attack of opportunity, a creature in your demonic warband can switch places with a willing adjacent creature or move up to 10 feet without provoking attacks of opportunity.

    Demonic Canny [Epic]
    You can provide a bit more than raw combat training for your troops
    Prerequisites: Canny Warlord (1 feat), Evil and/or Chaotic
    Benefits: You may select abyssal heritor feats (if chaotic) and/or vile feats (if evil) using your canny warlord ability in place of or in addition to bonus fighter feats.

    Fiendish Enlistment [Epic]
    You may include more than just the Tanar’ri in your warband
    Prerequisites: Demonic Warband x1
    Benefits: You may forcefully enlist fiendish creatures and half-fiend creatures into your demonic warband along with any form of non-demonic chaotic evil outsider.

    Entropic Aura [Epic]
    The very same energies that fuel a demonic frenzy now leak from their vessel to cause additional harm.
    Prerequisites: Incite Demonic Frenzy (4 creatures).
    Benefits: Whenever a creature in your demonic warband takes damage from your incite demonic frenzy class feature, all adjacent good and/or lawful creatures take an equal amount of damage and become fatigued. A successful fortitude save (DC 20 + abyssal warlord level + Con mod) halves the damage taken in this way and negates the fatigue.

    Obyrinth’s Presence [Epic]
    Your very presence inspires slight madness in others
    Prerequisites: Dark Reputation, Fiendish Enlistment
    Benefits: All creatures other than chaotic evil outsiders that see you must succeed on a will save (DC 20 + abyssal warlord level + Cha mod) or develop the permanent belief that you are always destined to win and that true success at even the smallest of tasks can only occur with your blessing. Allies affected by this madness gain a +4 morale bonus to attack rolls, saving throws, and skill checks while within sight of you. Enemies and allies out of sight with you instead take a -4 penalty to attack rolls, saving throws, and skill checks. Once a creature has succeeded on their saving throw against this madness, they never need to do so against you again. This is a mind-affecting effect.

    Loumara Infiltration [Epic]
    Inspired by the works of loumara, you are one of the few abyssal warlords who has mastered subtlety.
    Prerequisites: Dark Reputation, Fiendish Enlistment
    Benefits: All demons with at least 4 HD and 13 Charisma in your abyssal warband gain the demonic possession ability (Fiendish Codex I, page 21-26). The demons can possess creatures as allies, controllers, enemies, mutterers, and/or riders. They may possess objects as controllers, corrupters, enhancers, and/or watchers.

    Unquestioned Loyalty [Epic]
    Those in your demonic warband never second-guess your decisions.
    Prerequisites: Demonic Warband x 3
    Benefits: Creatures in your demonic warband are fanatic towards you.

    Excite the Slaughterers [Epic]
    The creatures in your warband live to kill, going berserk around death.
    Prerequisites: Demonic Onslaught
    Benefits: Whenever you or a creature in your demonic warband kills a creature and you use your rallying death knell ability, all creatures in your warband are affects as if by a haste spell for 1 round per HD of the slain creature.

    Godslayer [Epic]
    You can face even the divine with some chance of success.
    Prerequisites: Base Attack Bonus +35 or ability to cast 12th level spells
    Benefits: Deities attacking you never take 20 on their attack rolls. Against your spells and abilities, deities never take 20 on their saving throws. Against you, Deities lose their divine bonus to AC and Saving Throws. Lastly, you aren’t detected by the remote sensing abilities or portfolio sense of deities and salient divine abilities that create areas or that designate targets don’t affect you.

    Vile Entity [Epic, Vile]
    Your very essence is filled with dark power that you express with every spell.
    Prerequisites: Five or more vile feats
    Benefits: All damage that you deal with your spells or attacks is treated as vile damage.

    Epic Mounted Combat[Epic]
    Any mount you utilize is pushed to the limits of its abilities.
    Prerequisites: Mounted Combat, Base Attack Bonus +20
    Benefits: While mounted, your mount may use any of your physical ability scores if they are superior to their own, may make use of any of your feats that it meets all prerequisites for, and can make any or all of its natural attacks without forcing you to make additional ride checks.

    Threatening Presence [Epic]
    Others are often terrified by your presence on the battlefield.
    Prerequisites: Epic Skill Focus (Intimidate)
    Benefit: enemies within 10 feet of you are shaken (no save). This is a fear effect.
    Whenever you make a successful attack, the target of the attack must make a Will save (DC 10 + your class level) or become frightened for 1d4 rounds. This is a piercing fear effect.


    Rallying Death Knell (Su): Starting at 4th level, an abyssal warlord can use the death of a member of his or her warband as an opportunity to rally the rest of the warband into fight even harder. The abyssal warlord and all members of the warband who witness the creature being slain are healed 50 hit points and gain a +4 bonus to Strength. The Strength bonus stacks with itself and lasts for 10 minutes. This ability can be used once per encounter at 4th level and one additional time per encounter at 9th level and every 5 levels afterwards.

    Incite Demonic Frenzy (Ex): Starting at 5th level, an abyssal warlord can infuse him or herself and/or a number of creatures within his or her demonic warband with power, rage, and recklessness gathered from those that the warlord has slain. An affected creature gains a +20 bonus to Strength, a -10 penalty to AC, and can make an attack of opportunity against any creature that attacks it. Whenever the creature makes an attack, however, it takes 5d8 damage (this damage ignores damage reduction and regeneration). The abyssal warlord can increase the Strength bonus as he or she sees fit when inspiring the frenzy but every additional +4 bonus to Strength (round up) immediately deals 1d8 damage to the target and deals an additional 1d8 damage each time it attacks. The target is restricted in its actions as if in a barbarian’s rage. This demonic frenzy lasts until a target can detect no more enemies or until the abyssal warlord invests this energy in new targets. When a creature leaves this frenzy, it is exhausted. As a move action, the abyssal warlord can send up to two creatures into this frenzy. At 10th level and every 5 levels afterwards, an abyssal warlord can affect an additional two creatures with this ability at a time.

    Notes and Explanation:
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    This class, though not a spellcaster, ended up surprisingly well-rounded (at least in my opinion). In essence, this is a martial leader who can summon his or her minions over time and who can hold his (or her) own in combat. You end up with a smaller retinue of minions than the dread emperor but this has its own upsides as well. Even with all of that said, however, this is still one of the more passive classes and thus isn’t my personal favorite.
    Last edited by Realms of Chaos; 2012-06-27 at 08:48 AM.
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  13. - Top - End - #13
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Agent of Death


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    Almost every adventurer, over the course of their journeys, is forced to kill other living things. Whether predators attacking their camp, armies of orcs in the midst of an uprising, or alien entities bent on world conquest, there are plenty of enemies out there that an adventurer might slay. For all of the death involved in adventuring, however, normal adventurers come nowhere near agents of death. Agents of death are the greatest of all specialized assassins, about as likely to be serving a deity of death as to be selling their art to the highest bidder. Though not outwardly magical, the bloodlust that fills each agent of death heightens their skills beyond their normal limits and allows them to store away the souls of those that they slay. Though many agents of death are quite intelligent and a few are even charismatic, only fools allow themselves to forget that each agent of death is always waiting for another reason to kill. Masters of physical and psychological warfare, few last longer than a few seconds in an ambush planned by an agent of death.

    Hit Die: d6

    Prerequisites: To qualify to become an Agent of Death , a character must meet all of the following criteria:
    Alignment: Any Nongood
    Skills: Hide 23 ranks, Move Silently 23 ranks
    Class Features: Sneak Attack +7d6 or Sudden Strike +7d6
    Special: Must be responsible for the deaths of no fewer than 1,000 sentient creatures.

    Class Skills: Balance, Bluff, Climb, Craft, Disable Device, Disguise, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Search, Sleight of Hand, Spot, Swim, Tumble, Use Rope
    Skill Points at Each Level: 6 + Int modifier

    Agent of Death
    {table=head]Level|Base Attack Bonus|Special

    1st|
    +1
    |Crippling Strike 2/attack, Slay

    2nd|
    +2
    |Cat and Mouse 1/encounter

    3rd|
    +3
    |Bonus Feat

    4th|
    +4
    |Canny Slaughter 1/round

    5th|
    +5
    |True Death (10)

    6th|
    +6
    |Crippling Strike 4/attack

    7th|
    +7
    |Cat and Mouse 2/encounter

    8th|
    +8
    |Bonus Feat|+1 level

    9th|
    +9
    |Canny Slaughter 2/round

    10th|
    +10
    |True Death (100) [/table]

    Class Features: The following are class features of the Agent of Death.

    Epic Spellcasting: Even without the Epic Spellcaster feat, an agent of death can still develop and cast epic spells using the afflict, conceal, destroy, dispel, slay, and/or transport seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. An agent of death may use his or her base attack bonus in place of ranks in knowledge skills to gain epic spell slots and in place of ranks in spellcraft when making the spellcraft check to cast such a spell. An agent of death can cast an epic spell and make a full attack as a full-round action. If the attack is successful, the epic spell slot is not expended. If the agent of death doesn't cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Slay (Ex): By watching a target and learning how it moves, an agent of death can ensure a deadly assault. As a full-round action, an agent of death can observe any enemy he or she possesses a line of sight with. The next attack that the agent of death makes against that creature within the next three rounds treats the opponent as flat-footed and automatically scores a critical hit if it hits. If the target was unaware of the agent of death’s presence prior to the attack, the target must make a Fortitude save (DC 20 + Class level + Int modifier) or either die instantly or become paralyzed for 1d6 hours at the agent of death’s option. Creatures immune to critical hits are also immune to this death and paralysis.

    Furthermore, an agent of death continues training in more traditional manners of murder. At each even class level, an agent of death increases either his or her sneak attack damage or sudden strike damage by +1d6. This is treated as normal dice of sneak attack or sudden strike for all purposes.

    Crippling Strike (Ex): Agents of death are masters of disabling their foes, stopping them from fighting back, escaping, or acquiring help. Whenever an agent of death damages a creature with a a weapon (natural or manufactured), he or she may apply two of the following benefits (or one if the target is immune to critical hits). Each of the following benefits can be chosen multiple times and their effects stack with themselves:
    • The target possesses a -10 foot penalty to its speed for all modes of movement it possesses for one round, down to a minimum of 5 feet (multiple uses increase the penalty).
    • The target takes one point of ability damage to any one ability ability score other than Constitution.
    • The target is deafened for one round (multiple uses increase the duration)
    • The target is blinded for one round (multiple uses increase this duration)
    • The target is unable to talk or make verbal noises for 1 round (multiple uses increase the duration)
    • The target becomes unable to wield manufactured weaponry or produce somatic components for spells for 1 round (multiple uses increase the duration)

    At 6th level and every 5 levels afterwards, the agent of death may choose an additional two benefits (or one if the target is immune to critical hits) each time.

    Cat and Mouse (Ex): With a single well-placed strike, an agent of death can awaken a deep primal fear within that creature or in witnesses, rendering those creatures incapable of putting up a decent fight. Starting at 2nd level, whenever an agent of death makes a successful attack against a creature, that creature must make a Will save (DC 20 + Class level + Int modifier) unless it is mindless or become panicked for one minute.This is a piercing mind-affecting fear effect. Alternately, when an agent of death delivers a killing blow to a creature, he or she may have all non-mindless creatures with a line of sight to the target make these saving throws, though this ability doesn’t ignore immunities when used in this way. This ability can be used once per encounter at 2nd level and one additional time per encounter every 5 levels afterwards.

    Bonus Feats: At 3rd level and every 5 levels afterwards, an Agent of Death can select a single bonus feat from the following list: Agent’s Mark*, Blinding Speed, Combat Archery, Dextrous Fortitude, Dextrous Will, Create Opening*, Consult the Dead*, Don’t Fight the Reaper*, Epic Avoidance*, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Stealth*, Eternal Killer*, Godslayer*, Hide the Body*, Improved Combat Reflexes, Improved Create Opening*, Improved Sneak Attack, Lingering Damage, Madden With Feat*, Mutilation*, Slaughterer*, Slay with Fear*, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy, Without a Trace*

    New Feats
    Spoiler
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    Don’t Fight the Reaper [Epic]
    Creatures who have seen you kill lose all will to fight you
    Prerequisites: Cat and Mouse 1/encounter
    Benefits: Any creature who has witnessed you slay at least one creature within an encounter loses all morale bonuses to attack rolls, damage rolls, and/or saving throws against you until the end of the encounter. Furthermore, that creature suffers a -2 penalty to attack rolls and damage rolls against you for each sentient creature that it has watched you kill within the encounter.

    Slaughterer [Epic]
    You are rarely satisfied with only one kill.
    Prerequisites: Slay, Improved Uncanny Dodge
    Benefits: When you use your slay class feature, you watch all creatures that you possess a line of sight with instead of just choosing one. Your first successful attack against each such creature within three rounds fo using your slay feature all benefit from your slay class feature.

    Agent’s Mark [Epic]
    Your most powerful strikes permanently cripple others.
    Prerequisites: Crippling Strike 2/attack
    Benefits: Whenever you score a critical hit (such as when making a coup de grace), one of of the crippling strike abilities you possess and select (of your choice) becomes permanent. Ability damage becomes ability drain and other options don’t end until the target is treated with a regenerate effect or more powerful regenerative magic. Creatures with regeneration are unaffected by this class feature unless the attack deals lethal damage.

    Hide the Body [Epic]
    When you claim a creature’s soul, you can destroy their body as well.
    Prerequisites: True Death (10)
    Benefits: Whenever you use your true death class feature, you may choose to destroy the body of a creature along with all nonmagical equipment on their person. Such items and bodies are reduced to a few traces of dust noticeable only in the cleanest of areas.

    Madden With Fear [Epic]
    Creatures you fill with fear are incapable of thinking coherently.
    Prerequisites: Cat and Mouse 2/encounter
    Benefits: Creatures who fail their saving throw against your cat and mouse class feature are treated as flat-footed against all attack and are incapable of spellcasting or performing any other action requiring focus, even if attempted in the name of escape. Both of these penalties last for as long as the target is panicking.

    Create Opening [Epic]
    You create openings for your allies to attack.
    Prerequisites: Canny Slaughter 1/round
    Benefits: Whenever you successfully harm a creature, that creature provokes attacks of opportunity.

    Improved Create Opening [Epic]
    When you slay a creature, you distract your enemies enough for your allies to act.
    Prerequisites: Create Opening, Canny Slaughter 2/round
    Benefits: Whenever you deliver the killing blow to a creature, all non-mindless creatures possessing a line of sight with the slain creature provoke attacks of opportunity.

    Slay with Fear [Epic]
    Others who witness your horrid deeds may just die where they stand out of fright.
    Prerequisites: Cat and Mouse 3/encounter
    Benefits: Whenever you use your cat and mouse ability, you may spend an additional use before saving throws are rolled. If you do so, creatures who fail their saving throw are forced to roll a Fortitude save agains the same DC. Those who succeed on their Fortitude save take 3d6 damage but are otherwise affected normally by your cast and mouse class feature. Those who fail, however, instantly perish as their hearts stop. This is a mind-affecting fear effect.

    Mutilation [Ambush, Epic]
    You can sacrifice extra damage to hinder a foe.
    Prerequisites: Crippling Strike 6/attack, Sneak Attack +10d6 or Sudden Strike +10d6
    Benefits: Whenever you would deal sneak attack or sudden strike damage, you may subtract any number of dice of damage. For every 2d6 points of damage sacrificed, you may choose an additional benefit with your crippling strike class feature.

    Quick Slaughter [Epic]
    You can end battles before they have even started
    Prerequisites: Canny Slaughter 3/round, Crippling Strike 8/attack
    Benefits: During a surprise round, you and your allies gain a +10 foot bonus to speed, don’t provoke attacks of opportunity for your movement, and may take full rounds of action even if you were the ones being surprised. Furthermore, any enemy you or an ally damage during a surprise round automatically rolls a 1 for its initiative (modified as normal). Finally, any time that an ally damages a creature with a weapon (whether natural or manufactures) in a surprise round, that ally may apply a single ability from your crippling strike class feature to the target. These benefits are only extended to allies within 100 feet of yourself.

    Without a Trace [Epic]
    When you seal away a creature’s soul, others forget all about that creature
    Prerequisites: True Death (10,000)
    Benefits: Whenever you use your true death class feature, all other creatures familiar with the target must make a Will save (DC 20 + agent of death level + Int modifier) or forget all about the target. Close friends, family, lovers, and similar close acquaintances gain a +4 bonus on this roll. This ability does not remove physical traces or written records of the target’s existence. If and when a target’s soul is freed, this ability ends in relation to that soul.

    Consult the Dead [Epic]
    You can squeeze some info out of the souls you’ve trapped
    Prerequisites: True Death (100)
    Benefits: You may use speak with dead once on each soul that you have trapped with your true death class feature. The save DC equals 20 + agent of death level + Ind modifier and the caster level equals your agent of death level + 20.

    Eternal Killer [Epic]
    You are sustained by the death you bring to others.
    Prerequisites: Slay
    Benefits: Whenever you deliver the killing blow to a creature, you may reduce your current age by up to one week. You may not lower your age beyond the minimum adult age for your race in this way.

    Epic Avoidance [Epic]
    You are skilled at dodging attacks.
    Prerequisites: Dex 25
    Benefit: You gain a +1 dodge bonus to your AC. You lose this bonus whenever you would lose your Dexterity bonus.
    Special: You may select this feat multiple times. Its effects stack.

    Epic Stealth [Epic]
    You can escape notice even from the most extraordinary senses.
    Prerequisites: Hide 30 ranks, Move Silently 30 ranks
    Benefits: You are never detected through blindsight, blindsense, scent or tremorsense

    Godslayer [Epic]
    You can face even the divine with some chance of success.
    Prerequisites: Base Attack Bonus +35 or ability to cast 12th level spells
    Benefits: Deities attacking you never take 20 on their attack rolls. Against your spells and abilities, deities never take 20 on their saving throws. Against you, Deities lose their divine bonus to AC and Saving Throws. Lastly, you aren’t detected by the remote sensing abilities or portfolio sense of deities and salient divine abilities that create areas or that designate targets don’t affect you.


    Canny Slaughter (Ex): Making the most of their environments and of their their allies, agents of death can rain down death in ways few others could. Starting at 4th level, an agent of death can call upon superior positioning and combat prowess to deal damage equal to your sneak attack or sudden strike damage against a creature normally immune to such abilities if you would otherwise deal such damage (this does not let you apply the damage twice if you ignore such immunities). Alternately, the agent of death can lend an ally within 60 feet the benefits of his or her sneak attack or sudden strike class feature for the duration of one attack made against a creature the agent of death had attacked within the past three rounds.This ability can be used once per round at 4th level and one additional time per level every 5 levels afterwards.

    True Death (Su): Starting at 5th level, an agent of death reaches the supernatural peak of his or her abilities, gaining a power that separates him or her from all other would-be assassins. Whenever an agent of death kills a creature while within 100 feet of it, he or she may trap away that creature’s soul. While a creature’s soul is trapped in this way, it can’t be returned back to life through any means. Even epic spells, artifacts, and the magic of deities fails when used to bring about this result. This ability lasts until the agent of death dies or until he or she frees a soul to make room for a new one. When in an antimagic field or similar effect, the agent of death can’t capture new souls but previous souls remain trapped. An agent of death can capture up to 10 souls at a time at 5th level and this number is multiplied by x 10 every 5 levels afterwards.

    Notes and Explanation:
    Spoiler
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    With this class, we finish off the trifecta of rogue-based classes. That didn’t take too long at all, did it?

    While the epic infiltrator is more of a social infiltration rogue (spy/charlatan/etc) and the perfect wight is a physical infiltration (thief/dungeoneer/etc), this class is for those rogues out there who just want to kill as quickly and effectively as roguishly possibly.
    Last edited by Realms of Chaos; 2012-06-27 at 08:28 AM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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  14. - Top - End - #14
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Arbiter of Balance


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    Conflict is frequently seem as one of the great shaping forces of the multiverse. Conflicts create and destroy kingdoms and shape the world even as they produce the greatest of innovation sand the most famous of heroes and villains of the world. For all that we think of conflicts, however, it is hard to distance oneself away from them long enough to see their impact on the greater multiverse. In the eyes of a few wise souls, what matters isn’t the face of the victor but whether balance itself is maintained. Tipping the cosmic balance of existence too far in any direction, even in favor of goodness, can hold dire consequences for the delicat balance of the multiverse itself. To maintain conflicts that can’t be allowed to end and shift the balance of others, arbiters of balance are chosen to represent cosmic balance.

    Hit Die: d8

    Prerequisites: To qualify to become an arbiter of balance, a character must meet all of the following criteria
    Alignment: Any neutral
    Base Attack Bonus: +15
    Skills: Diplomacy 23 ranks

    Class Skills: Appraise, Bluff, Concentration, Craft, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (The Planes), Knowledge (Religion), Listen, Profession, Sense Motive, Spellcraft, and Spot.
    Skill Points at Each Level: 4 + Int Modifier

    Enforcer of Balance
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +1
    |Even the Odds (1), Voice of Balance|--

    2nd|
    +2
    |Centered Existence 1/encounter|+1 level of existing spellcasting class

    3rd|
    +3
    |Bonus Feat|--

    4th|
    +4
    |Neutral Ground I|+1 level of existing spellcasting class

    5th|
    +5
    |Enforce Balance 1/recharge|--

    6th|
    +6
    |Even the Odds (10)|+1 level of existing spellcasting class

    7th|
    +7
    |Centered Existence 2/encounter|--

    8th|
    +8
    |Bonus Feat|+1 level of existing spellcasting class

    9th|
    +9
    |Neutral Ground II|--

    10th|
    +10
    |Enforce Balance 2/recharge|+1 level of existing spellcasting class [/table]

    Class Features: The following are class features of the arbiter of balance.

    [b]Epic Spellcasting:[/b Even without the Epic Spellcaster feat, an arbiter of balance can still develop and cast epic spells using any four seeds of his or her choice. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. The arbiter of balance may use his or her ranks in Diplomacy in place of his or her ranks in Knowledge skills to determine epic spell slots per day and in place of his or her ranks in spellcraft when attempting to cast an epic spell. If the arbiter of balance doesn’t cast spells, he or she may use his or her highest ability score modifier to determine epic spell save DCs.

    Spells per Day/Spells Known: At each even arbiter of balance level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming an arbiter of balance, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Voice of Balance (Su): An arbiter of balance stands on a plateau far above those of raging passions, tasked with keeping these unsteady creatures in balance with one another. All other creatures in existence are capable no only of understanding what an arbiter of balance says but of comprehending it. As a standard action, an arbiter of balance can make a demand of a creature within 100 feet who can hear the arbiter of balance so long as this demand it used to help even an imbalance of some sort (such as ordering an ambushing demon to let you prepare for a fight or making a rich man donate to the poor). If the target fails his or her Will save (DC 20 + class level + Wis modifier), it obeys the order much as a penetrating suggestion effect. Orders to hurt or kill oneself or one’s allies are ignored and the moment this order is used to tip the balance in a new direction (DM’s discretion), the target is freed. The arbiter of balance may not use this ability to help reverse an imbalance that he or she helped to create. No creature can be affected by this class feature more than once per day. This is a piercing mind-affecting compulsion effect.

    Even The Odds (Su): An arbiter of balance can enforce some semblance of balance in an otherwise unfair battle. If those on the arbiter’s side of an encounter are fewer in number than his or her enemies, the arbiter may target an enemy with a maze effect (Caster level 20). The Intelligence DC required to leave equals 20 + 1/2 the arbiter’s class level and this ability has a range of medium. At 6th level and every 5 levels afterwards, the maximum number of targets this ability can affect is multiplied by 10, although it cannot be used to make the arbiter’s side of an encounter outnumber the opposite side when used. The arbiter cannot target more powerful creatures until he or she has targeted all creatures with fewer HD and at last half as many HD as the arbiter of balance within range.

    Centered Existence (Su): Starting at 2nd level, an arbiter of balance is sufficiently centered that it is hard to change them against their will. Once per encounter, at the end of a round, an arbiter of balance may return yourself to the condition he or she was in at the start of that round. This ability doesn’t recover uses of items or abilities the arbiter of balance had used and doesn’t set back the clock on durations but otherwise removes all new conditions and forms of damage the arbiter of balance had suffered that round. This ability can’t be used if the arbiter of balance had been slain. The arbiter of balance may use this ability an additional time per encounter at 7th level and every 5 levels afterwards.

    Bonus Feats: At 3rd level and every 5 levels afterwards, an arbiter of balance can select a single bonus feat from the following list: Balance the Masses*, Center Allies*, Disciple of Pain*, Dismiss Incarnates*, Epic Prowess, Epic Skill Focus, Epic Will, Equalize Battlefield*, Extended Life Span, Great Strength, Great Wisdom, Impartial Observer*, Improved Combat Casting, Improved Dismiss Incarnates*, Improved Metamagic, Improved Spell Capacity, Oppose Conviction*, Outland Sentry*, Preserve Status Quo*, Protect Bystanders *, Servant of Sigil*, Spell Stowaway, Spellcasting Harrier, Superior Inititative, Take a Side*, Truly Centered*, Unaligned*, View From Afar*

    New Feats
    Spoiler
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    Oppose Conviction [Epic]
    You are better prepared to fight those who would jeapordize the cosmic balance for their beliefs.
    Prerequisites: Even the Odds (1)
    Benefits: Any weapon you wield gains the Chaotic Power, Holy Power, Lawful Power, and Unholy Power abilities. You ignore all negative levels that this would otherwise give you.

    Impartial Observer [Epic]
    Until you formally enter a battle, the will of the multiverse keeps you safe.
    Prerequisites: Centered Existance 2/encounter
    Benefits: Until you have made an aggressive action in an encounter, creatures must make a Will save (DC 20 + Arbiter of Balance level + Wis modifier) each time they with to take an aggressive action towards you or be unable to follow through with the attempt, wasting the action. This is not a mind-affecting effect.

    Center Allies [Epic]
    You can help center allies to let them escape harm.
    Prerequisites: Centered Existence 1/encounter
    Benefits: You may you’re your centered existence class feature on others. For each axis in which the ally is not neutral, that ally gains one negative level that lasts until the end of the encounter. If this negative level would slay the ally, this ability can’t be used to target him or her.

    View From Afar [Epic]
    You can approach most issues with an impartial view, seeing the best way to maintain balance.
    Prerequisites: Voice of Balance
    Benefits: You may spend 10 minutes in meditation to imitate the effects of a commune spell (Caster Level 20 + Arbiter of Balance level). You gain a +5 bonus on d20 rolls made to end imbalances you have not created using this knowledge. If you use information gleaned from this feat to create an imbalance, you lose the benefit of this feat and gain 4 negative levels for 24 hours.

    Dismiss Incarnates [Epic]
    When you remove outsiders from a conflict, they don’t re-enter the conflict.
    Prerequisites: Even the Odds (10)
    Benefits: If a creature targeted by your even the odds class feature possesses the good, evil, lawful, and/or chaotic subtypes, they exit this maze to a random destination on their homeplane rather than rejoining the fight

    Improved Dismiss Incarnates [Epic]
    When you remove outsiders from a conflict, they can’t return even if they want to.
    Prerequisites: Even the Odds (100)
    Benefits: When creatures with the good, evil, lawful, and/or chaotic subtypes leave your even the field class feature, they are affected by a dimensional anchor effect that lasts for 1 hour.

    Protect Bystanders [Epic]
    You can help protect those who are unrelated with a conflict.
    Prerequisites: Neutral Ground I
    Benefits: Within a range equal to that of your neutral ground class feature x 100, unarmed creatures with equal or fewer HD than your Wisdom modifier are treated as being within the area of your neutral ground class feature. This benefit is retracted from a creature the moment that it takes an offensive action.This effect only functions while the aura from neutral ground is active.

    Preserve Status Quo [Epic]
    You can prevent any side of a conflict from reaching decisive victory.
    Prerequisites: Centered Existence 4/encounter
    Benefits: As a full-round action, you may start or stop maintaining the status quo. While maintaining the status quo, all creatures with which you possess a line of sight are affected by your balanced existence class feature at the end of each round. If you are slain, you automatically stop maintaining the status quo. You must spend one use of Centered Existence each round that you maintain the status quo.

    Truly Centered [Epic]
    Even death can not sway you from your duties.
    Prerequisites: Centered Existence 3/encounter
    Benefits: Your centered existence class feature can return you from death if desired. You suffer no loss of levels, prepared spells, or Constitution.

    Take a Side [Epic]
    For the sake of maintaining neutrality, an arbiter of balance if sometimes forced to pick sides of a battle.
    Prerequisites: Neutral Ground II
    Benefits: As a swift action, you may select any number of creatures within the range of your neutral ground class feature. These creatures are treated as not being within the area of your neutral ground class feature. You may end this exclusion as another swift action

    Equalize Battlefield [Epic]
    Even if you can’t get rid of a large enemy force, you can supplement the other side to handle the matter.
    Prerequisites: Even the Odds (10,000)
    Benefits: After using your even the odds class feature, if one side of a conflict still outnumber the other, you may create a number of creatures formed of force up to the number of creatures banished. Each creature formed in this way acts as a simulacrum of a chosen creature from the less numerous side of the conflict of your choice (you need not make all simulacrums of the same creature). These simulacrums last until the end of the encounter.

    Unaligned [Epic]
    You have broken free from the metaphysical framework of ethics and morals in the multiverse.
    Prerequisites: True Neutral
    Benefits: Your alignment can’t be detected by any means. You gain immunity to any or all effects that function based on your alignment. You meet prerequisites as though true neutral. When you die, your soul simply vanishes, though you can still be revived from the dead.
    Special: Though your character is free to believe to the contrary, thiis feat does not free you from ethical and moral matters. While it frees you from the cosmic concept of alignment, you still make choices for yourself and can likely still be labeled as being of a particular alignment by your actions.

    Balance the Masses [Epic]
    You can make orders from vast numbers of people for the sake of maintaining balance.
    Prerequisites: Voice of Balance
    Benefit: When you use your voice of balance class feature to give a command, you may give that command to up to 10 creatures/arbiter of balance level you possess. Each one receives the same command and makes a separate save to resist.

    Outland Sentry [Epic]
    Energy from the outlands flows through you, allowing you to suppress magical combat around you.
    Prerequisites: Neutral Ground I, Must have been to the Outlands
    Benefits: As a swift action, you may choose to neutralize all magic within the area of your neutral ground class feature as if it were an antimagic field. You may end this effect as another swift action.

    Servant of Sigil [Epic]
    Even if you’ve never been there, you possess a unique link with sigil.
    Prerequisites: Neutral Ground II, Outland Sentry, Must have visited Sigil
    Benefits: Within the range of your neutral ground class feature, you may activate or deactivate any planar connection as a standard action. Furthermore, outsiders and deities may not enter the area of your neutral ground class feature while it is active unless you force this barrier agains them, though they may freely send effects or minions into the area. If such a creature is within range when your neutral ground class feature is activated, they may freely leave the area but cannot re-enter afterwards.

    Disciple of Pain [Epic]
    Though you’ve never so much as spoken with her, you have been chosen by the enigmatic Lady of Pain.
    Prerequisites: Neutral Ground III, Outland Sentry, Sentry of Sigil, Must have seen Lady of Pain.
    Benefits: Whenever you use your even the odds class feature, you may target outsiders regardless of what their HD is relative to those around them. Furthermore, if such a creature fails ten consecutive Intelligence rolls to escape from the maze, they are forever trapped as imprisonment.


    Neutral Ground (Su): Starting at 4th level, when necessary, an arbiter of balance can create an area of neutral ground, making combat a risky and tiring option for all involved. This ability is an aura extending out to 50 feet that the arbiter can activate or deactivate as a swift action. Attacks made against targets in this area take a -5 penalty, saving throws made in the area gain a +5 bonus, and half of any damage dealt to a creature within this aura (regardless of how this damage is dealt) is redirected to whoever dealt that damage (if any creature could claim responsibility) as untyped damage that ignores regeneration. At 9th level and every 5 levels afterwards, the size of the attack bonus and saving throw penalty both increase by 5 and the range of the aura increases by 50 feet. An arbiter of balance may suppress or reactivate this ability as a swift action.

    Enforce Balance: For the sake of maintaining cosmic balance, an arbiter of at least 5th level can call upon even the strongest of magics. In effect, this allows an arbiter of balance to cast an epic spell that they have not researched without needing the epic spellcasting feat or even requiring a spellcraft check. The spell cast, however, can’t use mitigating factors or possess a spellcraft DC over his or her class level x 5 and must be used to help equalize an imbalance of some manner that he or she did not help to create. After using this ability, an arbiter of balance can’t use it again until he or she spends 24 hours in self-reflection. At 10th level and every 5 levels afterwards, the arbiter can use this ability one additional time between these periods.

    Notes and Explanation:
    Spoiler
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    This was a weird class to make, let me tell you. After creating classes dedicated to good, evil, law, and chaos, it seemed inevitable that I’d create one for neutrality. Even so, neutrality is one of the hardest things to maintain at epic levels. When you wield the power to level worlds, almost any proactive action you take is going to shift the balance one way or the other. Unless you favor the save-a-puppy-kill-a-kitty approach to neutrality or act entirely reactively to correct imbalances others create, playing a true neutral arbiter of balance is ironically almost impossible. That’s the reason why this class will allow any neutral alignment. A neutral good arbiter of balance is obsessed with preserving balance between chaos and law but would be more than willing to even out demonslaying with some devilslaying.
    Last edited by Realms of Chaos; 2016-01-18 at 10:20 PM.
    I'm try not to be too vain but this was too perfect not to sig.
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    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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  15. - Top - End - #15
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Artisan of Beauty


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    Masters of the inner workings of emotion, artisans of beauty use their audiences as blank canvases for their performances. Able to drastically alter both basic and more complicated emotions with a few words or notes, few could hope to match the beauty of a artisan’s performance. The greatest of artisans have been known to inspire entire armies, talk tyrants down from the throne, or to sponsor younger adventurers with their powers, helping to make them a true hero. The envy of bards across the world, artisans of beauty are inevitably captured in epic legends of their own.

    Hit Die: d6

    Prerequisites: To qualify to become a Artisan of Beauty, a character must meet all of the following criteria:
    Skills: Perform (any) 24 ranks
    Spells: Must be able to spontaneously cast arcane spells of at least 4th level
    Class Features: Bardic Music

    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Hide, Intimidate, Knowledge (arcana), Knowledge (local), Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Tumble, Use Magic Device.
    Skill Points at Each Level: 6 + Int modifier

    Artisan of Beauty
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +0
    |Master Performer, Weave Emotions (1 target)|--

    2nd|
    +1
    |Live the Legend 1/encounter|+1 level of existing arcane spellcasting class

    3rd|
    +1
    |Bonus Feat|--

    4th|
    +2
    |Weave Feelings (1 target)|+1 level of existing arcane spellcasting class

    5th|
    +2
    |Inspire Change (1 target)|--

    6th|
    +3
    |Weave Emotions (2 targets)|+1 level of existing arcane spellcasting class

    7th|
    +3
    |Live the Legend 2/encounter|--

    8th|
    +4
    |Bonus Feat|+1 level of existing arcane spellcasting class

    9th|
    +4
    |Weave Feelings (2 targets)|--

    10th|
    +5
    |Inspire Change (10 targets)|+1 level of existing arcane spellcasting class [/table]

    Class Features: The following are class features of the Artisan of Beauty.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a artisan of beauty can still develop and cast epic spells using the afflict, banish, compel, delude, fortify, heal, life, and/or slay seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved.

    Master Performer (Su): A Artisan of Beauty is a true master of performance, gaining a bonus to perform checks equal to his or her class level x 5. The Artisan of Beauty multiplies his or her daily uses of bardic music and similar abilities as well as the range of such abilities and the number of targets that can be chosen (if applicable) by his or her class level + 1. Furthermore, such abilities can be used and maintained as swift actions if they would otherwise take longer. Finally, while using such abilities or using the perform skill, a Artisan of Beauty adds his or her Charisma bonus as a bonus to his or her AC and saving throws.

    Weave Emotions (Su): A Artisan of Beauty can inspire the highest of emotions with his or her performances. While using a perform skill or using bardic music (or a similar ability), a Artisan of Beauty may choose a single target within range as a free action once per round. That creature must make a Will save (DC 20 + Class level + Cha mod) or suffer one of the following effects of the artisan’s choice:

    • Joy: The target gains a +10 morale bonus to all attack rolls, saving throws, and skill checks. This effect cancels out sadness.
    • Trust: The target has its attitude towards any number of creatures the artisan of beauty selects moved two steps towards helpful. This effect cancels out disgust
    • Fear: The target becomes fearful towards the entire world, becoming panicked by all creatures, whether friend or foe. This effect cancels out anger.
    • Surprise: The target takes a -10 penalty to initiative rolls and to its AC and is considered flat-footed. This effect cancels out anticipation.
    • Sadness: The target takes a -10 penalty to all attack rolls, saving throws, and skill checks. This effect cancels out joy.
    • Disgust: The target has its attitude towards any number of creatures the artisan of beauty selects move two steps towards hostile. This effect cancels out trust.
    • Anger: The target becomes furious and lashes out towards the entire world, taking no action other than to harm the nearest creature each round to the best of its ability, whether friend or foe. This effect cancels out fear.
    • Anticipation The target gains a +10 bonus to initiative rolls and to AC and is never denied its Dexterity bonus to its AC so long as it is mobile and conscious. This effect cancels out surprise.


    This effect last for as long as the performance continues or until another free action is spent to choose a new target (or to afflict the same target with a new effect, allowing a new saving throw). At 6th level and every 5 levels afterwards, this ability can target an additional creature at a time. Alternately, a single creature can be targeted multiple times, given different emotions each time. When spending a free action to change targets, the artisan can choose to leave any number of ongoing effects as they are. This is a piercing mind-affecting effect.

    Live the Legend (Ex): Starting at 2nd level, a artisan of beauty can evoke timeless moments of legendary triumph, allowing others to succeed against all odds. Once per encounter, a artisan of beauty can declare that the next round be spent living the legend as a free action. While living the legend, the artisan of beauty and all of his or her allies are treated as rolling natural 20s on all attack rolls while all enemies are treated as rolling natural 1s on attack rolls. Furthermore, all allies below half of their maximum hit points double all bonuses they would gain to dice rolls they make while enemies over half of their maximum hit points halve all bonuses they would gain to dice rolls they make. This ability lasts until the end of the artisan’s next action. At 7th level and every 5 levels afterwards, the artisan of beauty can use this ability an additional time per encounter.

    Spells per Day/Spells Known: At each even artisan of beauty level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in an arcane spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one arcane spellcasting class before becoming a artisan of beauty, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a artisan of beauty can select a single bonus feat from the following list: Blended Symphony*, Castings of Legend*, Conflicts of Legend*, Deafening Song, Epic Leadership, Epic Reputation, Epic Skill Focus, Epic Will, Great Charisma, Heroes’ Eulogy*, Hindering Song, Improved Spell Capacity, Inspire Excellence, Inspire Resilience*, Lasting Inspiration, Legendary Acclaim*, Legendary Commander, Legendary Diplomat*, Mastered Emotions*, Music of the Gods, Polygot, Ranged Inspiration, Rapid Inspiration, Reach the Unhearing*, Reactive Countersong, Spell Knowledge, Tapestry of Emotions*, Teller of Tales*, Tug at Heartstrings*, Unstoppable Voice*, Weave Spell Effect*

    New Feats
    Spoiler
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    Weave Spell Effect [Epic]
    You can weave your magic seamlessly into your music.
    Prerequisites: Master Performer, Perform (any) 45 ranks
    Benefits: Whenever you use bardic music or a similar ability to affect or target allies, you may also cast a single spell listed as harmless in its saving throw line with a casting time of no more than one standard action. That spell affects all allies affected by your bardic music and the spell lasts for as long as the effects of the bardic music (or 1 round if the effects are instantaneous).

    Blended Symphony [Epic]
    You can blend multiple forms of music together over the course of several rounds.
    Prerequisites: Master Performer, Perform (any) 40 ranks
    Benefits: Whenever you use bardic music or a similar benefit to grant a bonus to allies with a duration other than instantaneous, it’s duration is altered so it lasts until a target hasn’t heard you use any form of bardic music or similar ability for 5 consecutive rounds. In this way, you can use inspire courage on one round and inspire heroics on the next and both effects would last until 5 rounds after you finished using inspire heroics.

    Unstoppable Voice [Epic]
    Others can’t hope to silence the strength of your voice.
    Prerequisites: Master Performer, Perform (any) 35 ranks
    Benefits: You are immune to silence and similar effects that would prevent you from being heard unless you allow it to affect you. You are likewise immune to any spell or effect that would render you mute and you suffer no chance of miscasting spells with verbal components due to deafness.

    Castings of Legend [Epic]
    You bring out the best in the casters you inspire.
    Prerequisites: Live the Legend 3/encounter
    Benefits: When you use your live the legend class feature, affected creatures ignore all chances of miscasting spells due to armor, deafness, and other similar sources. Conditions that would force skill checks or caster level checks to cast spells, however, aren’t ignored. Furthermore, any spell, mystery, or power used while this effect is active doesn’t expend a spell slot (for spontaneous casters) or prepared spell (for prepared casters) or daily use (for mysteries) or power points (for powers).

    Conflicts of Legend [Epic]
    The warriors you inspire are driven to great acts of martial skill.
    Prerequisites: Live the Legend 2/encounter
    Benefits: When you use your live the legend class feature, critical hits that affected allies threaten are automatically confirmed and any immunity that the target of such an attack would possess is ignored. Furthermore, any martial maneuvers that an affected ally uses is not counted as expended.

    Teller of Tales [Epic]
    You can access vast repositories of knowledge to lead you on your way.
    Prerequisites: Master Performer
    Benefits: You may use vision as a spell-like ability with a caster level equal to your artisan of beauty level + 20. After doing so, you must spend one hour in silent contemplation to recharge this ability before you can use it again.
    Special: You may select this feat multiple times. Each time you select it beyond the first, double the number of times you can use vision between recharges.

    Inspire Resilience [Epic]
    Your performances help inspire your allies to fight on.
    Prerequisites: Bardic Music, Perform (any) 25 ranks
    Benefits: You can use your bardic music to help others keep going. To be affected, an ally must hear you perform for 1 full round. The effect lasts for as long as you perform and for 5 rounds after you stop performing (or 5 rounds after the ally can no longer hear you). While performing, you can fight but cannot cast spells or activate magic items by spell completion, spell trigger, or command word. Each ally to be inspired gains fast healing equal to your Charisma modifier (minimum 1). Inspire resilience is a supernatural, mind-affecting ability. Using this feat counts as a use of bardic music for the day.

    Tug At Heartstrings [Epic]
    As a master of emotions, you make it difficult for others to justify attacking you.
    Prerequisites: Weave Emotions (1 target)
    Benefits: In order to knowingly attack you, a sentient creature must succeed at a Will save (DC 20 + artisan of beauty level + Cha modifier). Creatures with the evil subtype gain a +4 bonus to this saving throw. This is a piercing mind-affecting effect.

    Legendary Diplomat [Epic]
    You possess untold skill with persuasion.
    Prerequisites: Epic Skill Focus (Diplomacy)
    Benefits: Targets you render fanatic remain so until you take actions that would change this attitude rather than the normal 1 day + 1 day per point of Charisma bonus.

    Legendary Acclaim [Epic]
    Your reputation has spread across entire worlds.
    Prerequisites: Epic Reputation
    Benefits: All creatures who would otherwise start with an attitude of at least indifferent towards you move one step closer to fanatic.

    Heroes’ Eulogy [Epic]
    You may speak out in honor of a fallen comrade and preserve their heroism for another day.
    Prerequisites: Inspire Change (1 target)
    Benefits: Within one week of a creature’s death, you may speak a mystical eulogy for that creature over the course of 10 minutes. This eulogy protects the target from any non-epic spell or effect that would reanimate its remains as undead, preserves the body indefinitely, and allows for any ally of the target in life to freely use speak with dead with the remains. Unlike the normal spell, this ability allows the ally to communicate with the target’s soul from beyond the grave and that soul may lie or refuse to answer questions as he or she sees fit. If a creature’s soul is unwilling to benefit from a heroes’ eulogy, it remains entirely unaffected. To gain these benefits, the target’s body must be mostly intact.

    Giving such a eulogy carries one additional benefit regardless of their physical condition, preserving the heroism of the interred target for a future date. As a full-round action, you may conjure forth the soul of the dead comrade to fight alongside you, granting it the ghost template. This ghost can be called only once and lasts until the end of the encounter (or for 5 minutes if not in an encounter). This ability can’t be used if the target has since been restored to life.

    A single creature can only be granted a single heroes’ eulogy per death that it suffers and a living or undead creature can’t be targeted by this ability. Likewise, a creature whose remains have been incorporated into a construct can’t benefit from this ability.

    Tapestry of Emotions [Epic]
    You can change the emotional state of multiple creatures at once.
    Prerequisites: Weave Feelings (2 targets)
    Benefits: Whenever you spend a free action to weave emotions or a move action to weave feelings, you may target a number of creatures up to your maximum number of targets simultaneously. All creatures targeted at the same time must be granted the same emotion or feeling, however.

    Mastered Emotions [Epic]
    None could hope to change the way you feel by force.
    Prerequisites: Weave Emotions (1 targeet)
    Benefits: You are immune to fear effects, charm effects, and all other spells and effects that function by changing your emotional state (at DM’s discretion).

    Reach the Soundless [Epic]
    Even creatures that can’t hear you can pick up on the dedication in your performances.
    Prerequisites: Master Performer, Perform (Any) 25 ranks
    Benefits: Spells and effects you use that normally depend on your target’s ability to hear you now function normally against creatures who can’t hear you so long as they are capable of pinpointing your location with at least one of their senses. Such creatures gain a +10 bonus to their saving throw. This does not allow you to use language-dependant effects on creatures that don’t understand you.


    Weave Feelings (Ex): Starting at 4th level, a artisan of beauty can inspire more complex feelings beyond simple emotions. While using a perform skill or using bardic music (or a similar ability), a Artisan of Beauty may choose a single target within range as a move action once per round. That creature must make a Will save (DC 20 + Class level + Cha mod) or suffer from one of the feelings below. In order to be affected with a feeling in this way, the target must already be affected by one of two emotions specific to that feeling (a creature afflicted with both takes a -5 penalty to its saving throw):

    • Optimism: The target must be affected by anticipation or joy to be targeted by this ability. Whenever the target would roll a d20, they roll an additional 2d20 and add the sum to the results. The original roll is treated as a natural twenty if either d20 lands on a 20. This effect cancels disappointment.
    • Love: The target must be affected by joy or trust to be affected by this ability. The target is filled to the brim with energy, providing that energy to those around it, acting as though affected by a haste spell. All creatures adjacent to the target that it is friendly or helpful towards gains a +5 morale bonus to AC and to Saving Throws. This effect cancels remorse.
    • Submission: The target must be affected by trust or fear to be affected by this ability. The target freezes in place and takes no action to defend itself while adjacent to targets of the artisan’s choice (chosen when using this ability), effectively becoming helpless. The target must have fewer HD than all creatures selected in this way. This effect cancels contempt.
    • Awe: The target must be affected by fear or surprise to be affected by this ability. The target can’t use standard and full-round actions to physically attack others. The target can successfully use magic offensively instead with a successful Will save against the same DC but the spell’s caster level takes a -4 penalty. This effect cancels aggression.
    • Disappointment: The target must be affected by surprise or sadness to be targeted by this ability. Whenever the target would roll a d20, they roll an additional 2d20 and subtract the sum from the results. The original roll is treated as a natural one if either d20 lands on a 1. This effect cancels optimism.
    • Remorse: The target must be affected by sadness or disgust to be affected by this ability. The target is utterly drained of energy and drains the energy of those around it, acting as though affected by a slow spell. All creatures adjacent to the target that it is unfriendly or hostile towards take a -5 penalty to AC and Saving Throws. This effect cancels love.
    • Contempt: The target must be affected by disgust or anger to be affected by this ability. Creatures of the artisan’s choice (chosen when using this ability) freeze in place and take no action to defend themselves while adjacent to the target, effectively becoming helpless. The target must have more HD than all other creatures chosen in this way. This ability cancels submission.
    • Aggression: The target must be affected by anger or anticipation to be affected by this ability. The target can’t do anything with standard actions and full-round actions other than physically attacking others. The target can successfully use magic offensively with a successful Will save against the same DC but the spell’s caster level takes a -4 penalty. This effect cancels awe.


    This effect last for as long as the performance continues, until the target is no longer affected by either of the required emotions, or until another free action is spent to choose a new target (or to afflict the same target with a new effect, allowing a new saving throw). At 6th level and every 5 levels afterwards, this ability can target an additional creature at a time. Alternately, a single creature can be targeted multiple times, given different emotions each time. When spending a free action to change targets, the artisan can choose to leave any number of ongoing effects as they are. This is a piercing mind-affecting effect.

    Inspire Change (Su): At 5th level, a artisan of beauty learns how to perform one of the more harrowing tasks with his or her performances, inciting permanent change within others. While using a perform skill or using bardic music (or a similar ability), a Artisan of Beauty may choose a single target within range as a standard action. If the target fails a Will save (DC 20 + class level + Cha mod), the artisan of beauty can change the target’s alignment, beliefs, and perspectives however the artisan of beauty sees fit. This ability can’t change a creature’s knowledge or memories but can change the way that the target views these things. Rather than relying on mind control, a artisan of beauty is simply able to condense millennia of philosophical debates and struggles into a single, powerful and convincing performance that wins over the target. Even so, tricking the target into believing something for the express purpose of hurting it or benefiting oneself is an evil action. At 10th level and every 5 levels afterwards, the amount of creatures that can be targeted with a single use of this ability is multiplied by x 10. All targets must be affected in the same way. Mindless creatures are immune to this ability and other creatures immune to mind-affecting effects gain a +10 bonus on their saving throw against this ability.

    Notes and Explanation:
    Spoiler
    Show
    As the original Epic PrCs had absolutely nothing fit for bards (except maybe the high proselytizer for divine bards), I decided to do something about that. Here is a class that capitalized on the performance aspect of the class. In addition to stretching out action economy like no tomorrow (weave emotions as a free action, live the legend as a free action, bardic music as a swift action, weave feelings as a move action, and a spell/inspire change as a standard action), I set out to make a class that would represent the paragon of performance. For everyone out there who recognize Plutchik’s emotion wheel, good work.
    Last edited by Realms of Chaos; 2012-06-27 at 08:41 AM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

  16. - Top - End - #16
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Ascendant


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    Many beings across the multiverse steadily work towards self-improvement. Whether we look at the brave paladin training to protect his town or at the lowly rogue perfecting her trade, the drive to be better or to even be the best is hard to ignore. In most of these cases, however, self-improvement is merely a means to an end. Whether that end is protecting others, destroying enemies, or just amassing fame and influence, self-improvement is rarely a goal in and of itself. To an ascendant, however, the goal has always been perfection. Striving always to prove him or herself and to push his or her abilities further, the goal of an ascendant is nothing less than perfection itself.

    Hit Die: d8

    Prerequisites: To qualify to become an Ascendent, a character must meet all of the following criteria
    Skills: Knowledge (religion) 23 ranks
    Class Features: Diamond Soul
    Special: Must have four or more ability scores of at least 16, not including enhancement bonuses.

    Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (religion), Listen Move Silently, Profession, Sense Motive, Speak Language, Spot, Swim, Tumble, Use Magic Device
    Skill Points at Each Level: 4 + Int modifier

    Ascendant
    {table=head]Level|Base Attack Bonus|Special

    1st|
    +1
    |Flowing Ki I, Perfect Form

    2nd|
    +2
    |Shrug Off 1/round

    3rd|
    +3
    |Bonus Feat

    4th|
    +4
    |Infinite Wisdom (1 question)

    5th|
    +5
    |Ki Evocation 1/encounter

    6th|
    +6
    |Flowing Ki II

    7th|
    +7
    |Shrug Off 2/round

    8th|
    +8
    |Bonus Feat

    9th|
    +9
    |Infinite Wisdom (2 questions)

    10th|
    +10
    |Ki Evocation 2/encounter[/table]

    Class Features: The following are class features of the Ascendant.

    Epic Spellcasting: Even without the Epic Spellcaster feat, an ascendant can still develop and cast epic spells using eight seeds of his or her choice (chosen at 1st level). For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. An ascendant may use his or her base attack bonus in place of his or her ranks in spellcraft when making a spellcraft check to cast an epic spell. As a full-round epic, an ascendant can make an attack and cast an epic spell. If the attack hits, the epic spell slot is not expended. If the ascendant doesn’t cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Perfect Form: An ascendant’s form has been honed to the point of perfection. The ascendant gains immunity to ability damage and ability drain. At each class level, the ascendant increases a single ability score of his or her choice by +2.

    Flowing Ki: An ascendant possesses energy that flows throughout his or her body, aiding with almost any task that the ascendant should need done. The ascendant gains 5 stacking +1 insight bonuses that he or she can assign to armor class, attack rolls, damage rolls, saving throws, or skill checks once per round and that remain until reassigned. At 6th level and every 5 levels afterwards, the ascendant gains an additional 5 +1 insight bonuses and can assign these bonuses an additional time each round.

    Shrug Off (Ex): Starting at 2nd level, an ascendant is hard to afflict with ailments of the mind and body, shrugging them off as though nothing had happened. Once per round, an ascendant can choose to shrug off an attack or targeted effect. Doing so halves all damage that the ascendant takes and allows him or her to ignore all other effects from the attack or effect

    Bonus Feats: At 3rd level and every 5 levels afterwards, an ascendant can select a single bonus feat from the following list: Absolute Awareness*, Blinding Speed, Damage Reduction, Destructive Ki*, Epic Avoidance*, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Speed, Epic Will, Exceptional Deflection, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Denial*, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Instant Response*, Inviolable Form*, Inviolable Mind*, Keen Strike, Ki Affliction*, Ki Debilitation*, Legendary Wrestler, Mystic Penetration*, Purge Affliction* Purge Wounds*, Reflect Arrows, Responsive Evocation*, Superior Initiative, True Self-Sufficiency*, Vorpal Strike, Walking on Air*

    New Feats
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    Purge Wounds [Epic]
    Your fine manipulation of ki allows you to restore your wounds quickly.
    Prerequisites: Flowing Ki I
    Benefits:The first time each round that you redistribute the bonuses from your flowing ki class feature, you heal hit points equal to your ascendant level.

    Purge Affliction [Epic]
    Your inner manipulation of ki allows you to overcome most maladies.
    Prerequisites: Purge Wounds
    Benefits: Each time that you redistribute the bonuses from your flowing ki class feature, you heal yourself of one of the following conditions: sickened, nauseated, fatigued, exhausted, shaken, frightened, panicked, blinded, deafened, dazed, stunned, paralyzed, or confused.

    Ki Debilitation [Epic]
    You can pass your ki into an opponent to weaken it.
    Prerequisites: Flowing Ki I
    Benefits: Whenever you make a successful unarmed attack or unarmed melee touch attack against a creature, you may sacrifice any number of bonuses from your flowing ki class feature. You may then assign these bonuses as penalties of equal size to the touched opponent, applying them in any of the same ways you could apply them to yourself. Whenever you change how your bonuses are redistributed, you may change how these penalties are redistributed in one or more opponents as well. The sacrificed bonuses remain lost until the enemy dies or until you withdraw the penalties from a creature as a swift action.

    True Self-Sufficiency [Epic]
    You require nothing and nobody else to survive.
    Prerequisites: Outsider type
    Benefits: You do not need to breathe to survive.

    Destructive Ki [Epic]
    The ki that you place in your enemy slowly kills it.
    Prerequisites: Ki Debilitation
    Benefits: Whenever you change the distribution of penalties you have put in place on an enemy using your ki debilitation feat, that enemy takes damage equal to your ascendant level, or half of that with a successful Fortitude save (DC 20 + ascendant level + Wis modifier).

    Ki Affliction [Epic]
    The ki that you place in others prevents them from putting up a fight.
    Prerequisites: Ki Debilitation, Destructive Ki
    Benefits: Whenever you change the distribution of penalties you have put in place on an enemy using your ki debilitation feat, that enemy must make a Fortitude save (DC 20 + ascendant level + Wis modifier) or become staggered for 1 round.

    Walking on Air [Epic]
    You have transcended the pull of gravity.
    Prerequisites: Perfect Form
    Benefits: You gain a fly speed equal to your highest movement rate with good maneuverability.

    Responsive Evocation [Epic]
    You can use the magic of your ki with hardly a moment’s notice.
    Prerequisites: Ki Evocation 4/encounter
    Benefits: You may use ki evocation at any time, even when it is not your action.

    Improved Denial [Epic]
    You have mastered the art of denying pain and injury
    Prerequisites: Shrug Off 2/round
    Benefits: By spending a second use of shrug off for the round, you can entirely nullify all damage that would be dealt by a source instead of halving it.

    Mystic Penetration [Epic]
    Your mystical energies are incredibly difficult to resist and end.
    Prerequisites: Ki Evocation 3/encounter
    Benefits: The spell effects you create through your ki evocation class feature are treated as supernatural abilities instead of spell-like abilities.

    Inviolable Mind [Epic]
    Prerequisites: Shrug Off 3/round
    Benefits: You gain immunity to mind-affecting effects.

    Absolute Awareness [Epic]
    Your senses are exceedingly difficult to fool.
    Prerequisites: Infinite Wisdom (2 questions)
    Benefits: You gain blindsight out to 100 feet.
    Special: You may select this feat multiple times. Each time you select it after the first, the range of the blindsight is doubled.

    Inviolable Form [Epic]
    Your form is impossible to alter by force
    Prerequisites: Roiling Skinshifter 2/encounter or Shrug Off 2/round or Infinite Adaptation (15 immunities)
    Benefits: You aren’t affected by any effect that would forcefully alter your form (such as baleful polymorph, flesh to stone, or disintegrate) unless you allow it to affect you.

    Instant Response [Epic]
    You are quick to act where others might be caught by surprise
    Prerequisites: Superior Initiative, Dex or Wis 25
    Benefits: You always act during surprise rounds and may take a full-round of actions during such rounds.

    Epic Avoidance [Epic]
    You are skilled at dodging attacks.
    Prerequisites: Dex 25
    Benefit: You gain a +1 dodge bonus to your AC. You lose this bonus whenever you would lose your Dexterity bonus.
    Special: You may select this feat multiple times. Its effects stack.


    Infinite Wisdom (Sp): Starting at 4th level, an ascendant gains the ability to tap into the universe and learn about the world. This ability functions much as the commune spell, with a couple of exceptions. Using this ability requires one hour of meditation and only a single question, plus one additional question at 9th level and every 5 levels afterwards, is asked in this way. As the ascendant gains the answer from the universe rather than from any specific entity, however, the correct answer is given so long as any deity is aware of the answer and the answer given is tailored to suit the ascendant’s needs (within the limits of the spell) rather than furthering the agenda of another being.

    Ki Evocation (Sp): Starting at 5th level, an ascendant is able to channel his or her inner energy into feats of magic. The ascendant can cast any divine or arcane spell of the abjuration, conjuration, evocation, or transmutation schools with a casting time of 1 standard action or less as a spell-like ability as a free action by subtracting its spell level from the number of bonuses his or her flowing ki class feature grants for 1d4+1 rounds. This ability is usable once per encounter at 5th level, plus once per encounter at 10th level and every 5 levels afterwards.

    Notes and Explanation:
    Spoiler
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    While the unmatched dervish covers the raw mobility and martial elements of the monk class, this class is designed for the more mystical, almost wuxia feel. Even with this being the case, however, I’m of mixed opinions regarding ki evocation. It seemed like a good ability to put in the slot at the time but there might be something more flavorful out there that I didn’t consider. Any Ideas?
    Last edited by Realms of Chaos; 2012-07-20 at 09:15 AM.
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    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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  17. - Top - End - #17
    Troll in the Playground
     
    AssassinGuy

    Join Date
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    Default Re: Librim Eternia: Tome of Epic Prestige

    Celestial Champion


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    The fight between the forces of good and evil is one of the oldest and largest conflicts throughout the multiverse. Although powerful beings may in time see themselves as wasting their time with petty squabbles or even with wars between nations, the true of heart often see the struggle of good against evil as a just and worthy cause regardless of how powerful they themselves become. Among the most visible of those who have dedicated themselves to this conflict are the celestial champions. Fighting and rooting out evil both in and out of the battlefield, the celestials from the upper plane give as much support to these righteous beings as possible. Though few in number and often used to defend the celestial planes from attack and infiltration, those celestial champions who travel the planes in pursuit of evil inevitably wind up among the greatest of war heroes in the greatest of wars.

    Hit Die: d10

    Prerequisites: To qualify to become a Celestial Champion, a character must meet all of the following criteria
    Alignment: Any Good
    Base Attack Bonus: +20
    Skills: Knowledge (religion) 23 ranks

    Class Skills: Climb, Concentration, Craft, Diplomacy, Gather Information, Heal, Intimidate, Jump, Knowledge (the planes), Knowledge (religion), Profession, Sense Motive, Spellcraft, Spot, Swim
    Skill Points at Each Level: 2 + Int modifier

    Celestial Champion
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +1
    |Celestial Magic I, Righteousness Incarnate|--

    2nd|
    +2
    |Bastion of Virtue 1/encounter|+1 level of existing spellcasting class

    3rd|
    +3
    |Bonus Feat|--

    4th|
    +4
    |Celestial Light I|+1 level of existing spellcasting class

    5th|
    +5
    |Righteous Ally (1)|--

    6th|
    +6
    |Celestial Magic II|+1 level of existing spellcasting class

    7th|
    +7
    |Bastion of Virtue 2/encounter|--

    8th|
    +8
    |Bonus Feat|+1 level of existing spellcasting class

    9th|
    +9
    |Celestial Light II|--

    10th|
    +10
    |Righteous Ally (2)|+1 level of existing spellcasting class [/table]

    Class Features: The following are class features of the Celestial Champion

    Special Mount: If he or she has one, the divine emissary’s special mount continues to increase in power. Every five levels after 1st, the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The creature’s spell resistance equals the divine emissary’s class level + the class level that provided the special mount + 5.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a celestial champion can still develop and cast epic spells using the armor, banish, foresee, fortify, heal, life, reflect, and/or reveal seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. If the celestial champion doesn't cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Righteousness Incarnate (Su): A celestial champion is a being transformed into a beacon of righteousness. The champion’s type changes to outsider (do not modify base attack bonus, saving throws, skill points, or hit points) and he or she gains the good subtype. The champion can still be restored from the dead as if a member of its previous race, however. Expected to formed varied and difficult tasks, a celestial champion can tap into different aspects of their celestial essence. A celestial champion can have up to two celestial aspects active at any given time and switching from one celestial aspect to another is a swift action.

    Aspect of the Traveler: Many of the duties that a celestial champion may be trusted with involve a good deal of travel. To aid in travel, the celestial gains angelic wings (or his current wings become angelic). If the celestial champion doesn’t already possess a fly speed, he or she gains one equal to twice his or her highest movement rate with good maneuverability. If the champion does already possess a fly speed, however, it is doubled and its maneuverability is increased by one step.
    Aspect of the Inquisitor: A celestial champion may be called upon to uproot corruption where other forces have proven themselves incapable of doing the same. The celestial champion can see the alignment of creatures just as easily as he or she sees colors. Furthermore, the celestial champion can see invisible as if through see invisibility and is continually affected by a discern lies effect (caster level equals class level + 20).
    Aspect of the Mendicant: Not all of a celestial champion’s duties need to involve the sabotage or destruction of evil. Some are assigned to help foster or maintain peace in an area or help those who are otherwise in need. The celestial champion gains an aura out to 20 feet that acts as a double-strength magic circle against evil and as a globe of invulnerability. All good creatures within the aura gain fast healing 5 and the celestial champion can use atonement at will.
    Aspect of the Warrior: One of the most common jobs a celestial champion is charged with involve the slaying of a creature or (more often) organization that threatens the common good. Any weapon that the celestial champion holds gains the holy power ability if it didn’t already possess it. At the champion’s option, any attack against an extraplanar creature can either bind it from extradimensional travel (as dimensional anchor) for 1 round or send it back to its native plane if it fails a Will save (DC 20 + class level + Cha mod).

    Celestial Magic: A celestial champion inherits some of the divine might that all celestials inherit, allowing them to utilize magic. As a standard action, a celestial champion can select an divine spell from the cleric spell list of a spell level up to 7th and with a casting time of 1 standard action or less and cast it. After casting a spell once (plus one additional time at 6th level and every 5 levels afterwards), the celestial champion may not cast that specific spell again until he or she has spent 24 hours in meditation or study to recharge this supply of energy. Furthermore, after casting a spell in this way, a celestial champion cannot cast any further spells with this class feature until he or she spends a full-round action to pray and regain the favor of the celestials

    Bastion of Virtue: Starting at 2nd level, a celestial champion can call upon the greatest of all virtues that the forces of good hold dear to protect him or herself and his or her allies. A celestial champion can call on each of these virtues once per encounter.

    Charity: the celestial champion may select another of these abilities other than generosity and grant its benefit to an ally within 30 feet. This does not count as a use of that ability.
    Chastity: The celestial champion negates one death effect that would target him or her. Other targets of the effect are still affected normally.
    Generosity: The celestial champion can copy a spell or effect as it targets him or her, affecting any number of willing allies within 30 feet as well.
    Humility: The celestial champion causes one attack made against him or her by a creature with more HD than the celestial champion to miss.
    Patience: the celestial champion delays all hit point damage, ability damage, and/or ability drain that he or she would take from any one source by 1 round. Other effects of the source (such as improved grab or energy drain) occur normally.
    Temperance: the celestial champion can end one ongoing spell effect active on his or her person. The celestial champion must be conscious and in control of its actions to use this ability.
    Zeal: the celestial champion negates one mind-affecting effect that would target him or her. Other targets of the effect are still affected normally.

    At 7th level and every 5 levels afterwards, the celestial champion can use each of these abilities one additional time per encounter.

    Spells per Day/Spells Known: At each even celestial champion level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a celestial champion, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a can select a single bonus feat from the following list: Armor Skin, Being of Light*, Celestial Armory*, Celestial Sanctuary*, Dawnbringer*, Detect Greatest Evil*, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Gateway to Paradise*, Great Charisma, Great Constitution, Great Strength, Great Wisdom, Heavenly Zephyr*, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Invoke Miracle*, Legendary Commander, Legendary Rider, Mark the Sinful*, No Rest for the Righteous*, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Superior Bastion*, Time of Need*, Widen Aura of Courage.

    New Feats
    Spoiler
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    Invoke Miracle [Epic]
    At times, you can call upon the full support of your celestial patrons.
    Prerequisites: Celestial Magic III
    Benefits: If you possess access to your celestial magic class feature, you can use miracle as a spell-like ability with a caster level equal to your celestial champion level + 20 and a Charisma-based save DC (if necessary). After using this ability, you lose access to your celestial magic class feature until you spend 1 hour in prayer to recharge the ability.

    Time of Need [Epic]
    With so much relying on your actions, you can call for additional aid when in trouble.
    Prerequisites: Righteous Ally (2)
    Benefits: While at half of your hit points or lower and in combat, you can use your Righteous Ally class feature to summon twice as many creatures. Likewise, you may summon unique outsiders.

    Superior Bastion [Epic]
    You’re defenses are far more difficult to overcome in combat.
    Prerequisites: Bastion of Virtue 3/encounter
    Benefits: Select one virtue. Your usages of that virtue with your bastion of virtue class feature are measured per round instead of per encounter.
    Special: You may select this feat up to seven times. Each time, you must select a new virtue.

    Gateway to Paradise [Epic]
    If your situation demands it, you can hide away from the world
    Prerequisites: Righteousness Incarnate
    Benefits: As a full-round action, you can pull yourself and any number of adjacent non-evil creatures into an extradimensional space identical to that created by a rod of paradise, except that there is no maximum duration that you can remain there. As another full-round action, you and all those in the extradimensional space with you can be made to leave this paradise. If you would be rendered unable to take this action for any reason, everything in this space is automatically ejected.

    Detect Greatest Evil [Epic]
    You inherently detect where great evil lies.
    Prerequisites: Celestial Light I
    Benefits: You are constantly aware of the direction to the evil creature with the Highest HD within a one-mile radius (if more than one are tied, you learn the direction to all of them). This feat does not inform you of the distance to that creature or to its power.

    Celestial Sanctuary [Epic]
    Your purity is beyond question.
    Prerequisites: Celestial Light I
    Benefits: Other creatures need to make a Will save (DC 20 + celestial champion level + Cha modifier) in order to attack you or a creature within 20 feet of you. Whenever you or a creature within 20 feet of you attacks, this ability is suppressed for 10 minutes.

    Celestial Armory [Epic]
    You fight with weapons much like those of solars.
    Prerequisites: Celestial Light I
    Benefits: As a swift action, you can grant any melee weapon you possess the dancing property or you can grant a single piece of ammunition the slaying properties of a greater slaying arrow targeting a creature type of your choice. These benefits last until you use this ability again.

    Heavenly Zephyr[Epic]
    You can fly at the greatest of speeds.
    Prerequisites: Celestial Light I
    Benefits: As a full-round action, you can move at up to 10 x your fly speed. This action does not cause fatigue or exhaustion like normal running or hustling.

    Dawnbringer [Epic]
    Your presence carries the light of day with you.
    Prerequisites: Righteousness Incarnate
    Benefits: You shed light that acts as sunlight out to a range of 60 feet. This sunlight cancels out all non-epic spells and effects with the darkness descriptor within range and casts no shadowy illumination. You may suppress or resume this effect as a standard action.

    Mark the Sinful [Epic]
    The wounds you leave on evil creatures are incredibly difficult to heal.
    Prerequisites: Righteousness Incarnate
    Benefits: Hit point damage you deal to evil creatures doesn’t heal naturally and can’t be healed magically except by good-aligned creatures acting of their own free will.

    Being of Light [Epic]
    You can become a being of pure light and goodness.
    Prerequisites: Celestial Light III
    Benefits: As a standard action, you can become incorporeal for 1 round. If you do not already possess such a speed, you gain a fly speed equal to half of your land speed with perfect maneuverability. You may not activate this ability in shadowy illumination or darkness, though you can travel into and through such areas while incorporeal.

    No Rest for the Righteous[Epic]
    Judged as necessary in the fight for good, you are never allowed to claim your eternal rest.
    Prerequisites: Bastion of Virtue 5/encounter
    Benefits: Unlike most outsiders, you reform on the plane your soul is destined for 1d4 days after you die unless revived during this time. Instead of reaching the plane as a petitioner like most mortals, however, you arrive completely intact and are free to leave and continue the fight for good. If you died in the midst of committing an evil act, this feat does not function for you.


    Celestial Light: Starting at 4th level, a celestial champion constantly holds the light of the upper planes within him or herself, driving the champion onwards to greater acts of valor. How this light manifests, however, depends on what aspects the champion has active.

    Procession of Light: If the celestial champion’s aspect of the traveler is active, he or she may share his fly speed with other willing and good creatures (granting them wings of light) as a standard action. This flight speed lasts for as long as the celestial champion possesses the aspect of the traveler, until he or she ends the flight as a standard action, or until he or she chooses a new target. This ability can target only one creature at a time at 4th level and this number is multiplied by x 10 every 5 levels afterwards. Any number of targets (up to the limit) can be affected with one standard action.
    Inquisitor’s Light: As a full-round action, a celestial champion with the aspect of the inquisitor active can make a pronouncement, asking all creatures who have committed an action, who know the location of a creature or object, or who belong to an organization to step forward. Whether they do or don’t step forward, all creatures who know that they fit the description and who hear and understand the celestial champion start glowing with a light equivalent to a faerie fire spell for 1 hour or until a new pronouncement is made. Only one creature can be lit up by a pronouncement at 4th level but this number is multiplied by x 10 every 5 level afterwards. Closer targets are affected before further targets.
    Soothing Light: If the celestial champion’s aspect of the mendicant is active, he or she may tend to the ills and woes of others with ten minutes of focus. During this minute, a warm light bathes the targets and sooths their ailments. At the end of this time, the targets are affected as if by a panacea spell and receive sustenance as though they had just had food and water. Only one creature can be targeted at a time at 4th level but this number is multiplied by x 10 every 5 levels afterwards.
    Light of Armageddon: If the celestial champion’s aspect of the warrior is active, he or she can slay the minions of evil as a full-round action. The celestial champion must possess a line of sight with all creatures to be targeted in this way. All targeted creatures must make a Fortitude save (DC 20 + Class level + Cha mod) or be slain, vanishing into a burst of light and leaving no remains. Creatures with HD higher than (Class level + 20)/2 are immune to this ability. Only one creature can be targeted at a time at 4th level but this number is multiplied by x 10 every 5 levels afterwards

    Righteous Ally (Su): By 5th level, a celestial champion has proven him or herself more than worthy of aid when he or she requires it. As a full-round action, the celestial champion can call any outsider with the good subtype so long as its CR doesn’t exceed the celestial champion’s class level + 15. The creature is called into any square within 100 feet that can support the creature and the creature called obeys the commands of the celestial champion. The creature called remains for 1 hour, until slain, until dismissed as a standard action, or until replaced with a new one. Unique outsiders can’t be selected in this way. A celestial champion can possess one celestial ally at a time at 5th level and can possess an additional such ally every 5 levels afterwards.

    Notes and Explanation:
    Spoiler
    Show
    First of all, I’m aware that this class is pretty darn powerful. I realized midway through creation that this class was going to be a paladin class and so it had to compete against the divine emissary. Even so, I might have gone a bit too far with celestial magic (thoughts?). I am well aware that the 7 virtues listed above do not correlate to the traditional 7 virtues, instead coming from the saintly domains in Dragon Magazine (which realized that making abilities for things like hope and faith are pretty difficult and that courage is hard to scale beyond fear immunity). As one last note, I kind of feel as though I’m cheating with Celestial Ally as summoning doesn’t quite fit in here as well as it does elsewhere. Any suggestions for replacement abilities would be welcomed.
    Last edited by Realms of Chaos; 2012-06-27 at 08:54 AM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

  18. - Top - End - #18
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Chosen


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    Hit Die: d8

    Prerequisites: To qualify to become a chosen, a character must meet all of the following criteria
    ECL: 20 or higher

    Class Skills: All skills are class skills for a Chosen.
    Skill Points at Each Level: 4 + Int modifier

    Chosen
    {table=head]Level|Base Attack Bonus|Special|Advancement

    1st|
    +1
    |Bonus Feat|+1 level of class features for two classes

    2nd|
    +2
    ||+1 level of class features for three classes

    3rd|
    +3
    |Bonus Feat|+1 level of class features for two classes

    4th|
    +4
    ||+1 level of class features for three classes

    5th|
    +5
    |Bonus Feat|+1 level of class features for two classes

    6th|
    +6
    ||+1 level of class features for three classes

    7th|
    +7
    |Bonus Feat|+1 level of class features for two classes

    8th|
    +8
    ||+1 level of class features for three classes

    9th|
    +9
    |Bonus Feat|+1 level of class features for two classes

    10th|
    +10
    ||+1 level of class features for three classes[/table]

    Class Features: The following are class features of the Chosen.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a chosen can still develop and cast epic spells using any four seeds of his or her choice seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. If the chosen doesn't cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Chosen Advancement: At each level, a chosen selects two different base classes and gains class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in those classes. You need not have previously possessed levels in that class and may choose different classes at each level. You do not gain the benefit of chosen class’ Hit Dice, attack progression, or skill points, however. At each even level, the chosen may select a third base class to advance in this way.

    Bonus Feat: At every odd level, a chosen may select any feat that he or she qualifies for as a bonus feat.

    Notes and Explanation:
    Spoiler
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    Behold the chosen; the class without flavor; the class that breaks just about all of my own rules. Behold the glory of its simplicity and weep. Okay, not really. Seriously, though, this class serves two purposes that I didn’t think I could fill through more traditional means:

    First and most obviously, this class is the universal theurge that enables pretty entertaining builds. Just finish rogue 20? Become a scout/ninja and continue training rogue at even levels. Just finish warblade 20? Let me show you the wonders of a wizard/erudite with a bit of factotum sprinkled in. The possibilities go on and on.

    The less obvious use of this class is to stop base class purists. Most people are pretty accepting of the fact that prestige classes in general are typically stronger than base classes. I’m trying hard to make these epic PrCs stronger on average than normal PrCs. Thus, having someone who insists on playing a fighter 30 is just going to wreck balance unless everyone is acting like that. I kept the prerequisites simple so every epic character qualifies automatically and I kept the class simple so even newcomers to epic levels can use it. This is meant as the default epic PrC, to be taken if nothing else interests you or if you don’t meet the prerequisites for anything else.

    Also, I must admit that this class only doesn’t have introductory text because my first five tries all crashed and burned. I have no idea how to write flavor for the text and can’t be sure that any is even needed at all. If you want to take a shot at it, go right ahead.
    Last edited by Realms of Chaos; 2012-06-27 at 08:58 AM.
    I'm try not to be too vain but this was too perfect not to sig.
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  19. - Top - End - #19
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Dragon Overlord

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    Few beings could hope to match the majesty of dragons for many are their strengths and few are their weaknesses. Even groups of adventurers have been known to list the slaying of some dragon among their greatest accomplishments. A few individuals, however, have managed to isolate and control the essence of dragons in much the same way as the orbs of dragonkind. Drawing upon the arcane essence of all of dragonkind, a dragon overlord can freely utilize draconic energies and enslave dragons at will. Though most overlords acquire this power by enslaving dragons, a rare few are entrusted with this power by the dragons themselves to help organize them against some common threat. However a dragon overlord achieves his or her rank, the presence of one in a nation will likely be remembered for centuries to come.

    Hit Die: d10

    Prerequisites: To qualify to become a Dragon Overlord, a character must meet all of the following criteria:
    Skills: Knowledge (Arcana OR Nature) 23 ranks
    Spells/Class Features: Must be able to cast 7th-level arcane spells OR possess a breath weapon through class levels that deals at least 8d6 damage.
    Special: Must have followed one of the two following conditions:
    1. Must have enslaved at least 10 true dragons (whether by force, magic, or other means) of different types and of at least ancient age for 1 consecutive month each. You need not enslave all of these dragons simultaneously
    2. Must have received the permission of at least 10 true dragons (without compulsion or duress) of different types and of at least ancient age to become a dragon overlord. As this permission cannot be later revoked, it is granted rarely and often only in times of great need.

    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Knowledge (Arcana), Knowledge (Nature), Listen, Ride, Sense Motive, Spellcraft, Spot, Use Magic Device
    Skill Points at Each Level: 2 + Int mod

    Dragon Overlord
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +0
    |Draconic Magic I, Ruler of Dragonkind|--

    2nd|
    +1
    |Presence of the Dragon 1/encounter|+1 level of existing arcane spellcasting class

    3rd|
    +1
    |Bonus Feat|--

    4th|
    +2
    |Commandeer Spell 1/round|+1 level of existing arcane spellcasting class

    5th|
    +2
    |Draconic Fury (1)|--

    6th|
    +3
    |Draconic Magic II|+1 level of existing arcane spellcasting class

    7th|
    +3
    |Presence of the Dragon 2/encounter|--

    8th|
    +4
    |Bonus Feat|+1 level of existing arcane spellcasting class

    9th|
    +4
    |Commandeer Spell 2/round|--

    10th|
    +5
    |Draconic Fury (2)|+1 level of existing arcane spellcasting class [/table]

    Class Features: The following are class features of the Dragon Overlord.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a dragon overlord can still develop and cast epic spells using the armor, compel, conjure, contact, reflect, slay, summon, and/or transform seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. If the dragon overlord doesn’t cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Ruler of Dragonkind (Su/Sp): A dragon overlord embodies complete rulership over all dragons, embodying the hated orbs of dragonkind. A dragon overlord can use the breath weapon of each type of chromatic and metallic dragon (as an ancient dragon) 3 times per day (Reflex DC = 20 + class level + Cha modifier) and is immune to the breath effects of all chromatic and metallic dragons. The overlord can dominate any sort of metallic or chromatic dragon dragon within 500 feet (as dominate monster), the dragon being forced to make a DC 20 + class level + Cha modifier Will save to resist (spell resistance does not help against this effect). This is a piercing mind-affecting compulsion effect.

    The dragon overlord knows whether there are dragons within 100 miles at all times. Within 10 miles, the dragon overlord learns how many dragons of each type there are within range. Within 1 mile of a dragon, the dragon overlord is aware of the exact age and location of the creature. Furthermore, all dragon overlords can communicate telepathically with each other and all owners of the orbs of dragonkind and can attempt to dominate the owner of an orb over a distance of 1 mile, though a DC 20 + class level + Cha modifier Will save resists.

    Lastly, a dragon overlord can use protection from energy (cold), cure serious wounds, wall of fire, spectral hand, suggestion, scrying, teleport, haste, and fly at will as spell like abilities with a caster level equal to his or her class level + 20. The save DCs of these abilities equal 10 + spell level + Cha modifier.

    Draconic Magic: A dragon overlord inherits some of the arcane might that flows through the veins of a dragon, allowing them to utilize magic. As a standard action, a dragon overlord can select an arcane spell from the sorcerer spell list of a spell level up to 7th and with a casting time of 1 standard action or less and cast it. Spells with XP costs or with expensive foci or expensive material components can’t be cast in this way. After casting a spell once (plus one additional time at 6th level and every 5 levels afterwards), the dragon overlord may not cast that specific spell again until he or she has spent 24 hours in meditation or study to recharge this supply of energy. After casting a spell in this way, the dragon overlord must wait 1d4+1 rounds before doing so again.

    Presence of the Dragon (Su): A dragon overlord holds the essence of dragonkind within his or her form, an essence that forever seeks to escape even if it was willingly given. Starting at 2nd level, a dragon overlord can let some of this energy out to protect himself and prove his identity. As an immediate action, the dragon overlord can let loose tornado-force winds outwards from himself to a distance of 100 feet for 1 round, as if releasing the wingstorm of an entire horde of dragons. At the same time, all creatures who can see the dragon overlord must make a Will save (DC 20 + Class level + Cha mod) or become panicked for 1d4 rounds (this is a piercing mind-affecting fear effect). This ability can be used once per encounter at 2nd level and one additional time per encounter at 7th level and every 5 levels afterwards.

    Spells per Day/Spells Known: At each even dragon overlord level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in an arcane spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one arcane spellcasting class before becoming a dragon overlord, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a dragon overlord can select a single bonus feat from the following list: Armor Skin, Awe Dragonkind*, Control Impure Dragons*, Damage Reduction, Detect Horde*, Devour Magic*, Dragon Senses*, Dragon Skin*, Dragon Wings*, Epic Breath Weapon*, Energy Resistance, Epic Dragon Mastery*, Epic Fortitude, Epic Leadership, Epic Mounted Combat, Epic Reflexes, Epic Reputation, Epic Will, Expanded Dragon Mastery*, Extended Life Span, Eye of the Storm*, Gem Dragon Mastery*, Great Charisma, Great Constitution, Great Intelligence, Great Strength, Ignore Material Components, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Multispell, Overlord’s Aura*, Planar Dragon Mastery*, Spell Knowledge, Threatening Presence*, Wyrm’s Fury

    New Feats
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    Overlord’s Aura [Epic]
    Your draconic auras greatly aid your draconic allies.
    Prerequisites: Ruler of Dragonkind, 7 draconic auras known
    Benefits: For every 5 Dragon Overlord class levels you possess, the bonus from your draconic auras increases by +1. Draconic allies (including those you have enslaved) gain double the normal bonus from your draconic auras and benefit from your draconic auras up to 1 mile away.

    Planar Dragon Mastery [Epic]
    Your control over dragons extends to those on other planes of existence.
    Prerequisites: Ruler of Dragonkind, Draconic Fury (3)
    Benefits: You can control, detect, and use the breath weapons of planar dragons as well as chromatic and metallic dragons. Furthermore, your Ruler of Dragonkind class feature grants you the following as additional spell-like abilities usable at will (determine caster levels and save DCs in the same way): Heroes’ Feast, Dimensional Anchor, Wind Wall, Control Water, Shout, Daylight, Wall of Iron, Mind Fog, and Resilient Sphere.

    Gem Dragon Mastery [Epic]
    You can control the psionic energies of gem dragons.
    Prerequisites: Ruler of Dragonkind, Draconic Fury (2)
    Benefits: You can control, detect, and use the breath weapons of gem dragons as well as chromatic and metallic dragons. Furthermore, your Ruler of Dragonkind class feature grants you the following as additional spell-like abilities usable at will (determine caster levels and save DCs in the same way): Invisibility, Dominate Person, Nondetection, Move Earth, and Control Winds.

    Expanded Dragon Mastery [Epic]
    You possess more influence over draconic energies.
    Prerequisites: Ruler of Dragonkind, Draconic Fury (1)
    Benefits: Choose one form of non-epic true dragon and a spell-like ability that it obtains of 5th-level or lower. If you couldn’t already, you can control, detect, and use the breath weapon of the chosen dragon with your Ruler of Dragonkind class feature. Your Ruler of Dragonkind class feature grants you the chosen spell-like ability at will (determining caster level and save DCs in the same way).

    Epic Dragon Mastery [Epic]
    Even the strongest of dragons bow before you.
    Prerequisites: Ruler of Dragonkind, Draconic Fury (4)
    Benefits: You can control, detect, and use the breath weapons of epic dragons as well as chromatic and metallic dragons. Furthermore, your Ruler of Dragonkind class feature grants you the following as additional spell-like abilities usable at will (determine caster levels and save DCs in the same way): Wall of Force and Prismatic Spray.

    Control Impure Dragons [Epic]
    You hold sway over all dragons and dragon-blooded creatures
    Prerequisites: Ruler of Dragonkind
    Benefits: You may use your ruler of dragonkind class feature to detect and control dragons other than true dragons as well as creatures with the dragonblood subtype.

    Eye of the Storm [Epic]
    You exclude your allies from the burst of draconic energies you release.
    Prerequisites: Presence of the Dragon 1/encounter
    Benefits: When you use presence of the dragon, you may exclude any number of allies from its effects.

    Wyrm’s Fury [Epic]
    The incorporeal dragon spirits you call are older and stronger than normal.
    Prerequisites: Draconic Fury (2)
    Benefits: The dragons you call with your draconic fury class feature are now of the wyrm age category instead of merely being ancient.
    Special: This feat can be taken twice. If taken a second time, dragons called with your draconic fury class feature are now of the great wyrm age category.

    Dragon Senses [Epic]
    Your senses are just as strong as a dragon.
    Prerequisites: Ruler of Dragonkind
    Benefits: You gain blindsense out to 60 feet, superior low-light vision, and darkvision out to 120 feet. If you already possess blindsense or darkvision, increase its range by the distance listed above. If you already possess superior low-light vision, double the range at which you can see in dim light.

    Dragon Skin [Epic]
    Your flesh protects you from weaponry much like that of a dragon.
    Prerequisites: Presence of the Dragon 2/encounter
    Benefits: You are immune to damage from nonmagical weaponry.

    Dragon Wings [Epic]
    You grow fantastic dragonic wings that allow you to travel through the air quickly, if a bit clumsily.
    Prerequisites: Presence of the Dragon 3/encounter
    Benefits: You gain a fly speed of 200 feet with clumsy maneuverability. If you already possess a fly speed, increase that speed by +200 feet and use the high of the two maneuverabilities.

    Epic Breath Weapon [Epic]
    Your breath weapon is more powerful than it has ever been.
    Prerequisites: Breath weapon dealing at least 8d6 damage.
    Benefits: Your breath weapon deals an additional 1d6 points of damage.
    If your breath weapon is a cone, extend its range by 5 feet. If your breath weapon is a line, instead increase its range by 10 feet.

    Epic Mounted Combat[Epic]
    Any mount you utilize is pushed to the limits of its abilities.
    Prerequisites: Mounted Combat, Base Attack Bonus +20
    Benefits: While mounted, your mount may use any of your physical ability scores if they are superior to their own, may make use of any of your feats that it meets all prerequisites for, and can make any or all of its natural attacks without forcing you to make additional ride checks.

    Detect Hoard [Epic]
    You can naturally detect the presence of treasure in your surroundings.
    Prerequisites: Appraise 30 ranks, Ruler of Dragonkind
    Benefits: You automatically detect all precious stones and precious metals within 100 feet of yourself, all art objects worth at least 100 gp within 50 feet of yourself, and all magic items within 25 feet of yourself.

    Devour Magic [Epic]
    Even as you redirect the magic of others, you can save a bit of it for yourself
    Prerequisites: The Ability to cast 9th level arcane spells spontaneously, Commandeer Spell 2/round
    Benefits: Whenever you successfully use your commandeer spell class feature, you regain a spent spell slot (if any) of a level up to the commandeered spell’s level – 4.

    Awe Dragonkind [Epic]
    Even the smallest display of your powers stops all dragons that would oppose you in their tracks.
    Prerequisites: Presence of the Dragon 3/encounter
    Benefits: Whenever you use presence of the dragon, all dragons within 100 feet of yourself are paralyzed for one round, ignoring any racial immunities they may possess. The first time that a creature is subjected to this feats effects in a 24 hour period, it is not permitted a saving throw. Afterwards, it may negate this effect with a successful Fortitude save (DC 20 + Dragon Overlord level + Con modifier). This is treated as a piercing effect against other sources of immunity.

    Threatening Presence [Epic]
    Others are often terrified by your presence on the battlefield.
    Prerequisites: Epic Skill Focus (Intimidate)
    Benefit: enemies within 10 feet of you are shaken (no save). This is a fear effect.
    Whenever you make a successful attack, the target of the attack must make a Will save (DC 10 + your class level) or become frightened for 1d4 rounds. This is a piercing fear effect.


    Commandeer Spell (Su): Starting at 4th level, the magic that courses through the blood of a dragon overlord grants him or her influence over magic itself. Whenever a dragon overlord witnesses another creature casting a spell, the dragon overlord can make an opposed Spellcraft check against the caster. If successful, the dragon overlord gains control over the spell and can make all decisions for it. This ability can be used once per round at 4th level and one additional time per round every 5 levels afterwards.

    Draconic Fury (Su): Starting at 5th level, a dragon overlord can call upon the true fury of the draconic power flowing through him or her, releasing and chaining these powers. As a full-round action, the dragon overlord conjures forth an incorporeal ancient true dragon of any type he or she can control through his or her ruler of dragonkind class feature of his or her choice that is suspended around his or her person. This ancient dragon obeys the telepathic orders of the dragon overlord but can’t cast spells or use its spell-like abilities. The attacks and breath weapon of the dragon, however, functions normally against corporeal targets, even adding their normal strength bonus to damage rolls. If there isn’t enough room for the incorporeal dragon (such as if caught in a small, force-lined room), this ability fails to activate. If the dragon summoned in this way is slain, it dissipates and the dragon overlord reclaims its power. Either way, the dragon called forth in this way takes its action immediately after the dragon overlord before dissipating on its own. Once this ability has been used, it can’t be used again for 1d4+1 rounds. At 10th level and every 5 levels afterwards, this ability calls forth another ancient incorporeal dragon with each use.

    Notes and Explanation:
    Spoiler
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    This makes for 3 potential BBEG classes right in a row, though this one isn’t nearly as disruptive as the first two for a player to gain access to. I’ve always loved the orbs of dragonkind and think that I’ve done them justice with their transition into a class feature. I was tempted to restrict this class to spontaneous casters only when I first started it but I eventually decided that wider prerequisites allow for more possibilities, which is generally a good thing.
    Last edited by Realms of Chaos; 2019-02-26 at 08:39 PM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

  20. - Top - End - #20
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Dread Emperor


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    Controlling vast armies of the undead, a dread emperor (or dread empress) is a master of necromancy. Rather than focusing on life force and its manipulation, however, a dread emperor has focused on the creation of its twisted mockery. Beyond the simple reanimation of the undead, a skilled dread emperor creates a true plague of undeath. Every creature his or her undead slay soon joins his forces and even those merely injured may find themselves turning in a matter of hours. Combining this plague with a mastery of strategy that dwarves most mortal tactitians, entire nations have been known to fall before dread emperors in mere weeks.

    Hit Die: d8

    Prerequisites: To qualify to become a dread emperor, a character must meet all of the following criteria.
    Alignment: Any nongood.
    Skills: Knowledge (Religion) or Knowledge (Arcana) 23 ranks
    Spells: The ability to cast spells up to 7th-level, including at least four necromancy spells.
    Note: Subtract the level adjustment of any template granting you the undead type from the number of ranks in a knowledge skill you require to enter this class.

    Class Skills: Concentration, Craft, Decipher Script, Intimidate, Knowledge (Arcana), Knowledge (Religion), Profession, Ride, Spellcraft.
    Skill Points at Each Level: 2 + Int Modifier

    Dread Emperor
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +0
    |Overwhelming Swarm -1, Unending Legion|--

    2nd|
    +1
    |Dark Tactician 1/encounter|+1 level of existing spellcasting class

    3rd|
    +1
    |Bonus Feat|--

    4th|
    +2
    |Emperor’s Plague 1d6|+1 level of existing spellcasting class

    5th|
    +2
    |Undying Avatar (1)|--

    6th|
    +3
    |Overwhelming Swarm -2|+1 level of existing spellcasting class

    7th|
    +3
    |Dark Tactician 2/encounter|--

    8th|
    +4
    |Bonus Feat|+1 level of existing spellcasting class

    9th|
    +4
    |Emperor’s Plague 2d6|--

    10th|
    +5
    |Undying Avatar (2)|+1 level of existing spellcasting class [/table]

    Class Features: The following are class features of the Dread Emperor

    Epic Spellcasting: Even without the Epic Spellcaster feat, a dread emperor can still develop and cast epic spells using the afflict, animate dead, armor, dispel, fortify, reflect, slay, and/or summon seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved.

    Rebuke Undead: Your levels in dread emperor stack with levels in one class that grants you the rebuke undead class feature for the purpose of rebuking undead. If you possess levels in more than one such class, choose one to advance as you take your first class level in dread emperor.

    Unending Legions (Su): Dread emperors are best known for armies of the dead large enough to overwhelm entire nations and worlds. A dread emperor no longer counts undead with HD equal to or lower than his class level towards his limit of controlled undead. Any creature slain by an undead controlled by a dread emperor revives 1d4 rounds later as a zombie or skeleton as appropriate (unless its HD are too high to allow for this) under the control of the dread emperor. Lastly, a dread emperor can use animate dead and revive undead (libris mortis) at will as spell-like abilities with a caster level equal to his or her class level + 20.

    Overwhelming Swarm (Ex): Though the undead that a dread emperor controls may individually be too weak to overcome foes, a dread emperor knows perfectly well how to batter the defenses of more powerful enemies by continually swarming them. Starting at 1st level, for every ten attacks made against a creature by undead controlled by a dread emperor (whether the attack succeeds or not), the target takes a stacking -1 penalty to its AC, Damage Reduction (if any), Fast Healing (if any), and regeneration (if any). None of these values can be reduced below 0. This penalty remains until the target has gone for an entire hour without being attacked by undead controlled by the dread emperor. At 6th level and every 5 levels afterwards, this penalty increases by -1.

    Dark Tactician (Ex): As a ruler of a grand army, few know more about strategy than a dread emperor. Starting at 2nd level, a dread emperor can spend a full-round action to either heal any number of controlled undead within his or her line of sight up to full hit points. Alternatively, he or she can grant them a +10 bonus to attack rolls, Saving Throws, and AC for 1 round. As a final option, the dread emperor can grant these undead a full round of actions to take immediately and may control how mindless undead affected spend this action. The dread emperor can use an ability from this list once per encounter at 2nd level and one additional time per encounter at 7th level and every 5 levels afterwards. A Dread Emperor can never target him or herself with this ability.

    Spells per Day/Spells Known: At each even dread emperor level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a dread emperor, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a dread emperor can select a single bonus feat from the following list: Atropal’s Aura*, Commandeer Undead*, Debilitating Swarm*, Desecration Aura*, Debilitating Touch*, Divine Spell Knowledge*, Dread Spellscribe*, Epic Undead Leadership*, Eternal Horde*, Extended Lifespan, Great Charisma, Great Intelligence, Great Wisdom, Improved Legions*, Improved Spell Capacity, Legendary Commander, Life from the Lifeless*, Link Senses*, Master of Necromancy*, Multispell, Negative Energy Burst, Quick Transformation*, Selective Spell*, Spell Knowledge, Superior Legions*, Threatening Presence*, Undead Mastery, Vile Entity*, Zone of Animation

    New Feats
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    Debilitating Touch [Epic]
    Your touch is filled with necromantic energies.
    Prerequisites: Unending Legions
    Benefits: You gain a melee touch attack that deals 10d8 points of negative energy damage to the living (healing undead instead). Whenever you make a successful touch attack in this way, you may cast a non-epic necromancy spell with a range of touch as part of the same action, provoking no attacks of opportunity in the process.

    Deep Corruption [Epic]
    Your necromancy pierces through the most staunch of defenses.
    Prerequisites: Dark Tactician 2/encounter
    Benefits: All non-epic death spells you cast become piercing. Furthermore, non-epic necromancy spells you cast that bestow curses, trap souls, bestow disease, or work through poison also become piercing.

    Threatening Presence [Epic]
    Others are often terrified by your presence on the battlefield.
    Prerequisites: Epic Skill Focus (Intimidate)
    Benefit: enemies within 10 feet of you are shaken (no save). This is a fear effect.
    Whenever you make a successful attack, the target of the attack must make a Will save (DC 10 + your class level) or become frightened for 1d4 rounds. This is a piercing fear effect.

    Debilitating Swarm [Epic]
    Given enough time, your undead horde can tire and wear out any opponent.
    Prerequisites: Overwhelming Swarm -2
    Benefits: Your overwhelming swarm class feature also affects attack rolls, skill checks, and saving throws.

    Life from the Lifeless[Epic]
    You can draw life force from your undying minions to preserve your own existence.
    Prerequisites: Dark Tactician 5/encounter
    Benefits: Whenever you would be damaged, you may transfer some or all of that damage to any number of undead you control within a 1-mile radius. You may not transfer more damage to an undead in this way than would be necessary to slay it.

    Eternal Horde [Epic]
    Your undead never stay down for too long before rising once more.
    Prerequisites: Dark Tactician 4/encounter
    Benefits: Each night at midnight (or its rough equivalent), all undead you control on the same plane of existence as yourself that have perished within the past 24 hours are instantly restored to existence and to full health so long as you possess positive hit points. Effects that would prevent undead such as lich’s or ghosts from returning back to life function normally against this ability.

    Superior Legions[Epic]
    The undead you control are far more effective than most.
    Prerequisites: Improved Legions
    Benefits: You can animate zombies and skeletons that would possess more than 20 HD. In all other ways, they function normally as undead.

    Improved Legions [Epic]
    Prerequisites: Unending Legions
    Benefits: Undead that you animate through your spells and class features gain maximum hit points per hit dice and are affected as if by an awaken undead effect, except that they remain completely under your control.

    Epic Undead Leadership [Epic]
    You control great
    Prerequisites: Undead Leadership
    Benefits: This functions as the epic leadership feat except as noted under the description of the undead leadership feat.
    Special: This feat can be used in place of Epic Leadership to meet the prerequisites of the legendary commander feat.

    Dread Spellscribe [Epic]
    Prerequisites: Dark Tactician 3/encounter
    Benefits: With 24 hours of work and 1,000 gp of materials, you can apply the spellstitched template to any undead under your control with one major exception. Whenever a creature casts a spell-like ability granted to them in this way, you lose a spell slot or random spell prepared of the same spell level. If you have none left, that spell-like ability fails to function.

    Link Senses [Epic]
    You can link your senses with those of the undead you have created
    Prerequisites: Dark Tactician 1/encounter
    Benefits: As a swift action, you can link your senses with a single undead you control on the same plane of existence for 1 round. You may use your own skills to observe the scene and can telepathically control the undead during this round but are limited to the senses of the undead.

    Desecration Aura[Epic]
    You release an aura of malign energies that empower the undead.
    Prerequisites: Unending Legions
    Benefits: You gain an aura out to 20 feet that imitates the effects of a desecrate spell. For all purposes, you count as a shrine to an evil deity and thus double the effects of the spell.

    Atropal’s Aura [Epic]
    You release dark energies that harm the living and heal the undead.
    Prerequisites: Desecration Aura
    Benefits: You possess an aura out to 10 feet that grants all other living creatures one negative level for as long as they remain (this negative level never results in level loss) and that grants yourself and all undead within range fast healing 8. You may suppress or resume this aura as a standard action.
    Special: You may select this feat multiple times. Its effects stack (though the area of the aura does not increase).

    Quick Transformation [Epic]
    The plague you release can quickly turn others into undead.
    Prerequisites: Emperor’s Plague 2d6
    Benefits: Any creature who fails three consecutive saving throws against emperor’s plague inflicted by an undead under your control transforms into an undead under your control.

    Commandeer Undead[Epic]
    You can permenently steal the free will of a pre-existing undead.
    Prerequisites: Undying Avatar (2)
    Benefits: As a standard action, you can force an undead within 100 feet to make a Will save (DC 20 + Dread Emperor class level + Cha modifier) or fall under your control, counting normally towards your maximum hd of controlled undead.

    Vile Entity [Epic, Vile]
    Your very essence is filled with dark power that you express with every spell.
    Prerequisites: Five or more vile feats
    Benefits: All damage that you deal with your spells or attacks is treated as vile damage.

    Divine Spell Knowledge [Epic]
    Your access to spells is larger than that of most divine casters.
    Prerequisites: Ability to cast spells of the maximum normal spell level of a divine spellcasting class.
    Benefits: You learn two new divine spells of any level up to the maximum level you can cast. This feat does not grant any additional spell slots.
    special: You can select this feat multiple times.

    Master of Necromancy [Epic]
    You gain mastery over the forces of death.
    Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Necromancy spell
    Benefits: All undead you create with necromancy spells are automatically under your control (counting towards your normal maximum) and your necromancy spells bypass any immunities granted by the undead type or by death ward effects. Once per encounter, you can reanimate any number of dead creatures within 100 feet of yourself as skeletons or zombies (depending on the state of the bodies) with a total HD of up to your caster level. These undead only lasts until the end of the encounter before falling apart.

    Selective Spell [Epic, Metamagic]
    You can prevent your spells from harming your allies.
    Benefits: This feat can only be applied to spells that create areas. When casting a spell modified by this metamagic effect, you may select any number of targets within its area. Only the chosen creatures are affected by the spell. A selective spell uses up a spell slot six levels higher than the spell’s actual level.


    Emperor’s Plague (Su): Starting at 4th level, all corporeal undead under the control of a dread emperor pass on a disease with their natural attacks known as emperor’s plague. The disease has a Fortitude save of 20 + Class level + Int modifier, has an incubation period of 1 hour, and deals 1d6 points of constitution damage with each failed save, plus 1d6 points of constitution damage at 9th level and every 5 levels afterwards. Unlike most diseases, creatures must make additional saving throws against emperor’s plague every hour instead of every day and the disease and ability damage it deals can only be healed within a consecrated or hallowed area. The disease is not naturally removed through any number of successful saving throws and can only be healed magically within the area of a consecrate or hallow effect. Any creature who dies of emperor’s plague awakens 1d4 hours later as a zombie or skeleton as appropriate (unless its HD are too high to allow for this) under the control of the dread emperor unless the body is dismembered or destroyed. This class features is a piercing effect.

    Undying Avatar (Ex): At 5th level, a dread emperor can spend 24 hours molding dead flesh into a perfect likeness of themselves. This avatar acts as a zombie of the dread emperor’s race with 20 HD, though it looks exactly like the dread emperor (DC 30 spot check to realize its identity). Each undying avatar, though mindless, has its senses directly linked to that of the dread emperor at all times and can be controlled through the dread emperor’s thoughts at all time (even across planes of existence). A dread emperor can even cast his or her non-epic spells through an undying avatar, though doing so requires that the avatar spend actions casting the spell as normal. A dread emperor can only have one undying avatar at any given time at 5th level, plus one every 5 levels afterwards.

    Notes and Explanation:
    Spoiler
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    For our second BBEG class in a row, we have a class intended to serve as the progenitor for the zombie plague of a survival horror game. Like the Harbinger of endings, this class remains more or less playable for PCs as well but runs into some problems. For this class, however, the problems you’d run into are the mechanical holdups associated with having large numbers of troops whose attacks actually matter. So long as you get into this class well aware of the logistics it involves, however, things shouldn’t break down too badly.

    If the massive numbers of undead still bother your or would conflict with a campaign, however, worry not. Gaiyamato has created another version of this class right here which, though a bit less powerful, fits into more games.
    Last edited by Realms of Chaos; 2012-07-20 at 12:34 PM.
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  21. - Top - End - #21
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Elemental Sovereign


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    The entire multiverse, when one gets down to the very basics, is comprised of surprisingly few components. Earth. Air. Fire. Water. These are the inner planes that form the world around us and that give birth to life in the form of elementals. Though uncountable mages reshape these elements on a daily basis, few make any concentrated effort to control them and even fewer succeed. Among these rare masters of the elements are the elemental sovereigns. Weilding the tremendous power of the elements with apparent ease, elemental sovereigns harness the energy of the inner planes to destroy their foes, lead elementals, and reshape the very world around them.

    Hit Die: d6

    Prerequisites: To qualify to become an elemental sovereign , a character must meet all of the following criteria:
    Skills: Knowledge (Arcana or Knowledge) 23 ranks
    Spells: Must be capable of casting a spell of at least 4th level from each of the following descriptors: acid, air, cold, earth, electricity, fire, light, and water.
    Languages: Aquan, Auran, Ignan, and Terran

    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Knowledge (Arcana), Knowledge (Nature), Profession, Sense Motive, Spellcraft, Use Magic Device
    Skill Points at Each Level: 4 + Int modifier

    Elemental Sovereign
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +0
    |Elemental Raiment, Primordial Dissolution (1 target)|--

    2nd|
    +1
    |Destructive Retort 1/encounter|+1 level of existing spellcasting class

    3rd|
    +1
    |Bonus Feat|--

    4th|
    +2
    |Reformed Realm (50 ft)|+1 level of existing spellcasting class

    5th|
    +2
    |Infallible Blast +5d6|--

    6th|
    +3
    |Primordial Dissolution (2 targets)|+1 level of existing spellcasting class

    7th|
    +3
    |Destructive Retort 2/encounter|--

    8th|
    +4
    |Bonus Feat|+1 level of existing spellcasting class

    9th|
    +4
    |Reformed Realm|--

    10th|
    +5
    |Infallible Blast +10d6|+1 level of existing spellcasting class [/table]

    Class Features: The following are class features of the elemental sovereign.

    Epic Spellcasting: Even without the Epic Spellcaster feat, an elemental sovereign can still develop and cast epic spells using the banish, destroy, dispel energy, reflect, summon, transport, and/or ward seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved.

    Elemental Raiment (Su): An elemental sovereign carries heavy influence over the elements, representing this tendency with an array of powers similar but superior to the rings of elemental command. At any time, an elemental sovereign may only possess a single active elemental raiment and he or she can switch which is active with a move action. The save DC for all saving throws required equals 20 + Class Level + Cha modifier.

    Air Raiment: Creatures of the air subtype can’t take aggressive action against the elemental sovereign without first succeeding on a Will save. He or she may attempt to charm such a creature (as charm person with a caster level equal to his or her class level + 20) as a standard action but if the target succeeds on its Will save, it is freed from the sovereign’s protection against it for 24 hours. The elemental sovereign gains immunity to electricity damage and can use a full-round action to imitate any non-epic spell of the [Air] or [Electricity] descriptors with a casting time of 1 standard action or less as a spell-like ability with a caster level equal to his or her Class level + 20. Lastly, the elemental sovereign gains a fly speed equal to your land speed with good maneuverability.

    Earth Raiment: Creatures of the earth subtype can’t take aggressive action against the elemental sovereign without first succeeding on a Will save. He or she may attempt to charm such a creature (as charm person with a caster level equal to his or her class level + 20) as a standard action but if the target succeeds on its Will save, it is freed from the sovereign’s protection against it for 24 hours. The elemental sovereign gains immunity to acid damage and can use a full-round action to imitate any non-epic spell of the [Acid] or [Earth] descriptors with a casting time of 1 standard action or less as a spell-like ability with a caster level equal to his or her Class level + 20. Lastly, the elemental sovereign gain a burrow speed equal to your land speed.

    Fire Raiment: Creatures of the fire subtype can’t take aggressive action against the elemental sovereign without first succeeding on a Will save. He or she may attempt to charm such a creature (as charm person with a caster level equal to his or her class level + 20) as a standard action but if the target succeeds on its Will save, it is freed from the sovereign’s protection against it for 24 hours. The elemental sovereign gains immunity to fire damage and can use a full-round action to imitate any non-epic spell of the [Fire] or [Light] descriptors with a casting time of 1 standard action or less as a spell-like ability with a caster level equal to his or her Class level + 20. Lastly, double the elemental sovereign’s speed for all modes of movement he or she possesses.

    Water Raiment: Creatures of the water subtype can’t take aggressive action against the elemental sovereign without first succeeding on a Will save. He or she may attempt to charm such a creature (as charm person with a caster level equal to his or her class level + 20) as a standard action but if the target succeeds on its Will save, it is freed from the sovereign’s protection against it for 24 hours. The elemental sovereign gains immunity to cold damage and can use a full-round action to imitate any non-epic spell of the [Cold] or [Water] descriptors with a casting time of 1 standard action or less as a spell-like ability with a caster level equal to his or her Class level + 20. Lastly, the elemental sovereign gains a swim speed equal to your land speed and can breathe underwater.

    Primordial Dissolution (Su): An elemental sovereign, beyond simply manipulating energy to harm others, can reduce a target into nothingness by removing some of its core components. As a standard action, the elemental sovereign may choose a creature within 100 feet and one of the following forms of energy: acid, cold, fire, or electricity. The target must make a fortitude save against a DC of 20 + Class Level + Cha modifier. If a target hasn’t been affected by this ability within the past 24 hours, he or she perishes if the saving throw is failed or takes 20d6 + 1d6/level damage of the chosen energy type if he or she succeeds. Otherwise, the target takes 20d6 + 1d6/level damage of the chosen energy type if he or she fails and half as much if he or she succeeds. At 6th level and every 5 levels afterwards, the elemental sovereign may choose an additional target with each use of this ability.

    Destructive Retort: They say that the best defense is a good offense, a strategy that most elemental sovereigns take to heart. Starting at 2nd level, once per encounter, an elemental sovereign can cast an evocation spell with a casting time of 1 standard action or less in response to an aggressive action being taken against them. If the spell selects one or more targets, the creature attacking must be selected as one of those targets. If the spell creates an area, the creature attacking must be within the area of this spell. Casting a spell in this way expends neither a spell slot nor a prepared spell. At 7th level and every 5 class levels afterward, you may use this ability an additional time per encounter.

    Spells per Day/Spells Known: At each even elemental sovereign level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming an elemental sovereign, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, an elemental sovereign can select a single bonus feat from the following list: Absolute Control*, Control Elementals*, Counterburn*, Debilitating Blast*, Distracting Blast*, Elemental Awareness*, Elemental Essence*, Elemental Flesh*, Energy Resistance, Enhance Spell, Epic Leadership, Fatal Blast*, Form Life*, Great Charisma, Great Intelligence, Great Wisdom, Improved Combat Casting, Improved Enlarge Spell*, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Improved Widen Spell*, Intensify Spell, Legendary Commander, Lingering Blast*, Master of Evocation*, Precise Control*, Risky Retort*, Selective Spell*, Sonic Attunement*, True Alchemy*

    New Feats
    Spoiler
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    Control Elementals [Epic]
    You can rebuke and control elementals as a cleric rebukes the undead.
    Prerequisites: Elemental Raiment
    Benefits: You may rebuke or control elementals as a cleric of your elemental sovereign level + 20.

    Lingeriing Blast [Epic]
    You reshape the battlefield with displays of elemental might.
    Prerequisites: Infallible Blast +15d6
    Benefits: Whenever you cast an evocation spell with a duration of instantaneous that deals energy damage to everyone within an area, that area instead persists for 1 minute (10 rounds). All creatures who start their round in the area or who pass into the area are subjected to its effects, though they are permitted spell resistance and saving throws as normal.

    Debilitating Blast [Epic]
    The wounds you inflict with energy damage mess with a target’s body and mind.
    Prerequisites: Infallible Blast +5d6
    Benefits: For every 4 dice of energy damage you would deal a target with a single source, you may deal that target a point of ability damage to any ability score of your choice.

    Distracting Blast [Epic]
    The wounds you inflict keep others from keeping their cool.
    Prerequisites: Infallible Blast +10d6
    Benefits: Any creature you deal energy damage must succeed on a Will save (DC 20 + elemental sovereign level + Cha) or become dazed for 1 round. Even if a creature isn’t dazed by this effect, however, casting spells or performing other acts requiring concentration within the next round requires that creature to make a successful HD check opposed by your caster level check.

    Elemental Essence [Epic]
    You have become one with the elemental forces at your control.
    Prerequisites: Primordial Dissolution (3 targets)
    Benefits: You gain all benefits of the elemental type and are treated as either your previous type or as an elemental (whichever if more beneficial) for all purposes (such as returning back from the dead).

    Elemental Flesh [Epic]
    Your flesh is woven with energy dangerous to those who would harm you.
    Prerequisites: Primordial Dissolution (2 targets)
    Benefits: Whenever a creature hits you with melee attack using a natural weapon or unarmed strike, it takes 5d6 damage of whatever form of energy your elemental raiment class feature grants you immunity against. A creature also takes this damage each round that it grapples you. You may make a melee touch attack to deal this damage to a target.
    Special: You may take this feat multiple times. Each time you take it after the first, increase the damage by +2d6.

    Risky Retort [Epic]
    By allowing an attacker to get in a strike first, you can strike with unparalleld accuracy
    Prerequisites: Destructive Retort 2/encounter
    Benefits: When you use your destructive retort class feature, you may delay your spellcasting until after the target has taken its aggressive action against you. If that action successfully deals you hit point damage, you can apply up to four spell levels of metamagic effects to the spell you cast as you cast it, even if normally a prepared caster.
    Special: You may take this feat multiple times. Each time you take it after the first, you can apply an additional two spell levels of metamagic effects.

    Counterburn [Epic]
    Those who counter your spells find themselves targeted by another
    Prerequisites: Destructive Retort 1/encounter
    Benefits: Successfully counterspelling one of your evocation spells counts as an attack against you for the purpose of your destructive retort calss feature.

    Elemental Awareness [Epic]
    You can use the elements to learn what creatures are around you.
    Prerequisites: Elemental Raiment
    Benefits: Depending on which elemental raiment you have active, you gain insight into your surroundings. If the air raiment is active, you learn the location of all creatures in contact with the air within 30 feet. If the earth raiment is active, you gain tremorsense out to 60 feet. If the fire raiment is active, you detect all creatures that give off heat (all living creatures except for those with the cold and/or incorporeal subtypes) within 60 feet. If the water raiment is active, you detect all creatures in the same body of water as you within 100 feet.

    Sonic Attunement [Epic]
    Though unaligned with any element, you may manipulate the fifth form of energy.
    Prerequisites: Elemental Raiment
    Benefits: You may choose to deal sonic damage with your primordial dissolution class feature. Furthermore, you gain the ability to don a sonic raiment with your elemental raiment class feature. Doing so grants you immunity to sonic damage and allows you to can use a full-round action to imitate any non-epic spell of the [Force] or [Sonic] descriptors with a casting time of 1 standard action or less as a spell-like ability with a caster level equal to your Class level + 20. No other benefits are associated with this raiment, however.

    Fatal Blast [Epic]
    You frequently destroy targets with the raw might of the elemental power at your control.
    Prerequisites: Infallible Blast +20d6
    Benefits: If you would deal energy damage to a creature equal or greater than its current hit points before applying energy resistance, energy immunity, successful saving throws, and any similar effects that would reduce damage or negate damage, that creature is destroyed.

    Absolute Control [Epic]
    Your every whimsy is reflected in your reformed realm
    Prerequisites: Reformed Realm (400 ft.)
    Benefits: You treat the area within your reformed realm as a deity treats his or her godly realm. You are treated as possessing a divine rank of 20 for this purpose. When changing terrain or constructing buildings, only the space withing your reformed realm at the end of your year and a day of work can be affected in this way. Also, you may not make time flow faster in your reformed realm than it does in the surrounding area.

    Form Life [Epic]
    Within your reformed realm, you can even create life.
    Prerequisites: Reformed Realm (200 ft.)
    Benefits: As a full-round action, you can create a life form within your reformed realm. That creature must be of the elemental type and it enters existence with an attitude of fanatic towards you. The creature fades away if it leaves your reformed realm or if you spend a full-round action to destroy that creature or to create a new one. You may not create a creature with more HD than yourself.

    Precise Creation [Epic]
    You can reform your surroundings exactly as you need them.
    Prerequisites: Reformed Realm (100 ft.)
    Benefits: Within the boundaries of your reformed realm, you can freely add objects and features as if supplied with an endless amount of marvelous pigments. You need never make skill checks to use this ability as you would with normal marvelous pigments. The objects created in this way last only as long as they remain in your reformed realm but changes to the landscape are permanent.

    True Alchemy[Epic]
    You can effortlessly transform one form of matter into another.
    Prerequisites: Reformed Realm (50 ft.)
    Benefits: As a standard action, you can transform up to 10 pounds of touched non-living, non-magical material into an equal mass of less valuable non-living material. This ability is instantaneous.

    Master of Evocation[Epic]
    You blast targets into dust with your control over the fundamental energies of existence.
    Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Evocation spell
    Benefits: All evocation spells you cast ignore spell resistance and energy resistance and deal half damage even against creatures immune to the relevant form of energy. Once per encounter, you can choose a form of energy and deal 1d6 damage/caster level of that form of energy to a target within 100 feet, or half of that if they succeed on a Reflex Save (DC 10 + caster level + Intelligence modifier).

    Practiced Burn [Epic]
    Even though your training in magic has slowed, your skill with evocation has not declined.
    Prerequisites: Elemental Raiment
    Benefits: You gain a bonus equal to half of your elemental sovereign level to your caster level when casting evocation spells.

    Selective Spell [Epic, Metamagic]
    You can prevent your spells from harming your allies.
    Benefits: This feat can only be applied to spells that create areas. When casting a spell modified by this metamagic effect, you may select any number of targets within its area. Only the chosen creatures are affected by the spell. A selective spell uses up a spell slot three levels higher than the spell’s actual level.

    Improved Widen Spell [/Epic]
    You can widen the area of your spells to a tremendous degree.
    Prerequisites: Widen Spell
    Benefits: You may apply the widen spell feat to a spell multiple times. Its effects stack.

    Improved Enlarge Spell [/Epic]
    You can extend the reach of your spells to a tremendous degree.
    Prerequisites: Enlarge Spell
    Benefits: You may apply the enlarge spell feat to a spell multiple times. Its effects stack.


    Reformed Realm (Sp): Starting at 4th level, an elemental sovereign can reshape the basic elements of the universe as he or she sees fit. The elemental sovereign gains a permanent planar perinarch effect within a 50-foot radius of him or herself, except that it functions on all planes of existence. The radius of this effect’s area is doubled at 9th level and every 5 levels afterwards.

    Infallible Blast: Starting at 5th level, an elemental sovereign can gain more benefit from offensive magic than others could ever dream of. Whenever the protean avatar casts a spell that deals energy damage, he or she selects one form of energy damage that the spell deals and adds an additional +5d6 damage of that type. If the spell allows for a saving throw, the entirety of this extra damage is dealt regardless of the result of the save (even if the target possesses improved evasion). If the spell instead requires an attack roll, the additional damage is dealt even if the attack misses. At 10th level and every 5 levels afterwards, increase this additional damage by +5d6.

    Notes and Explanation:
    Spoiler
    Show

    This class here is an odd combination, allowing for an epic character who wants to master the elements, rule over elementals, and/or play the role of a blaster. Though I feel that this class is fairly competent (or is at least passable) in the first two roles, I should probably comment on the roll of blaster.

    I am more or less aware of the problems that blasters suffer in D&D (at least as much as the next man, anyways), having read through essays and entire threads delineating how they don’t work and how they should be fixed. The apparent common consensus says to use kicker effects to keep evocations relevant. There are reasons why I did not go this route apart from a line of new feats, however. First, I’m trying to keep the abilities of these PrCs more or less infinitely scalable and most methods of inserting “kickers” such as status effects would be pretty difficult to scale at all. Secondly, by the time that a party reaches epic levels, the only non-epic spells that parties tend to rely on oare ones already optimized for the task at hand (such as instant-gib spells, a wide array of abjurations, and divination spells to learn whatever you need to know). When you get right down to it, evocation spells would only ever be the most worthwhile effects (kicker or no kicker) if I was making every single one of them apocalypse from the sky, something that I wasn’t quite comfortable with.

    Instead of focusing on power and trying to force a metaphorical square peg into a round hole, I decided to focus on making this class as reliable as possible in regards to evocation. From first level, elemental raiment ensures that you never ever run out of blasting. If allies and enemies are clumped together, you face enemies with evasion, or you only see a few foes, primordial dissolution gives you a quick save-or-die to try throwing out at the start of combat. Infallible blast, in addition to ensuring that the damage scales properly, also helps to ensure that the targets of your spells are dealt damage. Combining this with a few of the bonus feats (master of evocation, fatal blast, distracting blast, debilitating blast, and lingering blast) and you have a pretty rock-steady frame for evocation.
    Last edited by Realms of Chaos; 2019-02-24 at 10:22 AM.
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  22. - Top - End - #22
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Eternal


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    Among the many things that mortals desire and seek out, few are more famous, or more elusive, than the gift of immortality. Such is the draw of eternal life that some monks dedicate their entire lives in pursuit of the necessary bodily perfection while others seek out artifacts of lore or resort to undeath to preserve their mind for all of eternity. In a few rare cases, however, powerful mortals may achieve mortality through the raw strength of their desires or through simple chance. The exact process of becoming such a being is different from person to person. After a lifetime of avoiding blades and spells and dragon talons, some soldiers simply have all that they know about harm snap into place as they realize how they can avoid all of it. Other healers, having studied anatomy for decades, suddenly realize how they can protect their own bodies from the ravages of time. Some psions manage to lock their bodies into an odd form of temporal stasis, possessing the same basic effects. These immortal creatures, known as the eternal, are gifted not only with eternal life but with an outstanding resilience against most forms of harm. Armed with these defenses, many of these eternals will surviv up until the multiverse itself comes to an end.

    Hit Die: d12

    Prerequisites: To qualify to become an Eternal, a character must meet all of the following criteria
    Skills: Heal 23 ranks OR Spellcraft 23 ranks OR Autohypnosis 23 ranks
    Feats: Any Two of the Following: Armor Proficiency (heavy), Combat Expertise, Diehard, Dodge, Great Fortitude, Improved Toughness, Iron Will, Lightning Reflexes, Psionic Body

    Class Skills: Autohypnosis, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (all skills, taken individually) Listen, Move Silently, Profession, Psicraft, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device.
    Skill Points at Each Level: 4 + Int modifier

    Eternal
    {table=head]Level|Base Attack Bonus|Special|Spells/Psionics

    1st|
    +1
    |Eternal Life, Fight For Survival 5|--

    2nd|
    +2
    |Perfect Guard 1/encounter|+1 level of existing class

    3rd|
    +3
    |Bonus Feat|--

    4th|
    +4
    |Wealth of Experience 10|+1 level of existing class

    5th|
    +5
    |Selective Invincibility I|--

    6th|
    +6
    |Fight For Survival 10|+1 level of existing class

    7th|
    +7
    |Perfect Guard 2/encounter|--

    8th|
    +8
    |Bonus Feat|+1 level of existing class

    9th|
    +9
    |Wealth of Experience 20|--

    10th|
    +10
    |Selective Invincibility II|+1 level of existing class [/table]

    Class Features: The following are class features of the Eternal.

    Epic Spellcasting: Even without the Epic Spellcaster feat, an eternal can still develop and cast epic spells using the armor, foresee, fortify, heal, life, reflect, transport, and/or ward seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. An eternal may choose to use his or her ranks in heal or autohypnosis (whichever is higher) in place of his or her ranks in knowledge skills for the purpose of determining epic spells per day and in place of his or her ranks in spellcraft when attempting to cast such a spell. If an Eternal doesn’t cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Spellcasting/Psionics: At each even eternal level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. Alternately, the character gains new powers known and power points per day as if he or she had also gained a level in a psionic class to which he or she belonged before adding the prestige class level. If already an epic spellcaster or psionicist, the character gains only the benefit noted under the Spells or Psionics entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one applicable class before becoming an eternal, the player must decide to which class to add the new level.

    Eternal Life (Su): From the moment that a being becomes an eternal, it is granted with the gift of life neverending. An eternal does not age and is immune to any spell or effect that would age it. The eternal need not eat, drink, or breathe in order to survive. Lastly, if an eternal with more than half of his or her total hit points would be slain (either through a large amount of damage or through a death effect or something similar), the eternal instead has his or her hit points lowered to his or her class level.

    Fight For Survival (Ex): Eternals are anything but easy to slay as their bodies fight desperately for survival the moment they are placed at risk of death. Whenever an eternal is lowered below half of his or her maximum hit points, he or she gains Damage Reduction 5/-, Fast Healing 5, and Regeneration 5. Half of any energy damage that would be done to the eternal overcomes this rgeneration and critical hits overcome this regeneration as well. The Damage Reduction stacks with any preexisting damage reduction of the same kind and the fast healing stacks with preexisting fast healing. The value of these abilities increase by 5 at 6th level and every 5 levels afterwards.

    Perfect Guard (Ex): Starting at 2nd level, an eternal knows exactly how to fight against almost any form of attack. Once per encounter, the eternal may opt to automatically succeed on a saving throw or have an attack roll made against him or her automatically fail. At 7th level and every 5 levels afterwards, this ability can be used an additional time per encounter.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a can select a single bonus feat from the following list: Analyze Foe*, Anchored Form*, Anchored Mind*, Anchored Soul*, Armor Skin, Blinding Speed, Cling to Life*, Damage Reduction, Effortless Guard*, Endure Energy*, Energy Resistance, Epic Avoidance*, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Toughness, Epic Will, Fast Healing, Freed Motion*, Great Constitution, Improved Metamagic, Improved Spell Capacity, Improved Spell Resistance, Incredible Dodge*, Instantaneous Invincibility*, Instinct of the Hunted*, Never Surrender*, Perfect Health, Spell Guard*, Superior Initiative, Widened Invincibility,

    New Feats
    Spoiler
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    Insinct of the Hunted [Epic]
    When you are at risk of death, you fight back with unrivaled tenacity.
    Prerequisites: Fight for Survival 5
    Benefits: While benefitting from your fight for survival class feature, you gain a bonus to attack and damage rolls equal to the value of the fast healing that ability grants you.

    Cling to Life [Epic]
    You are not as easily slain as others around you.
    Prerequisites: Eternal life
    Benefits: You gain immunity to critical hits and death from massive damage.

    Incredible Dodge [Epic]
    You can dodge out of the way of attacks with great ease.
    Prerequisites: Perfect Guard 1/encounter
    Benefits: Whenever you use your perfect guard class feature, you may immediately move 10 feet unless paralyzed, unconscious, or otherwise incapable of movement.

    Analyze Foe [Epic]
    You can analyze your opponents to better defend against them.
    Prerequisites: Wealth of Experience 10
    Benefits: Each round, you may select a single opponent with which you possess a line of sight as a free action. For every 10 points your wealth of experience class feature grants you, you gain 5 more points that may only be used against attacks and effects of the chosen foe.

    Widened Invincibility [Epic]
    Your invincibility isn’t as narrow as it once was
    Prerequisites: Limited Invincibility II
    Benefits: Though your invincibility remains limited in many senses, it now extends against all examples of the chosen source of damage ( all castings of the chosen spell, all attacks made with rapiers, all breath weapons, all forest fires, all cave-ins, etc).

    Instantaneous Invincibility [Epic]
    You can make yourself invincible to attacks right before they hit you
    Prerequisites: Limited Invincibility I
    Benefits: Once per encounter, you may change one immunity from your limited invincibility class feature to another as an immediate action.
    Special: You may select this ability multiple times. Each time you select it, you may use the effects of the feat an additional time per encounter.

    Endure Energy [Epic]
    Even energy damage has a hard time piercing your defenses at times.
    Prerequisites: Fight for Survival 5
    Benefits: Once per encounter, when benefitting from your fight for survival class feature, you may choose to have all energy damage from a single source converted into nonlethal damage instead of half.
    Special: This feat may be selected multiple times. Each time it is selected, you may use this ability an additional time per encounter.

    Spell Guard [Epic]
    You are almost perfectly protected against magic
    Prerequisites: Perfect Guard 2/encounter
    Benefits: You may use your perfect guard class feature to ignore a spell as though it failed to overcome your spell resistance (whether or not you possess actual spell resistance). This has no effect against spells that don’t allow for spell resistance.

    Freed Motion [Epic]
    You are almost impossible to trap or immobilize.
    Prerequisites: Fight for Survival 10
    Benefits: You gain the benefits of freedom of movement at all times.

    Anchored Soul [Epic]
    Other possess an incredibly hard time snuffing out your life with magic.
    Prerequisites: Fight For Survival 15
    Benefits: You gain the benefits of deathward at all times.

    Anchored Mind [Epic]
    Without control over your own mind, eternal life is meaningless.
    Prerequisites: Fight For Survival 15
    Benefits: You gain the benefits of mind blank at all times.

    Anchored Form [Epic]
    All of the defenses on your life force aren’t worth much if others can still turn you into a frog.
    Prerequisites: Fight for Survival 15
    Benefits: You are immune to spells or effects that would alter your form against your will.

    Never Surrender [Epic]
    Even after you should rightfully be dead, it takes a while for your body to realize it.
    Prerequisites: Fight for Survival 20, Diehard
    Benefits: Whenever you would otherwise die, you may continue acting normally for a number of rounds equal to your Constittution modifier (minimum 1 round) before finally falling. You are immune to all forms of healing during this time.

    Effortless Guard [Epic]
    You can avoid harm with the greatest of ease
    Prerequisites: Perfect Guard 5/encounter
    Benefits: Your uses of your perfect guard class feature are measured by round instead per encounter for all purposes other than meeting prerequisites.

    Epic Avoidance [Epic]
    You are skilled at dodging attacks.
    Prerequisites: Dex 25
    Benefit: You gain a +1 dodge bonus to your AC. You lose this bonus whenever you would lose your Dexterity bonus.
    Special: You may select this feat multiple times. Its effects stack.


    Wealth of Experience (Ex): If there is anything that an eternal has a great deal of experience with, it is keeping him or herself alive. Starting at 4th level, each round, the eternal gains 10 points that he or she can spend at any time to either add add an AC bonus or a Saving Throw bonus of equal size to either him or herself or to an ally who can hear and understand the eternal against a single attack or effect. Unused points do not carry over into the next round. At 9th level and every 5 levels afterwards, the number of point per round increases by +10.

    Selective Invincibility (Su): So long as an eternal knows what he or she is up against, almost nothing can hope to harm him or her. Starting at 5th level, an eternal may choose to render him or herself immune to all damage that a specific source (a specific shortsword, one claw attack of a specific creature, a specific casting of wall of fire, a specific wildfire, cave-ins in one cavern, etc). At 10th level and every 5 levels afterwards, an eternal can choose an additional source of damage to gain immunity against. As a Full-Round action, an eternal may replace one immunity with another. Only hit point damage is prevented by this effect.

    Notes and Explanation:
    Spoiler
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    Yes, I have made a class that fits into the role of “adamantine brick”. It is thus my job to warn people why this is generally not a good idea and justify why I created it anyways.

    Generally speaking, there are two gigantic problems with “adamantine brick” classes. First of all, although most of these classes are intended as tanks, few or none of them have any ability to ensure that enemies attack them instead of your other party members. Secondly, as many of these adamantine brick classes amount to a huge and misshapen blob of immunities, they don’t really “do” anything, which is generally considered poor class design.

    I personally feel that the eternal, however, doesn’t have either of these problems. The main difference between this class and other adamantine brick classes is that this class wasn’t built with the intention of turning anyone into a tank. Instead, this class is made to allow casters to keep casting and fighters to keep fighting while giving them a tremendous defensive boost. Furthermore, although these class features generally aren’t proactive, the majority do allow for some degree of choice (even if the choice is purely reactive). Also, this type of class (at least as I have heard it) does particularly well in solo games where you don’t want to play the role of healer.
    Last edited by Realms of Chaos; 2012-06-27 at 09:20 AM.
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  23. - Top - End - #23
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Flawless Enforcer


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    Though many in existence complain about laws that inconvenience them, law remains a vital force in the multiverse. Law is what keeps large societies together and keeps things running smoothly. Law even permeates the most chaotic of societies, creating loose guidelines that allow the group to function as a whole. For every law in existence, however, there are those who wish to break them. Whether they act to unravel society or to unravel the multiverse itself, those who break the laws strain the connections between all living beings. Much like the inevitable of Mechanus, flawless enforcers are beings of great might who act to protect select laws throughout the planes. Lawmen of the entire multiverse, flawless enforcers help where things are at their worst to help the multiverse continue running smoothly.

    Hit Die: d12

    Prerequisites: To qualify to become a , a character must meet all of the following criteria
    Alignment: Any Lawful
    Base Attack Bonus: +20
    Skills: Intimidate 23 ranks or Sense Motive 23 ranks

    Class Skills: Climb, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Jump, Listen, Profession, Ride, Search, Sense Motive, Speak Language, Spot, Swim, Use Magic Device, Use Rope
    Skill Points at Each Level: 4 + Int modifier

    Flawless Enforcer
    {table=head]Level|Base Attack Bonus|Special

    1st|
    +1
    |Favored Transgression (1), Universal Lawkeeper

    2nd|
    +2
    |Immutable Arbiter 1/encounter

    3rd|
    +3
    |Bonus Feat

    4th|
    +4
    |Prevent Transgression (1)

    5th|
    +5
    |Rightful Reparations 2/recharge

    6th|
    +6
    |Favored Transgression (2)

    7th|
    +7
    |Immutable Arbiter 2/encounter

    8th|
    +8
    |Bonus Feat

    9th|
    +9
    |Prevent Transgression (2)

    10th|
    +10
    |Rightful Reparations 2/recharge[/table]

    Class Features: The following are class features of the Flawless Enforcer

    Epic Spellcasting: Even without the Epic Spellcaster feat, a flawless enforcer can still develop and cast epic spells using the armor, banish, compel, contact, destroy, dispel, foresee, reveal, and or transport seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. A flawless enforcer can use his or her base attack bonus in place of his or her ranks in knowledge skills for the purpose of determining epic spell slots per day and in place of his or her ranks in spellcraft when making a spellcraft check to cast an epic spell. As a full-round action, a flawless enforcer can make a full attack and cast an epic spell. If the attack is successful, the epic spell slot is not expended. If the flawless enforcer doesn’t cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Favored Transgression (Su): Flawless enforcers maintain law across the multiverse, preventing certain actions from occurring and punishing transgressors. At 1st level and every 5 levels afterwards, a flawless enforcer may choose a general action that he or she exists to prohibit, ranging from rare actions such as deicide and destabilization of the planes to common actions such as theft or vandalism. Whenever a forbidden action is taken within 1 mile of the flawless enforcer, he or she instantly learns which action occurred, what direction it occurred in, the distance away it occurred, and the name and appearance of the transgressor (if any) at the moment of the crime. A flawless enforcer can identify any creature who has performed at least one prohibited action within the past 24 hours by sight so long as they are within 60 feet of him or her. With 24 hours of reflection, one prohibited action can be replaced with another.

    Universal Lawkeeper (Su): As beings of law, flawless enforcers possess all of the skills that they need to judge and punish transgressors. A flawless enforcer can speak, write, understand, and read all languages and is aware of all laws in any society that they find themselves in and the punishment for breaking such laws, whether properly codified or kept by tacit agreement. Furthermore, a flawless enforcer receives a bonus to Sense Motive checks equal to his or her class level x 5 and may use Sense Motive checks in place of Forgery checks for the purpose of detecting forgeries.

    At will, a flawless enforcer can spend a standard action to affect a single creature within 100 feet as if through a calm emotions effect with a duration of one hour. If the target resists or is immune to this effect (and only in such circumstances), a flawless enforcer can spend a standard action to use an implosion effect with a caster level equal to his or her class level + 20, except that it’s duration is instantaneous and that it only targets that single creature. In either case, these are piercing effects with save DCs equal to 20 + Class Level + Wis mod.

    Finally, a flawless enforcer can use geas/quest at will as a spell-like ability with a caster level equal to his or her class level. A creature affected by calm emotions isn’t freed from the effect by this action and takes no action to resist this spell. Most frequently, this ability is used to enlist additional help or to pass judgment effectively.

    Immutable Arbiter (Su): Starting at 2nd level, a flawless enforcer stands strong against other effects that would seek to alter his or her form and undermine the perfection of a flawless enforcer. Once per encounter, a flawless enforcer can declare him or herself immutable for 1 round. For that round, an arbiter can’t be damaged, all spells that allow for spell resistance fail to affect him or her, and the arbiter stays in place as if an immovable rod.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a can select a single bonus feat from the following list: Absolute Order*, Armor Skin, Contact Authorities*, Cosmic Dispensation*, Damage Reduction, Energy Resistance, Epic Prowess, Epic Reputation, Extended Jurisdiction*, Extended Life Span, Fast Healing, Favored of Mechanus, Flawless Zealot*, Flawless Protector*, Forced Immutability*, Great Strength, Great Wisdom, Imperious Question*, Inevitable Punishment*, Irrevocable Punishment*, Label the Lawless*, Legendary Tracker, Peer Through Deception*, Recruit Enforcers*, Secure Crime Scene*, See Intent*, Superior Initiative

    New Feats
    Spoiler
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    Recruit Enforcers [Epic]
    Those who you press into the service of law understand the importance of the task.
    Prerequisites: Universal Lawkeeper
    Benefits: Any creature successfully affected by your calm emotions effect is also charmed by you, as per charm monster for the same duration. Using Geas/Quest on the target does not end this effect.

    Irrevocable Punishment [Epic]
    Others can’t bring themselves to undo the lawful punishments you bring upon them.
    Prerequisites: Universal Lawkeeper
    Benefits: Any creature who you punish for breaking a law as the laws of the land dictate can’t (prematurely) reverse this punishment without first succeeding on a Will save (DC 20 + Flawless enforcer level + Wisdom modifier). In this way, a fine can’t be stolen back, targets can’t seek out healing for wounds lawfully inflicted, and targets can’t even escape from prisons they are placed in until their term is finally over. This is a piercing mind-affecting compulsion effect.

    Absolute Order [Epic]
    Random chance influences very little of what you try to accomplish.
    Prerequisites: Universal Lawkeeper
    Benefits: Once per round, you may treat the result of any d20 roll you make as an 11. This decision must be made before the dice is actually rolled.

    Imperious Question [Epic]
    You can ask a question with such authority that the subject answers completely and honestly
    Prerequisites: Favored Transgression (2)
    Benefits: As a standard action, you can ask a being a question with the full authority of lawfulness behind it. If the target fails a Will save (DC 20 + flawless enforcer level + Wis modifier), the target answers the target honestly and completely, unable to deceive even through omission or the creation of false implications. Regardless of whether the target succeeds or fails, however, they are immune to this ability from you for the next 24 hours. This is a piercing mind-afffecting compulsion effect.

    Forced Immutability [Epic]
    You can temporarily freeze a creature in place if required.
    Prerequisites: Immutable Arbiter 2/encounter
    Benefits: As a swift action, you may spend a use of your immutable arbiter class feature and choose a creature within 100 feet. If that target fails a Will save (DC 20 + flawless enforcer level + Wis modifier), it is frozen in place for 1 round as if affected by a temporal stasis effect.

    Favored of Mechanus [Epic]
    You have received the full benefits of law, becoming a being akin to an inevitable.
    Prerequisites: Favored Transgression (3)
    Benefits: You gain the immunities of the construct type.

    Extended Jurisdiction[Epic]
    You can detect crimes from farther than normal
    Prerequisites: Favored Transgression (2)
    Benefits: The distance from which you can detect crimes through your favored transgression class feature is multiplied by x 10.
    Special: You may select this feat multiple times. Its effects stack.

    Peer Through Deception [Epic]
    Your senses are difficult to fool through magic.
    Prerequisites: Favored Transgression (3)
    Benefits: You see the world through a true seeing effect out the full normal range of your sight. When you get an image of what the transgressor of a crime looks like through your favored transgression class feature, you view that target as if with a true seeing effect.

    See Intent [Epic]
    You can see the intent to break laws as easily as you can see perpetrators.
    Prerequisites: Prevent Transgression (2)
    Benefits: You can visually discern creatures who intend to commit one of your favored transgressions within the next 24 hours.

    Cosmic Dispensation [Epic]
    As a being of pure law, all of your actions are interpreted as such.
    Prerequisites: Prevent Transgression (4)
    Benefits: As flawless enforcers function to prevent the breaking of specific laws, they may naturally be forced to break other laws in defense of their chosen laws. With this feat, all actions you take to prevent at least one of your favored transgressions or to punish a transgressor are viewed as lawful in the eyes of all creatures around you and don’t cause you to change alignments.

    Contact Authorities [Epic]
    Even when you lack time to take care of an issue yourself, you can alert the rightful authorities.
    Prerequisites: Prevent Transgression (3)
    Benefits: As a swift action, you may mentally contact a proper authority to report information about a crime such as its time, place, nature, value of objects or number of people involved, and descriptions of any or all suspects known. The nature of what constitutes a proper authority depends on who in the area is held responsible for solving an issue of that matter. With 10 minutes of meditation, you may instead report a crime to the nearest inevitable in the multiverse responsible for maintaining one or more laws broken by the crime (if any).

    Label the Lawless [Epic]
    You can label a creature as a lawbreaker with the greatest of ease.
    Prerequisite: Favored Transgression (1)
    Benefit: Whenever you witness a creature commit one of your favored transgressions and you successfully attack that creature within the next 24 hours, all who see that creature within 24 hours after the successful attack automatically know what crime that creature has committed.

    Secure Crime Scene [Epic]
    You can prevent a culprit from escaping while preserving the crime scene as evidence.
    Prerequisite: Favored Transgression (2)
    Benefit: Whenever you witness one of your favored transgressions occur, you may secure the crime scene as an immediate action. Doing so subjects all objects in an area of up to 100 feet in radius to a gentle repose effect, protects them against disintegrate and similar effects, and holds them in place as if through an immovable rod. All suspects and culprits in the area are furthermore subjected to a dimensional anchor effect (no save). These effects last for up to one hour or until you dismiss them all as a standard action.

    Inevitable Punishment [Epic]
    Others are more likely to accept you as a natural force of law, making it harder to fight you.
    Prerequisite: Favored Transgression (3)
    Benefit: In order to take an aggressive action against you, a creature must first succeed on a Will save (DC 20 + Flawless enforcer level + Wis modifier). Lawful creatures take a -5 penalty to their saving throws. This is a piercing mind-affecting effect.

    Flawless Zealot [Epic]
    Your fervor allows you to fight those who would otherwise break the law.
    Prerequisites: Smite evil 3/day, Favored Transgression (1)
    Benefit: Your paladin level and flawless enforcer level stack for the purpose of your smite evil class feature and you may use your smite evil class feature against any creature who has committed at least one of your favored transgressions within the past 24 hours, regardless of alignment.

    Flawless Protector [Epic]
    Your determination and skill in battle shines through when fighting enemies of law.
    Prerequisites: Knight’s Challenge, Favored Transgression (1)
    Benefit: Your knight level and flawless enforcer level stack for the purpose of determining daily usages of your knight’s challenge class feature. Whenever you kill a creature who has committed at least one of your favored transgressions within the past 24 hours, you regain a daily usage of your knight’s challenge class feature (up to your normal maximum supply).


    Prevent Transgression (Su): Starting at 4th level, a flawless enforcer gains the ability to prevent specific instances of favored transgressions. The flawless enforcer names one specific example of a favored transgression such as “vandalize statue of mayor in town square of Alstead” or “murder Alvin Thompson”. In order to knowingly perform a chosen transgression, a sentient creature must make a Will save (DC 20 + class level + Wis mod). If a creature fails this saving throw, they may not knowingly commit the transgression for 24 hours afterwards. At 9th level and every 5 levels afterwards, additional specific transgressions can be chosen and prevented in this way. With 24 hours of self-reflection, one specific transgression chosen in this way can be replaced with another. If the favored transgression is changed, all of these specific preventative measures are lost and must be reinstated one at a time in this way. This ability does not stack with itself and counts as a mind-affecting effect.

    Rightful Reparations (Su): Starting at 5th level, a flawless enforcer can reverse a crime that has been committed within the past 24 hours as a full-round action. A slain creature returns to life, stolen objects return to their owner, vandalized objects are repaired, and so forth. This ability even functions if measures have been taking to prevent such occurrences, such as if a slain creature’s soul is destroyed or if stolen objects are disintegrated. If an epic monster or epic-level character commits the crime, however, the flawless enforcer must succeed on an opposed HD roll against the transgressor to reverse the crime in this way. After using this ability twice, a flawless enforcer must spend 24 hours in meditation before gaining the ability to use this ability once more. At 10th level and every 5 levels afterwards, a flawless enforcer can use this ability two additional times before recharging.

    Notes and Explanation:
    Spoiler
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    I absolutely hate the union sentinel for reasons described later but suffice it to say that this class is meant to serve as a replacement epic lawman class. To make it clear, taking aggressive action against a creature targeted by the calm emotions effect to break it free of the effect does not allow you to use implosion. I suspect that favored transgression and prevent transgression allow for some degree of abuse but I can’t quite see how. Also, I might need help rewording rightful reparations to be more clear.
    Last edited by Realms of Chaos; 2012-06-27 at 09:27 AM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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  24. - Top - End - #24
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Font of Life


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    While many heroes are known for the tyrants and monsters they slay, a few gain renown for just the opposite. These legendary healers are known either for their care of other great heroes or, more rarely, for the healing they provide to the masses. Among the greatest of these healers, fueled their their connection to the positive energy plane, are known as fonts of life. While many good clerics are known for their generosity with their magic, fonts of life possess unlimited acces to curative magics and they are well aware of this fact. If a font of life stays in a town for a week, it is more than likely that all who had died within the past few centuries of the town’s history will be alive and well when the font of life decides to leave. Not bound by the same limitations as most healers, many fonts of life are forced to remind themselves that too much of their aid may cause further troubles.

    Hit Die: d8

    Prerequisites: To qualify to become a font of life, a character must meet all of the following criteria
    Alignment: Any non-evil
    Skills: Heal 23 ranks
    Spells: Ability to cast at least 6 divine spells of the healing subschool, at least one of which must be 6th level or higher.

    Class Skills: Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Knowledge (religion), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Spot.
    Skill Points at Each Level: 4 + Int modifier

    Font of Life
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +0
    |Everflowing Energy, Superior Healing 1/encounter|--

    2nd|
    +1
    |Spell-Woven Cure (1 spell)|+1 level of existing divine spellcasting class

    3rd|
    +1
    |Bonus Feat|--

    4th|
    +2
    |Overcharge (50)|+1 level of existing divine spellcasting class

    5th|
    +2
    |Preventative Measures (1 spell/target)|--

    6th|
    +3
    |Superior Healing 2/encounter|+1 level of existing divine spellcasting class

    7th|
    +3
    |Spell-Woven Cure (2 spells)|--

    8th|
    +4
    |Bonus Feat|+1 level of existing divine spellcasting class

    9th|
    +4
    |Overcharge (100)|--

    10th|
    +5
    |Preventative Measures (2 spells/target)|+1 level of existing divine spellcasting class [/table]

    Class Features: The following are class features of the font of life.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a font of life can still develop and cast epic spells using the animate, contact, dispel, fortify, life, heal, reveal, and/or ward seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved

    Everflowing Energy: Fonts of life possess what at times seem like a limitless supplies of positive energy, allowing for them to heal almost indefinitely. Whenever a font of life casts a spell of the healing subschool with a spell level of 4th or lower, no spell slot or prepared spell is expended. If a prepared caster spontaneously casts such a spell (as with good and some neutral clerics), the previously prepared spell is not lost. When a spell of the healing subschool of 5th level or higher would be cast, the font of life may choose to gain the same benefit in exchange for losing the benefits of this class feature for 10 minutes afterwards.

    Superior Healing: When the opportunity calls for it, a font of life can call upon all of his or her skill in the blink of an eye. Once per encounter, a font of life may cast a spell of the healing subschool outside of the initiative order regardless of its normal casting time. This spell ignores all normally required components and may target any applicable target within 100 feet regardless of the spell’s normal reach. At 6th level and every 5 levels afterwards, this ability can be used an additional time per encounter. If adding additional spell effects with the font’s spell-woven cure class feature, all components for these added spells must be provided.

    Spell-Woven Cure: With enough time and experience, a font of life can weave other spells into his or her healing. Starting at 2nd level, whenever a font of life casts a spell of the healing subschool that allows for a saving throw to resist, he or she may also cast another spell of an equal or lower spell level that designates one or more targets and add it to the effect. All creatures who voluntarily fail their saves against the healing effect are also subjected to the additional spell if they are applicable targets, even if they are not within the spell’s normal range. At 7th level and every 5 levels afterwards, an additional spell may be added to each spell of the healing subschool. Spells of the healing subschool can’t themselves be added in this way.

    Spells per Day/Spells Known: At each font of life level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a divine spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one divine spellcasting class before becoming a font of life, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a Font of Life can select a single bonus feat from the following list: Aggressive Overcharge*, Caster-Woven Cure*, Dominate Life Force*, Energized Healing*, Epic Fortitude, Epic Toughness, Epic Will, Everflowing Empowerment*, Establish Connection*, Extended Lifespan, Fast Healing, Font of True Life*, Great Constitution, Great Wisdom, Ignore Material Components, Improved Combat Casting, Improved Cure*, Improved Overcharge*, Improved Spell Capacity, Inspire Fecundity*, Lifesense*, Manipulate Life Force*, Perfect Health, Shifting Precautions*, Superior Resurrection*, Sustenance*

    New Feats
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    Inspire Fecundity [Epic]
    Your very presence creates an explosion of growth around you.
    Prerequisites: Everflowing Energy
    Benefits: You inspire life of all forms in the world around you. All plants within a 1-mile radius of yourself are affected as if by the enrichment function of plant growth, except that their productivity is multiplied tenfold rather than being raised by 1/3. All living creatures within range give birth to litters of twice the normal size and all unintelligent living things within range age at twice their normal rate until they reach adulthood (or an analogous state) for so long as they remain within range.

    Sustenance [Epic]
    You can use the energy you produce to keep yourselves and others sustained.
    Prerequisites: Everflowing Energy
    Benefits: You need not eat, drink, or sleep. As a standard action, you may touch a creature to heal it of fatigue and exhaustion and provide nourishment for it as if it had just received a full meal.

    Everflowing Empowerment [Epic]
    You are always able to provide your allies with just the boost they require.
    Prerequisites: Spell-Woven Cure (3 spells)
    Benefits: Spells that you cast using your spell-woven cure class feature benefit from your everflowing energy class feature as though they were of the healing subschool.

    Caster-Woven Cure [Epic]
    Rather than simply sending spell effects, you can send those you heal spells to cast.
    Prerequisites: Spell-Woven Cure (2 spells)
    Benefits: When you use your spell-woven cure class feature, you may replace any number of spell effects with an equal number of non-epic spells of a spell level up to half of that of the healing spell used to transfer such spells. These spells can be cast by their recipient any time within the next 10 minutes, regardless of mental ability scores, and the recipient need not provide any components (though the casting time remains unchanged). For the purposes of caster level and save DCs, you are treated as the caster of such spells. If these spells are not used within the next 10 minutes, they disperse and your prepared spells or spent spell slots remain expended.

    Establish Connection [Epic]
    You can create a temporary link between yourself and a creature you cure.
    Prerequisites: Spell-Woven Cure (1 spell)
    Benefits: Whenever you target an ally with a spell of the healing subschool, you create a link with that ally that lasts for 10 minutes. During this time, you are always aware of the target’s condition as if through a status effect and you may cast spells with a range of touch on the target as though they were right next to you regardless of the real distance between you.

    Aggressive Overcharge [Epic]
    You can pump a target with enough negative energy to make him or her explode.
    Prerequisites: Overcharge (100)
    Benefits: Unlike normal temporary hit points, those that you grant to enemies with your overcharge class feature are lost last instead of first. While such a creature possesses more temporary hit points than hit points, it must make a Fortitude save (DC 20 + Font of Life level + Wis modifier) each round or explode into a burst of light, leaving nothing but its equipment behind.

    Improved Overcharge [Epic]
    Every time you heal a target, you also manage to bolster them further.
    Prerequisites: Overcharge (50)
    Benefits: Whenever you use a spell or effect of the healing subschool to restore the hit points of a target, that target gains half as many temporary hit points (as if through your overcharge class feature). These temporary hit points stack with each other and with those granted by your overcharge class feature.

    Lifesense [Epic]
    You can sense the life force of all who are nearby.
    Prerequisites: Superior Healing 2/encounter
    Benefits: You sense the location of all living creatures within 100 feet of yourself as if you possessed blindsense. Furthermore, you detect the current hit points of all such creatures.
    Special: This feat can be taken multiple times. Each time you take it, the range of this sense is doubled.

    Shifting Precautions [Epic]
    You may change the contingent effects you have active on allies from any distance.
    Prerequisites: Preventative Measures (2 spells/target)
    Benefits: As a full-round action, you may cast a spell of the healing subschool with a casting time of 1 standard action or less without immediate effect. Instead, you replace any spelll effect placed on an ally with your preventative measures class feature with whatever spell was cast, regardless of the distance between the two of you.

    Dominate Life Force [Epic]
    You can control the positive energy in living beings as a puppeteer pulls on puppet strings.
    Prerequisites: Overcharge (150)
    Benefits: As a standard action, you may force any creature with temporary hit points gained through your overcharge class feature to make a Fortitude save (DC 20 + Font of Life level + Wis modifier) or fall under your direct control as Dominate Monster. This is not a mind-affecting effect and the target may make another Fortitude save against the same DC each round to end the effect.

    Font of True Life [Epic]
    You are nearly impossible to slay
    Prerequisites: Superior Healing 5/encounter
    Benefits: When you use superior healing and target only yourself with the healing effect, it does not take up a use of your superior healing class feature.

    Manipulate Life Force [Epic]
    You can freeze living beings in place or send them fleeing.
    Prerequisites: Superior Healing 2/encounter
    Benefits: You may turn and rebuke living creatures as a cleric of your font of life level + 20 a number of times per day equal to 3 + your Charisma modifier.

    Energized Healing[Epic]
    You can give a creature an extra boost of energy with positive energy.
    Prerequisites: Superior Healing 3/encounter
    Benefits: Whenever you target a creature with one or more spells or effects of the healing subschool, it may take an additional standard or move action during its next action. This effect does not stack with itself.

    Improved Cure [Epic]
    You restore more hit points with your healing spells.
    Prerequisites: Everflowing Energy
    Benefits: All targets of your healing spells and effects heal an additional 20 hit points in addition to any other effects that spell may possess.
    Special: You may take this feat multiple times. Its effects stack.

    Superior Resurrection [Epic]
    You bring others back to life with the greatest of skill.
    Prerequisites: Superior Healing 4/encounter
    Benefits: Whenever you cast a spell that would return a creature back from the dead, any non-epic, non-artifact effects that would prevent it from coming back are ignored, though the soul can still choose not to be revived. Furthermore, you may revive a creature that has died of old age, granting it an additional 1d10 years of natural life.


    Overcharge: Although conventional wisdom states that the healthy gain no benefits from curative magic, a font of life can fill a creature with positive energy until it overflows with vitality. Starting at 4th level, any hit points that a spell of the healing subschool would heal beyond a creature’s normal maximum, when cast by a font of life, are instead gained as temporary hit points. Temporary hit points gained through this class feature last for 10 minutes and stack with themselves but not with other sources of temporary hit points. At any given time, a creature may possess up to 50 of these temporary hit points, plus 50 at 9th level and every 5 levels afterwards. For every 10 of these temporary hit points that a creature possesses, it gains a +1 morale bonus to all attack rolls, saving throws, and skill checks.

    Preventative Measures: Starting at 5th level, a font of life can use his or her curative measures to prepare in advance. A font of life can choose to cast any spell of the healing subschool with one target on any living creature as a preventative measure, even if the target isn’t a legal target at the time of casting (such as casting true resurrection on a living creature). Doing so is exactly like casting the spell except that the effects don’t immediately take effect. Instead, the font of life can make any number of spells cast as preventative measures activate at any time in the future and from any distance. At 5th level, a font of life may only place a single preventative measure on each creature. At 10th level and every 5 levels afterwards, the font of life may cast an additional preventative measure on each creature. Spells cast in this way don’t benefit from the font of life’s Spell-Woven Cure.

    Notes and Explanation:
    Spoiler
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    Although the thought of an epic healer sounded kind of absurd to me when I started creating this class, I am pretty happy with how it turned out. I’ll be the first to admit that I strayed from the path of pure healbot into buffomancer grounds but it seems to work here (though I might be biased). Even if you aren’t too big of a healing fan, I hope you’ll agree that the idea of spamming free true resurrections at any time does sound pretty epic.
    Last edited by Realms of Chaos; 2016-01-19 at 12:28 AM.
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  25. - Top - End - #25
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Godking


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    What does it mean to rule? While many heroes have attracted followers and cohorts to follow them, what does it truly mean to hold the fates of an entire nation in your hand? Godkings are those few beings with the charisma to join huge numbers of people together without inheritance or fortunate happenstance. Whether carving out new kingdoms or joining tribes together in unity, a godking demands respect from his or her followers that borders on worship. While less than ideal for adventuring in person, a godking is more than capable at acting through intermediaries.

    Hit Die:d8

    Prerequisites: To qualify to become a Godking, a character must meet all of the following criteria
    Skills: Diplomacy 23 ranks or Knowledge (nobility and royalty) 23 ranks
    Feats: Leadership

    Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (nobility and royalty), Listen, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device
    Skill Points at Each Level: 4 + Int modifier

    Godking
    {table=head]Level|Base Attack Bonus|Special

    1st|
    +0
    |Absolute Authority 1/round, Godking’s Subjects

    2nd|
    +1
    |Attract the Masses x2

    3rd|
    +1
    |Bonus Feat

    4th|
    +2
    |Godking’s Blessing (1 level)

    5th|
    +2
    |Attract Viceroy (1)

    6th|
    +3
    |Absolute Authority 2/round

    7th|
    +3
    |Attract the Masses x3

    8th|
    +4
    |Bonus Feat

    9th|
    +4
    |Godking’s Blessing (2 levels)

    10th|
    +5
    |Attract Viceroy (2) [/table]

    Class Features: The following are class features of the Godking.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a Godking can still develop and cast epic spells using the armor, animate, banish, compel, contact, heal, life, and/or summon seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. A Godking may use his or her ranks in Diplomacy in place of his or her ranks in knowledge skills to determine epic spell slots per day and in place of his or her ranks in spellcraft when casting an epic spell. If the godking doesn’t cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Godking’s Subjects (Ex/Su): A godking evokes loyalty beyond what most leaders could ever hope to accomplish. All followers of a godking are treated as fanatical towards the godking and are immune to fear effects while possessing a line of sight with the godking. Furthermore, all followers and cohorts of at least 6th level gain leadership as a bonus feat.

    The great respect and admiration that the godking’s subjects hold for him, meanwhile, grants him a degree of power similar to divinity used to reward these servants. A godking’s subjects are always able to find food and water and can always find shelter (or the materials needed to make one) regardless of what environment they find themselves in. Furthermore, a godking’s subjects are never at risk of dying from natural disasters such as famines, droughts, floods, earthquakes, wildfires, plagues, tornados, and so forth. If such a disaster is magical, supernatural, or man-made in nature, this protection does not hold. Likewise, this protection does not extend to natural conditions of dangerous environments (such as damage taken on the elemental plane of fire). This protection is supernatural in nature.

    Absolute Authority (Su): A godking is able to exercise total control over those who can hear and understand him. At any time, a godking can grant any other creature who can hear and understand the godking a single standard or move action that must immediately be used as the godking dictates (if at all possible). Alternately, a godking can immediately halt any such creature from taking a single offensive action that would risk harming the godking and/or one of his or her allies. Either way, a successful Will save (DC = Leadership score) negates this ability. This ability can be used once per round at 1st level plus one additional time per round every 5 levels afterwards. This is a piercing mind-affecting, language-dependant compulsion ability.

    Attract the Masses (Ex): Starting at 2nd level, a godking can attract incredibly large numbers of followers. The godking multiplies the number of followers that they would gain from their leadership score by the given number (after multiplying this number through the legendary commander feat as normal), which increases by +1 at 7th level and every 5 levels afterwards.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a Godking can select a single bonus feat from the following list: Armor Skin, Bolster Allies*, Bow to None*, Chain of Command*, Damage Reduction, Energy Resistance, Epic Leadership, Epic Reputation, Epic Will, Fast Healing, Godly Realm* Great Charisma, Halting Authority*, Hardened Ruler*, King of the Wild*, Legendary Commander, Legendary Diplomat*, Loyalty Past Death*, Mage King*, Martial Subjects*, Perfect Health, Polygot, Renown*, Skilled Subjects*, Staggering Authority*, True Leader*, Versatile Blessing*, Warrior King*.

    New Feats
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    Renown [Epic]
    You are known far and wide for your greatness
    Prerequisites: Epic Leadership
    Benefits: You gain a +2 bonus to your leadership score.
    Special: You may select this feat multiple times. Its effects stack.

    Bolster Allies [Epic]
    Your presence increases the fortitude of allies.
    Prerequisites: Godking’s Subjects
    Benefits: All allies within 100 feet of yourself gain temporary hit points equal to twice your godking level at the start of each round. These temporary hit points last for 1 round.

    King of the Wild [Epic]
    You exercise command over even less intelligent creatures.
    Prerequisites: Godking’s Subjects, Wild Empathy, Diplomacy 20 ranks
    Benefits: You may make diplomacy checks against animals and can communicate with them as if affected by a perpetual speak with animals effect.

    Warrior King [Epic]
    You have managed to maintain your skill at arms even with your attentions turned to ruling others.
    Prerequisites: Godking’s Subjects, Base Attack Bonus +20
    Benefits: You gain a stacking +1 morale bonus to attack rolls for each ally within 100 feet of yourself (up to +1 per godking level). Whenever you successfully hit a creature with an attack, all allies gain a morale bonus on attack rolls against the same foe equal to your Charisma bonus (minimum +1).

    Mage King [Epic]
    You have learned how to use the assistance of others to help you cast spells.
    Prerequisites: Godking’s Subjects, Caster 20th
    Benefits: Any number of creatures can spend a full-round action to grant you a +1 bonus to your caster level for 1 round. When casting a spell with multiple targets (like haste or mass bull’s strength), you may select any number of your followers within range without counting them towards the limit of targets chosen.

    Legendary Diplomat [Epic]
    You possess untold skill with persuasion.
    Prerequisites: Epic Skill Focus (Diplomacy)
    Benefits: Targets you render fanatic remain so until you take actions that would change this attitude rather than the normal 1 day + 1 day per point of Charisma bonus.

    Skilled Subjects [Epic]
    Your subjects are masterful with a skill of your choosing.
    Prerequisites: Godking’s Subjects
    Benefits: Select one skill. All of your cohorts and followers treat that skill as a trained skill for all of their classes and gain skill focus in that skill as a bonus feat.
    Special: This feat can be selected multiple times, choosing a new feat each time.

    Martial Subjects [Epic]
    Your subjects are capable of defending themselves if requires.
    Prerequisites: Godking’s Subjects
    Benefits: Select one weapon. All of your cohorts and followers gain proficiency with that weapon if they lacked it as well as with light armor (if they lacked such proficiencies) and gain weapon focus in the selected weapon as a bonus feat.
    Special: This feat can be selected multiple times, choosing a new weapon each time.

    Chain of Command [Epic]
    You control staggering forces through a chain of command.
    Prerequisites: Attract the Masses x6
    Benefits: Your Godking’s Subjects class feature applies to all cohorts and followers of your cohorts and followers and to their cohorts and followers and so forth.
    Special: If you possess the martial subjects and/or skilled subjects, their effects are shared in the same way.

    True Leader [Epic]
    Others either can’t see or can see past your faults as a leader.
    Prerequisites: Godking’s Subjects
    Benefits: Ignore any penalty that would be applied to your leadership score, including penalties for possessing a poor Charisma score. Preexisting penalties to your leadership score are removed. Lowering your level still lowers your leadership score as normal.

    Halting Authority [Epic]
    You can stop others from acting with your very presence
    Prerequisites: Absolute Authority 2/round
    Benefits: You can use your absolute authority class feature to prevent a creature from performing any single action you choose.

    Staggering Authority [Epic]
    You know how to knock the wind from a target’s sails with nothing but words
    Prerequisites: Absolute Authority 3/round
    Benefits: Whenever you successfully use Absolute Authority to stop an enemy’s action, you may spend an additional usage to render them dazed for 1 round.

    Godly Realm [Epic]
    You can assert your right to rule over the world around you.
    Prerequisites: Godking’s Blessing (3 levels)
    Benefits: On divinely morphic planes, you gain a godly realm centered on yourself as a deity with a divine rank of (Godking level + 1)/5.

    Loyalty Past Death [Epic]
    Your followers and cohorts remain loyal to you long after your death
    Prerequisites: Godking’s Blessing (2 levels)
    Benefits: Even if you die or vanish, your followers and cohorts will remain loyal to you for the rest of their lives (or until controlled to the contrary). Unless commanded not to, your followers will do everything in their power to recover you if lost or revive you if slain, giving up their lives in the effort if necessary. Furthermore, your Godking’s Subjects and Godking’s Blessing class features continue functioning even after your demise.

    Versatile Blessing [Epic]
    You can help grant strength to others in a wide variety of ways.
    Prerequisites: Godking’s Blessing (1 level)
    Benefits: You can grant levels of any NPC class with your godking’s blessing class feature.

    Hardened Ruler [Epic]
    You have toughened yourself to better resist assassination attempts
    Prerequisites: Absolute Authority 2/round
    Benefits: You are immune to critical hits.

    Bow to None [Epic]
    Your mind can’t be bent by others
    Prerequisites: Absolute Authority 3/round
    Benefits: You are immune to mind-affecting effects.


    Godking’s Blessing (Su): Starting at 4th level, a godking’s power seeps into his or her servants, making them tougher and more skilled than they would otherwise be. All of the godking’s servants gain one level in expert or warrior (their choice). This counts as a normal level in all ways (granting hp, skills, feats, and so forth) but doesn’t affect what the followers’ level counts as for the purpose of the godking’s leadership feat (a level 1 commoner empowered into a commoner 1/expert 1, for example, still counts as a level 1 follower). Levels gained in this way can’t be retrained. At 9th level and every 5 levels afterwards, the godking grants an additional level of expert or warrior to all of his or her followers (followers need not choose the same class for all additional levels gained in this way).

    Furthermore, a godking of at least 4th level can touch one of his or her followers as a standard action to grant even greater benefits, granting a +4 enhancement bonus to one ability score of the godking’s choice for 24 hours. Multiple touches to a single target erase the benefits of previous touches.

    Attract Viceroy (Ex): Starting at 5th level, a godking can attract and surround himself with a large variety of cohorts. At 5th level and every 5 levels thereafter, a godking can possess an additional cohort. Each cohort gained in this way must possess an ECL of at least 5 levels lower than the one before it.

    Notes and Explanation:
    Spoiler
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    This is the worst of the classes that I have created, and I mean that on multiple levels. Not only is this a class that eventually gives you an entire adventuring party of epic adventurers as a CLASS FEATURE and not only does this class open the way to headache-inducing chains involving cohorts with levels in this class but this is also the most passive of the classes that I’ve created, lacking even the excuse of spellcasting progression.

    Why, then, did I make this class? Well, there are three reasons that I can come up with.
    1. I have always felt that this class should have the right to exist. On some level, I was always searching through new 3.5 splatbooks hoping to find a vanilla leadership class. While some classes like the legendary leader (HoB), legendary captain (SW), thrallherd (XPH), evangelist (CDiv), and high proselytizer (ELH) came close, I was never quite satisfied. Even if the niche it fills is questionable, nothing else out there quite fills it.
    2. Though perhaps a bit of a cop-out, mass minion control is already quite possible by epic levels in the hands of casters. Summoners and Necromancers (and Illusionists copying summoners) can select from lists of pre-selected minions more or less at will and Enchanters, though hindered by an “easy” immunity, can theoretically control anyone and can do so in the long term thanks to programmed amnesia and similar effects. All that this class really allows is for noncasters to get a turn with these shenanigans.
    3. Even if this is the worst class here, that doesn’t mean that it is automatically horrible. Even considering the passiveness of this class, its one “usable” ability is given uses per round and remains quite versatile. Furthermore, this class has an advantage over most caster overlords in that this class will likely control far fewer relevant combatants around with him in number (only his or her cohorts and their cohorts in most cases), meaning fewer stat blocks to memorize and theoretically faster combat rounds (at least compared to other mages with similar jobs).

    With all of that said, I would still appreciate any advice on how to curb the more destructive elements of leadership so long as this class can maintain its core identity. Also, I should point out that all classes like this that gain minions as class features (and there are at least a couple more) extend the length of combat rounds and risk breaking the game just as any other class with minions can so be weary.

    As a final note, I apologize if anyone actually expected the godking to be a king of deities or a PrC reserved for those with divine ranks. It seemed like a good name.
    Last edited by Realms of Chaos; 2012-06-27 at 09:37 AM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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  26. - Top - End - #26
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Grand Creator


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    Of the many ways that casters leave their marks on the world, one of the most commonplace is through the enchanted objects he or she leaves behind. Whether these items serve some trivial function or mean the difference between life and death, their crafting is often viewed either as the pursuit of some secluded craftsmage or as the mere hobby of a more competent mage. Standing in stark opposition to these views are the grand creators, crafters who have gained near-mythic repute for the items they have forged. Beyond simply creating superior items, however, a grand creator can turn out magic items at incredible speeds and surrounds him or herself with minions of his or her own design. Far more suited for the rigors of adventure than the average magical artisan, grand creators leave behind epic legacies in the items that they choose to create.

    Hit Die: d6

    Prerequisites: To qualify to become a grand creator, a character must meet all of the following criteria.
    Skills: Craft (any) 23 ranks, Spellcraft 23 ranks
    Feats: Craft Construct and any four other item creation feats
    Spells/Infusions: Must be able to cast 6th level spells or infusions.

    Class Skills: Appraise, Concentration, Craft, Disable Device, Knowledge (all skills, taken separately), Spellcraft, Use Magic Device
    Skill Points at Each Level: 2 + Int modifier

    Grand Creator
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +0
    |Quick Crafter (10,000/day), Wondercraft|--

    2nd|
    +1
    |Caged Miracles (1)|+1 level of existing spellcasting class

    3rd|
    +1
    |Bonus Feat|--

    4th|
    +2
    |Multicraft (2 items)|+1 level of existing spellcasting class

    5th|
    +2
    |Crafted Guardian (1)|--

    6th|
    +3
    |Quick Crafter (100,000/day)|+1 level of existing spellcasting class

    7th|
    +3
    |Caged Miracles (2)|--

    8th|
    +4
    |Bonus Feat|+1 level of existing spellcasting class

    9th|
    +4
    |Multicraft (3 items)|--

    10th|
    +5
    |Crafted Guardian (2)|+1 level of existing spellcasting class [/table]

    Class Features: The following are class features of the Grand Creator.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a grand creator can still develop and cast epic spells using any 8 seeds seeds of his or her choice (selected at 1st level). For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved.

    Wondercraft (Su): A grand creator can weave powerful magic into items faster than anyone else, forming powerful magic items in a matter of moments. When using this ability, a grand creator must have access to a non-magical item capable of occupying the same item slot if the item to be created is worn or to any nonmagical tiny or diminutive object if making a tool. The grand creator doesn’t cast spells or need to know the spells normally needed for crafting the item and no money or experience points are spent in this way, though he or she must be capable of crafting that type of magic item. Crafting an item in this way takes at least 1 round per day of crafting it would otherwise require, though a grand creator can choose to take longer to make the enchantment last longer. Each round that this item is being made, the grand creator must make a Spellcraft check (DC 20 + highest level of spell used in item’s construction + 1 per previous check). A single check failed in this way ruins the enchantment process and forces the grand creator to start over from scratch. The item is only temporarily enchanted, however, lasting for one minute per round spent making it in the first place. Any objects, creatures, and areas that the object creates also vanish at the end of this time. Constructs can’t be made in this way. At any given time, a grand creator can’t possess more items crafted in this way than half of his or her class level +1.

    Quick Crafter (Ex): Even when crafting items normally, a grand creator can make permanent enchantments at an incredible speed. Creating a magic item only requires 1 day per 10,000 gp of cost (minimum 1 day). At 6th level and every 5 levels afterwards, the amount of progress that can be made towards the completion of a magic item each day is multiplied by x 10 (allowing grand creators of 11th level to create items in 1 day per 1,000,000 gp, for example).

    Caged Miracles (Su): Starting at 2nd level, a grand creator can perform the otherwise impossible and create items that utilize or imitate epic spells. Doing so isn’t cheap, however, for the spell’s gp cost to develop is used in place of [caster level x spell level] when calculating the price of the item. The grand creator must make a successful spellcraft check when creating the item but people using epic spells in scrolls and similar sources need not make such a check. A grand creator may have up to one such epic item in creation at a time at 2nd level and one additional such item every 5 levels afterwards. Creating such items beyond this limit disenchants another item of the grand creator’s choice. Epic spells written onto scrolls can’t be copied into spellbooks.

    Spells per Day/Spells Known: At each even grand creator level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a grand creator, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a grand creator can select a single bonus feat from the following list: Additional Magic Item Space, Augmented Alchemy, Burn the Midnight Wax*, Commandeer Construct*, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Craft Reserves*, Craft the Mundane*, Enduring Wondercraft*, Energy Resistance, Epic Skill Focus, Forge Epic Ring, Fortify Item*, Great Charisma, Great Intelligence, Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Master Staff, Master Wand, Quick Repairs*, Retain Spells*, Scribe Epic Scroll, Simple Miracles, Something from Nothing*, Tenacious Enchantments*

    New Feats
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    Enduring Wondercraft [Epic]
    The enchantments you weave in a hurry last for far longer.
    Prerequisites: Wondercraft class feature
    Benefits: The items you make with your wondercraft class feature last for 10 minutes per round spent creating them.

    Craft Reserve [Epic]
    You can craft items without expending your life force.
    Prerequisites: Wondercraft class feature
    Benefits: You gain a supply of 5,000 craft points that can be spent in place of experience points when crafting items. Once these points are spent, this feat grants no further benefit.
    Special: This feat can be taken multiple times. Each time it is taken after the first, double the number of craft points it grants and add that total to any remaining craft points you possess.

    Craft the Mundane [Epic]
    You can craft even mundane items at an incredible pace
    Prerequisites: Quick Crafter (10,000/day)
    Benefits: You may use fabricate as a spell-like ability as a standard action with a caster level equal to your grand crafter level + 20. After doing so, you must spend one hour in concentration to recharge this ability before you can do so again.
    Special: You may select this feat multiple times. Each time you select it beyond the first, double the amount of times you can use fabricate between recharges.

    Something From Nothing [Epic]
    You can create full mundane products from thin air.
    Prerequisites: Quick Crafter (100,000/day)
    Benefits: You may use Major Creation as a spell-like ability as a standard action with a caster level equal to your grand crafter level + 20. All items created in this way, regardless of composition, last for 24 hours/grand creator level. After using this ability, you must spend one hour in concentration to recharge this ability before you can do so again.
    Special: You may select this feat multiple times. Each time you select it beyond the first, double the amount of times you can use Major Creation between recharges.

    Fortify Item [Epic]
    You can work on a fully constructed item to make it more powerful.
    Prerequisites: Efficient Crafter (100,000/day)
    Benefits: You may increase the caster level of an existing item as you see fit. Doing so takes one day of crafting regardless of the costs involved. For each +1 bonus that you apply to an item’s caster level, you must pay gold pieces equal to (item cost/[current caster level x 2]).

    Burn the Midnight Wax [Epic]
    Crafting magic items is no longer a stressful activity for you.
    Prerequisites: Multicraft (3 items)
    Benefits: You are no longer restricted to 8 hours of working on item crafting each day. For every full 8 hours spent working on an item, you make progress as though you had worked for a full day. Furthermore, time spent crafting items counts towards your 8 hours of rest required for regaining spells and/or infusions.

    Tenacious Enchantments [Epic]
    The magic imbued in the magic items you create refused to be removed.
    Prerequisites: Efficient Crafter (10,000,000/day)
    Benefits: If a magic item you have created would be dispelled by a non-epic spell or effect, its effects return after 1d4 rounds.

    Retain Spells [Epic]
    The spells you use in magic item creation aren’t expended
    Prerequisites: Efficient Crafter (1,000,000/day)
    Benefits: When you work on crafting a magic item, you need not actually cast any spells listed under its crafting criteria. Instead, you must instead spend at least 8 hours of the crafting process either with all such spells prepared (if a prepared caster) or with all such spells known and with sufficient open spell slots to cast all such spells (if a spontaneous caster).

    Quick Repair [Epic]
    Fixing broken items is no challenge for you
    Prerequisites: Multicraft (2 items)
    Benefits: No matter how much it may cost to repair a broken magic item, it only ever requires 8 hours of crafting to fix. Furthermore, you can repair a dispelled item (but not an expended item) as if it were merely broken.

    Commandeer Construct [Epic]
    You can temporarily wrench control of an unintelligent construct over from its caster.
    Prerequisites: Crafted Guardian (2)
    Benefits: As a standard action, you can speak authoritatively to an unintelligent construct within 100 feet. If that construct can hear you and fails a Will save (DC 20 + Grand Creator level + Int modifier), it falls under your control. Every round, the construct may make a new Will save against the same DC to break free from this effect.

    Simple Miracles [Epic]
    You have found shortcuts for creating the more powerful of items
    Prerequisites: Caged Miracle (4)
    Benefits: Halve the cost of all items you craft with the caged miracle class feature.


    Multicraft (Ex): At 4th level, a grand creator has gained enough confidence in his or her craft to multitask efficiently. The grand creator can work on creating two items instead of one during the normal 8-hour period of crafting, making full progress towards the completion of both. If one item is finished before the other, it can be replaced with the start of a third project as early as the next day. At 9th level and every 5 levels afterwards, a grand creator can work on making an additional magic item at a time.

    [b ]Crafted Guardian (Ex):[/b] In a moment of truly inspired genius, a grand creator of 5th level can create a construct and imbue a part of his or her soul into it to make the crafting process easier. The grand creator can create the construct in a single day while spending only one tenth of its normal price in gold pieces and experience points. The construct to be created in this way must have a CR equal to or less than 15 + class level. Due to the infused soul the creature crafted in this way gains a +4 bonus to it’s Intelligence, Wisdom, and Charisma scores, gaining an Intelligence score of 10 (including the +4 bonus) if it would otherwise lack one. Only able to press his or her soul so far, a grand creator can only have one crafted guardian at 5th level, plus an additional crafted guardian every 5 levels afterwards.

    Notes and Explanation:
    Spoiler
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    At epic levels, crafting becomes surprisingly useless. If a game starts at epic levels, the crafter will start play having made all items that he or she requires. If a game achieves epic levels, it will likely be in the endgame of the campaign and it seems doubtful that there would be too much free time to work on items (especially when “decent” items start taking weeks of consecutive work to create). Between wondercraft, quick crafter, and multicraft, I hope that crafting has been sped up enough to remain usable. Crafted guardian helps to provide the grand creator some additional flavorful presence in encounters. Also, just to specify, it is completely intentional that efficient crafter makes it easier to wondercraft bigger items as you gain levels.
    Last edited by Realms of Chaos; 2019-03-08 at 09:20 AM.
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  27. - Top - End - #27
    Troll in the Playground
     
    AssassinGuy

    Join Date
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    Default Re: Librim Eternia: Tome of Epic Prestige

    Harbinger of Endings


    Spoiler
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    Contrary to how most people think, death is not the end. After one’s death, his or her soul is judged before being sent on to its rightful reward or punishment. While this is a great change to be sure, it is not the end. As for what the end even is, few can hope to wrap their minds around it. The end is the looming threat on the horizon that inspires true dread. The end, for there is only one, is the opposite bookend to the genesis of the multiverse. Almost every religion in existence has its own myths as to how it will occur and as to what will happen to the faithful afterwards. Those who actively work towards the end, however, are rare and far between. Inspired by the whispers of dark beings or through raw nihilistic fervor, a Harbinger of endings is one of the few who willingly stares out into the void. Though some are content to observe the slow approach of the end, many are drawn to play a far more active role. Whatever the case, Harbingers of endings are a threat to the multiverse itself.

    Hit Die: d8

    Prerequisites: To qualify to become a Harbinger of Endings, a character must meet all of the following criteria
    Alignment: Any Evil
    Skills: Spellcraft 23 ranks
    Spells: Ability to cast spells up to 6th level, including at least 2 spells with the evil descriptor
    Special: Must worship an elder evil or cause the deaths of at least 100 individuals for no other purpose than to become a Harbinger of endings (you need not kill these individuals directly).

    Class Skills: Bluff, Concentration, Craft, Decipher Script, Disguise, Escape Artist, Hide, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Move Silently, Ride, Search, Sense Motive, Spellcraft, Use Magic Device
    Skill Points at Each Level: 2 + Int modifier

    Harbinger of Endings
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +0
    |Envoy of the End, Twisted Servitude (1 outsider)|--

    2nd|
    +1
    |Destruction’s Embrace 1/round|+1 level of existing spellcasting class

    3rd|
    +1
    |Bonus Feat|--

    4th|
    +2
    |Glimpse the End 1/encounter|+1 level of existing spellcasting class

    5th|
    +2
    |Apocalyptic Might (2 epic spells)|--

    6th|
    +3
    |Twisted Servitude (2 outsiders)|+1 level of existing spellcasting class

    7th|
    +3
    |Destruction’s Embrace 2/round|--

    8th|
    +4
    |Bonus Feat|+1 level of existing spellcasting class

    9th|
    +4
    |Glimpse the End 2/encounter|--

    10th|
    +5
    |Apocalyptic Might (3 epic spells)|+1 level of existing spellcasting class [/table]

    Class Features: The following are class features of the Harbinger of Endings

    Epic Spellcasting: Even without the Epic Spellcaster feat, a Harbinger of endings can still develop and cast epic spells using the afflict, banish, destroy, dispel, slay, and summon seeds. A Harbinger of endings is particularly blessed at creating effects of monumental scope. For the purpose of developing and casting epic spells using these seeds (and only these seeds), increasing the duration or range of a spell by 100% increases the spellcraft DC by +1 per application of the factor (instead of +2) and increasing the area of a spell by 100% increases the spellcraft DC by +2 per application of the factor (instead of +4).

    Envoy of the End (Su): A Harbinger of endings represents the forces that mean to unravel the very multiverse and submit all into darkness. Everywhere that the Harbinger goes, signs of his or her influence inevitably appear. Within a 1-mile radius/class level of the Harbinger, minor omens make themselves known at every turn, allowing any creature within range to make a DC 20 Knowledge (religion) check to notice your presence. Furthermore, one of the following auras is always active within the area. A Harbinger of endings can switch which aura is active as a swift action.
    Aura of War: All creatures within range take a penalty to Charisma-based skill checks equal to twice the Harbinger’s class level. If a creature within range fails on a bluff, diplomacy, or intimidate check, the target of this skill check has their attitude towards the one who made the skill check worsened by one step (no saving throw). As a swift action, a Harbinger of endings may specify any creature within range whose presence he or she is aware of as an object of ire. All creatures in range who are aware of that creature’s existence must make a Will save (DC 20 + Class level + Cha mod) or spend their next action inflicting as much harm on the object as ire as they are able to, fighting with their best abilities.
    Aura of Famine: All food and drink (other than water) within range of this aura instantly spoils to the point of inedibility as grain rots, meat spoils, milk sours, and so forth regardless of measures taken to preserve such food (whether mundane or magical). Even if eating directly off of a living creature, each mouthful taken turns to inedible ash in a creature’s mouth. As a swift action, a Harbinger of endings can quicken the hunger in any number of creatures he or she is aware of within this range. All targets within range must make a Fortitude Save (DC 20 + Class level + Cha mod) or become exhausted and take nonlethal damage equal to half of his or her maximum hit points. No creature can be successfully affected in this way more than once per 24 hours.
    Aura of Pestilence: Upon selecting this aura, the Harbinger of endings selects a disease from the list that a contagion spell can inflict. All creatures within this aura must make a Fortitude Save each hour against a DC of 20 + Class level + Cha mod in place of the normal DC for the disease or catch the disease. A new disease from the list can be chosen as a swift action. All creatures with diseases in this aura have the incubation periods of such diseases lowered to 1 hour and must make additional saving throws every hour in place of every day. As a swift action, the Harbinger of endings can inflict ability drain equal to his or her class level split however he or she desires among the ability scores of a creature he or she is aware of within this aura. This ability doesn’t permit a saving throw but no ability score can be reduced below half of its original value in this way.
    Aura of Death: Within the area of this aura, the maximum lifespan of all other creatures are reduced by twice your class level (killing all creatures over this age) and the hit point total at which point creatures die is increased by the same amount (killing all creatures with hit points below this value and possibly increasing this value to a positive number). As a swift action, the Harbinger can reap the souls of any number of creatures who he or she is aware of having died within the aura within the past round. Creatures with their souls so harnessed can’t be returned from the dead by non-epic means. More importantly, each soul reaped in this way grants a stacking +1 bonus to spellcraft checks until the end of the next round (this bonus may not exceed the Harbinger’s class level x 10).

    Twisted Servitude (Su): However much they would want to deny it, the very machinations of outsiders slowly but surely work towards the end of all things. A Harbinger of endings can forcefully remind outsiders of this truth, dragging them kicking and screaming into his or her servitude until the energies of the end times overwhelm them entirely. As a full-round action, the Harbinger of endings can summon any one outsider with a CR equal or less than 13 + his or her class level (regardless of its alignment). That creature is called anywhere within 100 feet (so long as that space is capable of supporting it) and obeys every order from the Harbinger of endings, comprehending regardless of the language they are spoken in. At the start of each round, however, that creature gains a negative level (even if normally immune to them) that can’t be cured through any means at the outsider rots away. This summoning lasts until the outsider is dead (it can’t be ended prematurely) and the outsider doesn’t reform on its home plane when it dies in this way, instead perishing permanently. After using this ability, a Harbinger of endings can’t do so again for one hour. At 6th level and every 5 levels afterwards, this ability can be used to call an additional outsider at the same time, so long as their total CR doesn’t exceed the maximum.

    Destruction’s Embrace (Su): Starting at 2nd level, a Harbinger of endings can embrace the destructive energies of the multiverse, finding succor in what brings others pain. Once per round, when a Harbinger of endings would take hit point damage from any source, he or she may choose to instead be healed by an equal number of hit points. At 7th level and every 5 levels afterwards, this ability can be use an additional time each round.

    Spells per Day/Spells Known: At each even Harbinger of endings level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a Harbinger of endings, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a can select a single bonus feat from the following list: Arcane Control*, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Chorus of Entropy*, Diabolic Plot*, Drag to the Grave*, Drain Life*, Elder Ward*, Enhance Spell, Epic Will, Eventual Return*, Extended Lifespan, Fast Healing, Final End*, Godslayer*, Great Charisma, Great Constitution, Great Intelligence, Great Wisdom, Improved Heighten Spell, Improved Spell Capacity, Intensify Spell, Lasting Impressions*, Multispell, Subtle End*, Tenacious Magic, Threatening Presence*, Usher in Doomsday*, Vile Entity*, Words of Death*

    New Feats
    Spoiler
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    Usher in Doomsday [Epic]
    You can perform elaborate rituals to bring about the darkest of effects
    Prerequisites: Apocalyptic Might (5 epic spells)
    Benefits: With 24 hours of research, supplication, and concentration, you can research an epic spell. This research requires gold pieces and experience points each equal to one tenth of the normal cost that would be required to research that spell. At the end of the 24 hours, you make a Spellcraft check to attempt to cast it once. After this casting, you do not add this epic spell to your list of epic spells known but you may repeat the process or properly research the same spell in the future. If this ritual is interrupted, all gold pieces and experience points are spent without effect.

    Elder Ward [Epic]
    Your conviction in your dark mission protects you from divine magic.
    Prerequisites: Destruction’s Embrace 3/round
    Benefits: Divine spells that allow for spell resistance fail to affect you as if they had failed to overcome your spell resistance.
    Special: You cannot select Elder Ward if you already possess Arcane Control. You may not select both feats at the same level.

    Threatening Presence [Epic]
    Others are often terrified by your presence on the battlefield.
    Prerequisites: Epic Skill Focus (Intimidate)
    Benefit: enemies within 10 feet of you are shaken (no save). This is a fear effect.
    Whenever you make a successful attack, the target of the attack must make a Will save (DC 10 + your class level) or become frightened for 1d4 rounds. This is a piercing fear effect.


    Arcane Control [Epic]
    Your total mastery over arcane magic protects you from it.
    Prerequisites: Destruction’s Embrace 3/round
    Benefits: Arcane spells that allow for spell resistance fail to affect you as if they had failed to overcome your spell resistance.
    Special: You cannot select Arcane Control if you already possess Elder Ward. You may not select both feats at the same level.

    Eventual Return [Epic]
    Prerequisites: Destruction’s Embrace 4/round or Dark Tactician 4/encounter
    Benefits: Whenever you are slain, your body is forced back to life 1d10 months later as per true resurrection. Only effects that would otherwise destroy or seal away your soul can prevent you from returning in this way.

    Lasting Impressions [Epic]
    Even the small glimpse you grant of the end can leave lasting impressions on others.
    Prerequisites: Glimpse the End 1/encounter
    Benefits: Any enemy successfully panicked by your glimpse the end class feature at any point in the past is shaken for as long as it remains within your presence. Any enemy successfully nauseated by your glimpse the end class feature at any point in the past is sickened for as long as it remains in your presence. These effects have no maximum duration.

    Subtle End [Epic]
    None can tell that you are present until it is far too late
    Prerequisites: Envoy of the End
    Benefits: You may suppress or reactivate your envoy of the end class feature as a full-round action.

    Final End [Epic]
    You destroy the souls of those that you slay.
    Prerequisites: Glimpse the End 1/encounter
    Benefits: All creatures that you slay have their souls destroyed. They can’t be revived by any divine magic short of a miracle or wish and even such magic possesses a 50% chance of failing.

    Diabolic Plot [Epic]
    When you take the time to plan ahead, success is almost guaranteed.
    Prerequisites: Envoy of the End or Puppet Master
    Benefits: As a full-round action, you may choose to embark upon a diabolical plot. You may select a number of attack rolls, saving throws, and/or skill checks up to your Intelligence modifier. When selecting a saving throw, you must specifically designate what save will be made and specifically what that save will be made against (getting as specific as what caster will cast what specific spell if you select a spell or what specific trap in what specific location will provoke the saving throw). If selecting a skill check, you must specify exactly what skill will be used to accomplish exactly what end (and against which specific creature, if applicable). If selecting an attack roll, you must specify who the attack roll will be against and what specific weapon or spell will be used for the attack.
    At any time within the next 24 hours, when you would make one of your specified rolls, you may instead treat the dice result as a 20 and add an additional +2 bonus for each other specified roll you have already used. You may use each specified roll only once in this manner (though you can choose a single roll more than once) and this feat does not allow you to automatically succeed on attack rolls or saving throws. You may only use this feat once per day.

    Drag to the Grave [Epic]
    The twisted outsider that you summon can drag others back into oblivion with them.
    Prerequisites: Twisted Servitude (1 outsiders)
    Benefits: Whenever a creature you summon through twisted servitude dies, all living creatures within 5 feet of it (other than you) must make a Fortitude save (DC 20 + Harbinger of Endings level + Cha mod) against a destruction effect (Caster level equals Harbinger of Endings level + 20). This is a piercing effect.

    Vile Entity [Epic, Vile]
    Your very essence is filled with dark power that you express with every spell.
    Prerequisites: Five or more vile feats
    Benefits: All damage that you deal with your spells or attacks is treated as vile damage.

    Drain Life [Epic]
    The life you regain from embracing destruction is stolen from the one to harm you
    Prerequisites: Destruction’s Embrace 2/round
    Benefits: Whenever you use Destruction’s Embrace, any creature who would have dealt you that damage takes half as much damage itself. This is a necromancy effect.

    Chorus of Entropy [Epic]
    The twisted creatures you summon flourish when exposed to energies of the end times.
    Prerequisites: Twisted Servitude (3 outsiders), Glimpse the End 2/encounter
    Benefits: Outsiders you summon through your twisted servitude class features aren’t negatively affected by your glimpse the end class feature. In fact, they gain a +4 enhancement bonus to all of their ability scores and don’t gain any negative levels on any round in which you use glimpse the end.

    Words of Death [Epic]
    You can bring death to others with the greatest of ease.
    Prerequisites: Twisted Servitude (3 outsiders)
    Benefits: As a standard action, you can use Power Word Kill or Wail of the Banshee as a spell like ability with a Caster Level equal to your Harbinger of endings level + 20 (Save DCs are Charisma-based). After using either ability once, you must spend one hour in meditation, supplication, or concentration to recharge this ability before you can use either spell-like ability again.
    Special: You may select this feat multiple times. Each time you select it after the first, double the number of times you can use these spell-like abilities (in any combination) before needing to recharge.

    Godslayer [Epic]
    You can face even the divine with some chance of success.
    Prerequisites: Base Attack Bonus +35 or ability to cast 12th level spells
    Benefits: Deities attacking you never take 20 on their attack rolls. Against your spells and abilities, deities never take 20 on their saving throws. Against you, Deities lose their divine bonus to AC and Saving Throws. Lastly, you aren’t detected by the remote sensing abilities or portfolio sense of deities and salient divine abilities that create areas or that designate targets don’t affect you.


    Glimpse the End (Su): Starting at 4th level, a Harbinger of endings can give those around him and her a short taste of what is yet to come as a standard action, revealing the broken landscapes of the end times filled with the broken bodies of the fallen and incomprehensible beings of apocalyptic might. Only creatures within 100 feet of the Harbinger can perceive this world but it is not a simple illusion and true seeing and similar effects do not see through it. All other creatures within range must make a Fortitude save, Will save, and Reflex save. Creatures who fail their Fortitude save are nauseated for 1d4+1 rounds. Creatures who fail their Will saves are panicked for 1d4+1 rounds. Creatures who fail their Reflex Save take 5d6 damage/level as the creatures take note of them. Also, during this time, all other creatures treat all squares within range as difficult terrain. At the Harbinger’s option, he or she may grant any number of willing allies immunity to this ability, though doing so renders the targets blind, deaf, and dazed for 1 round. This vision of the end times only lasts for a single round. This ability can be used once per encounter at 4th level and one additional time per encounter every 5 levels afterwards.

    Apocalyptic Might (Su): Starting at 5th level a Harbinger of endings can chain together even the most powerful of magicks together in a show of apocalyptic might, though doing so is not without dangers. A Harbinger of endings can cast two epic spells with a casting time of 1 standard action as a single standard action. To do so, make a single Spellcraft check against the higher spellcraft DC + 10. Even if this check succeeds, however, there is a 50% chance that only the first epic spell manifests. Whether this check succeeds or fails, the Harbinger immediately takes damage equal to this DC x 5 (this damage can’t be negated, reduced, shared with others, or turned into healing via destruction’s embrace). At 10th level and every 5 levels afterwards, a Harbinger of endings may cast an additional epic spell simultaneously, though each spell after the first adds a + 10 bonus to the spellcraft DC.

    Notes and Explanation:
    Spoiler
    Show
    At long last, a class designed for bad guys (though still playable for players). Not too much to say here for once. I’m pretty happy with how things turned out, though there might be a couple of feats that I should address.

    First, the subtle end feat may look like a blatant feat tax to some people if you want any chance of interacting with people. While I’ll admit that this eventually becomes the case, I’d like to point out that you can actually go a few levels without it as the death aura is hard to detect at lower levels.

    Secondly, Diabolic plot is more than a little bit complicated, though mostly by design. To make the most use of the feat, you’ll need lots of information about what you are planning on doing ahead of time. While not always feasible or practical, it can make for nice situations when it does work.

    As one last note, even though this class is where the ability would go, I have purposefully left out any ability to call up a sphere of annihilation (even through feats). I personally hate that epic-level binders can call one up as it is. It’s not that I have anything against artifacts as a class feature (see the dragon overlord, above) but I just don’t believe in no-save-just-die abilities and think that they make for horrible anti-climaxes.
    Last edited by Realms of Chaos; 2012-06-27 at 09:52 AM.
    I'm try not to be too vain but this was too perfect not to sig.
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    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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  28. - Top - End - #28
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Herald of the Outer Spheres


    Spoiler
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    Beyond the furthest planes of existence, in the space between all spaces, rest the Far Realms of Insanity. Obeying few if any of the constants that we take for granted in the multiverse, the Far Realms is a place devoid of structure and beyond comprehension. At the very least, that is what most scholars believe. A rare few beings, however, seem to demonstrate that this may not be the case. Calling themselves heralds of the outer spheres, these beings wield incredible might that seems to have been drawn from the far realms themselves. Those few who have talked with these heralds or read their works inevitably learn that they believe themselves to be working for a greater power beyond the planes. Some of these heralds even claim to have pierced the madness of the realm to discern its true nature. Though the truth of these claims has never been tested, the power and fervor that most heralds wield is beyond question. Whenever these heralds go, madness follows not far behind.

    Hit Die: d8

    Prerequisites: To qualify to become a Herald of the Outer Planes, a character must meet all of the following criteria
    Skills: Knowledge (The Planes) 23 ranks
    Spells: Must be capable of casting 4th level spells or lesser invocations.
    Special: Must have made peaceful contact with a creature from the far realms or have been driven insane in the past (you need not have been cured since then).

    Class Skills: Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Intimidate, Knowledge (The Planes), Perform, Profession, Speak Language, Spellcraft, Use Magic Device
    Skill Points at Each Level: 2 + Int modifier

    Herald of the Outer Planes
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +0
    |Cage of Flesh, Herald of Madness I|--

    2nd|
    +1
    |Alien Geometry 1/round|+1 level of existing spellcasting class

    3rd|
    +1
    |Bonus Feat|--

    4th|
    +2
    |Dread Influence (1 mile)|+1 level of existing spellcasting class

    5th|
    +2
    |Otherworldly Summons 1/encounter|--

    6th|
    +3
    |Herald of Madness II|+1 level of existing spellcasting class

    7th|
    +3
    |Alien Geometry 2/round|--

    8th|
    +4
    |Bonus Feat|+1 level of existing spellcasting class

    9th|
    +4
    |Dread Influence (10 miles)|--

    10th|
    +5
    |Otherworldly Summons 2/encounter|+1 level of existing spellcasting class [/table]

    Class Features: The following are class features of the herald of the outer spheres.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a herald of the outer spheres can still develop and cast epic spells using the afflict, banish, compel, conjure, slay, summon, transform, and/or transport seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved.

    Cage of Flesh (Su): A herald of the outer spheres has been forever reshaped by the alien powers he or she serves, no longer resembling the being he or she once was. The herald is treated as either his or her previous type or as an outsider (whichever if more beneficial) for all purposes (such as returning back from the dead). Furthermore, the herald gains immunity to mind-affecting effects. Whenever a divination spell or effect either includes the herald in its area, targets the herald, or would otherwise reveal information about the herald, the caster must make a Will save (DC 20 + Class Level + Cha modifier). If successful, the caster simply gains no information. If the caster fails, he or she goes permanently insane as the insanity spell.

    Lastly, a herald of the outer spheres gains great influence over creatures of madness, including aberrations, creatures from the far realm, and all other creatures suffering from insanity (whether such insanity is racial as with derro, results from taint, or is gained through magical means like insanity). Such creatures automatically recognize a herald of the outer spheres for what it is, start with an attitude two categories closer to fanatic towards him or her, and can only attack the herald with a successful Will save (DC 20 + Class Level + Cha modifier).

    Herald of Madness (Su): The madness of the outer spheres is forever carried around with the herald of outer spheres, often lurking just beyond the perception of mortals. As a swift action, a herald may call one of the many elements of this madness to the surface where others are exposed to it. The element of madness remains in place so long as the herald of the outer spheres spends a swift action each round to maintain it. Unless otherwise noted, a herald of madness must decide when calling forth an element of madness whether it should target creatures of madness (aberrations, creatures from the far realms, and creatures suffering from insanity) or sane creatures (all other living creatures). While some heralds of the outer spheres live to hunt and torment other beings of madness, others torment the living exclusively or simply harms whatever is close at hand.

    At 1st level, a herald of the outer spheres must select how these elements of madness are delivered (this decision can not be changed afterwards). The herald may choose to deliver these elements as a gaze attack with unlimited range, filling his or her own visage with madness to infect others. Alternately, the herald may choose to deliver this madness audibly to anyone who can hear the herald, slipping the madness into his or her words or performances. Finally, the herald may simply choose to deliver this madness with his or her presence, not requiring anyone to sense the herald but restricting the maximum range of this ability to 100 feet. The save DC for all elements that possess them equals 20 + Class level + Cha modifier. The different elements that a herald of the outer spheres can call forth are detailed below:

    Essence of Endless Flesh: Affected creatures are affected as if by a freedom of movement effect, gain an extra tentacle natural attack sized appropriately for them, and gain fast healing 5. At 6th level and every 5 levels afterwards, targets gain an additional tentacle attack with this class feature and the value of the fast healing is increased by 5.
    Essence of Madness Unleashed: Affected creatures are confused and take two points of Intelligence, Wisdom, and Charisma damage each round. Each round, such a creature may make a Will save to negate the confusion for 1 round. Any creature with an ability score reduced to 0 in this way remains conscious, are freed from the confusion effect, and under the control of the herald (as dominate monster) for the duration of this element of madness, At 6th level and every 5 levels afterwards, increase the amount of ability damage to each mental ability score by two per round.
    Essence of Recurrent Oblivion: Affected creature gain two negative levels per round and are both dazed and paralyzed as their bodies twist and consume themselves. At the start of each round, such a creature may make a Fortitude save to break free from the daze and paralysis for 1 round. Any creature slain by this melody leaves nothing more than a puddle on the ground where they once stood. At 6th level and every 5 levels afterward, this melody grants an additional two negative levels each round.

    Alien Geometry (Ex): Though a herald of the outer spheres looks much like a being of flesh and blood, his or her body is built in a way that defies most logic and space is bent around him or her in a way that makes attacking the herald quite difficult. Most attacks and spells aimed at the herald seem to go absolutely nowhere at all. Starting at 2nd level, a herald of the outer spheres can force a creature who is targeting him or her with an attack, spell, or effect to make a Will save (DC 20 + Class Level + Cha modifier). If the saving throw is failed, the herald is unaffected by that attack, spell, or affect. This ability can be used once per round at 2nd level and one additional time per day every 5 levels afterwards.

    Spells per Day/Spells Known: At each even class level, a herald of the outer spheres gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a herald of the outer spheres, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a herald of the outer spheres can select a single bonus feat from the following list: Armor Skin, Broken Barriers*, Damage Reduction, Dimensional Jaunt*, Edge of Perception*, Eternal Herald*, Fast Healing, Forced Conversion*, Glare of the Void*, Great Charisma, Great Intelligence, Great Wisdom, Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Influence Goals*, Insidious Herald*, Mad Scribe*, Perfect Health, Persona of Madness*, Shattered Geometry*, Sire Madness*, Threatening Presence*, Unearthly Circulation*

    New Feats
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    Edge of Perception [Epic]
    The madness you unleash into the world lurks at the edge of the senses, thankfully missed by many.
    Prerequisites: Herald of Madness I
    Benefits: Whenever you use your herald of madness class feature, you may select any number of creatures that you are aware of. All chosen creatures are immune to that usage and remain immune if you continue that usage.

    Broken Barriers [Epic]
    You can shatter boundaries that were never made to be crossed
    Prerequisites: Herald of Madness V
    Benefits: Once per day, as a full-round action, you can open a permanent gate to the far realms, as per the gate spell. These gates can only be used for travel, however, and not for calling creatures.

    Shattered Geometry [Epic]
    Few weapons used to attack you surive the process to do so again.
    Prerequisites: Alien Geometry 2/round
    Benefits: Whenever a creature succeeds on a saving throw against your alien geometry class feature when attacking you with a manufactured weapon, that weapon must succeed on a Fortitude Save (DC 20 + Herald of the Outer Spheres level + Cha modifier) or be shattered immediately afterwards as the alien geometry around you twists the weapon into impossible shapes. Artifacts are immune to this ability.

    Unearthly Circulation [Epic]
    You can use your otherworldly geometry to capture and harness effects rather than simply avoid them.
    Prerequisites: Alien Geometry 3/round
    Benefits: Whenever a creature fails on a saving throw against your alien geometry class feature when targeting you with a spell or effect, you may store that spell or effect away. Within the next 10 minutes, as a full-round action, you may call up that spell or effect, targeting a legal target within 100 feet. For this purpose, use the same save DC, caster level, and attack roll results as applicable. You may only store one spell or effect at a time in this way and trying to store another results in the first being lost.

    Dimensional Jaunt [Epic]
    You can move small distances without ever having been seen to move.
    Prerequisites: Alien Geometry 1/round
    Benefits: Whenever a creature fails on a saving throw against you alien geometry class feature, you may teleport a distance up to half of your speed.

    Insidious Herald[Epic]
    You can pass along sane beings and slip into almost any society.
    Prerequisites: Herald of Madness II
    Benefits: You may use disguise self at will as a supernatural ability. The resultant disguise is not illusory in nature and allows no saving throw to disbelieve.

    Persona of Madness [Epic]
    Even the uttering your name means running the risk of attracting your mad attentions.
    Prerequisites: Herald of Madness IV
    Benefits: Whenever a creature utters your name aloud and with the intention of referring to you, you instantly learn of this fact and may subject that creature to your herald of madness class feature as an immediate action. You may sustain this usage as normal but no other targets are affected. Each time this feat is activated, you only learn the identity of the creature to speak your name if you are exceedingly familiar with that creature (such an an old friend or family member).

    Eternal Herald [Epic]
    Death has little hold over you.
    Prerequisites: Herald of Madness III
    Benefits: You can not be slain through hit point damage. While below -10 hit points, you are unconscious even if a feat or ability like diehard would otherwise keep you conscious at negative hit points. While at or under -10 hit points, you need not breathe and you heal one hit point each year.

    Sire Madness [Epic]
    Your progeny are forever marked by the far realms.
    Prerequisites: Herald of Madness I
    Benefits: All offspring that you have after gaining this feat are born with the half-farspawn template (Lords of Madness p. 151).

    Influence Goals [Epic]
    You can use your influence over the world around you to bend the will of others.
    Prerequisites: Dread Influence (1 mile)
    Benefits: Once per day, you may use your Dread Influence class feature to grant all creatures within range a single suggestion effect as a standard action, using the normal save DC as for your Dread Influence class feature. The maximum duration of this suggestion is 24 hours.

    Forced Conversion [Epic]
    You can transform a creature of flesh into a being of madness, putting him or her under your control.
    Prerequisites: Herald of Madness III
    Benefits: By spending 1 hour with a willing or immobilized target, you may attempt to forcefully convert it into a less mundane creature, requiring that the creature make a Fortitude save (DC 20 + Herald of the Outer Spheres level + Cha modifier) or gain the pseudonatural template (Lords of Madness p. 161). Such creatures retain little of their original personalities and few of their memories but start with an attitude of friendly towards you (this does not stack with your cage of flesh class feature).

    Glare of the Void [Epic]
    When others seek to learn about you, you end up learning about them.
    Prerequisites: Cage of Flesh
    Benefits: Whenever a creature attempts to use a divination spell or effect in a way that would trigger your cage of flesh class feature, you automatically view, detect, or learn about that creature (and only that creature) as if you were using the same divination spell or effect with the same spellcaster level and save DC.

    Mad Scribe [Epic]
    All that you write and draw carries a bit of your madness.
    Prerequisites: Herald of Madness II
    Benefits: All text that you write and artworks you produce absorb your madness, becoming a symbol of insanity with a caster level equal to your class level (Save DC 20 + Herald of the Outer Spheres level + Cha modifier) 10 minutes after the writing has been completed.

    Threatening Presence [Epic]
    Others are often terrified by your presence on the battlefield.
    Prerequisites: Epic Skill Focus (Intimidate)
    Benefit: enemies within 10 feet of you are shaken (no save). This is a fear effect.
    Whenever you make a successful attack, the target of the attack must make a Will save (DC 10 + your class level) or become frightened for 1d4 rounds. This is a piercing fear effect.


    Dread Influence (Ex): A herald of the outer spheres acts as the epicenter to a massive incursion of inimical energies that flood in from the Far Realms. Through raw force of will, a herald of the outer spheres can direct this energy to some limited degree. As a standard action, a herald of the outer spheres can generate any of the following effects within a 1-mile radius:

    Influence Sleepers: All sleeping and dreaming creatures within range are instantly subjected to a dream or nightmare effect with a caster level equal to the herald of the outer spheres’ class level + 20. All targets must be affected by the same effect and must receive the same nightmare or dream.
    Influence Emotion: All waking creatures within range are either thrown into fear or anger if they fail their Will save. Creatures thrown into fear are Panicked for 1d4 rounds. Creatures thrown into Anger are forced to spend each round attempting to kill the nearest living thing (or searching for a living thing to kill if none are available) using the most efficient methods available to them for 1d4 rounds. All targets must be affected by the same emotion.
    Influence Geometry: The herald of the outer spheres messes with either movement or connection for 1 round. If messing with movement, creatures move 5 feet in a random direction for every 10 feet of movement they would otherwise take. If messing with connections, each portal (such as doors or windows) connect not to their destination but to the destination of another random portal within 100 feet (if any). Which side of the portal it leads to is determined randomly.
    Influence Magic: The herald of the outer spheres can either suppress or randomize magic within range for 1 round. If suppressing magic, all spell effects within range with a caster level equal to or lower than the herald’s class level + 10 are suppressed for 1 round. If randomizing magic, all spells cast during that 1 round have all decisions required for those spells (such as selecting a target) determined at random from among all possible eligible choices.
    Influence Details: The herald of the outer spheres can make any cosmetic change to the area so long as it carries no mechanical effect such as cracking all mirrors in the area, coloring the bark of all trees green, or causing a momentary chill to fill the area. This effect is instantaneous.

    The save DCs for all abilities that possess them equals 20 + Class Level + Cha modifier. At 9th level and every 5 levels afterwards, the radius of the area that the herald can influence is multiplied by x 10.

    Otherworldly Summons (Su): A herald of the outer spheres rests at the boundary between the sane world and the far realms. Creatures from the far realms seeking to invade the world often sense this weakness in the barrier and swarm around the herald, unseen to others and little more than figments even to him or her. Starting at 5th level, a herald of the outer spheres can spend a move action to call forth an aberration or a creature from the far realms with HD up to his or her Class Level + 13 into a square within 100 feet capable of supporting the creature once per encounter. The summoned creature lasts for one round, acts in initiative right after the herald of the outer spheres, and is controlled telepathically. At 10th level and every 5 levels afterwards, this ability can be used an additional time per encounter.

    Notes and Explanation:
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    Ah, the Far Realms. How I do so adore the Far Realms (an adoration that spawned my screen-name, incidentally). Though I understand that some people might have been expecting it, I decided not to plug this class into my xenotheurgy system. In fact, I decided to do something entirely different.

    The Far Realms, as it is frequently depicted by WotC, frankly doesn’t strike me as all that Lovecraftian. According to most D&D mythos, the Far Realms are a realm of complete and utter madness made incarnate, a place beyond our comprehension where several beings strong enough to end the multiverse a thousand times over just happen to be lurking.

    Reading through, say, dreams in the witch house, however, we get a bit of the chaos and madness described above (unearthly geometry and sentient bubbles, for example) but that’s hardly the only thing we get. We get an entire city of elder gods where discordant music plays in the background for the blind, deaf, and dumb creator and we see at least one servant of that creator as well. Rather than being told that there is no structure to be found, we are led to believe that there is some manner of structure to the realm beyond but that mere mortals are unable to comprehend this structure.

    The idea behind this class, as it were, is that the character has grown powerful enough to start seeing a pattern in the infinite madness of the far realms. Not even these heralds could hope to understand this structure, mind you, but they have glimpsed behind the curtain just long enough to know that it’s there. If you prefer your far realms formless and crazy, reflavoring the class shouldn’t be too difficult.

    Also, although I’m kind of glad that I included some manner of summoning ability (it really does seem to suit this class), I personally don’t think that I implemented the idea in the best way. Any ideas you may have for altering that ability or for transforming it into a pseudo-summoning ability will be taken to heart.
    Last edited by Realms of Chaos; 2012-06-27 at 09:50 AM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

  29. - Top - End - #29
    Troll in the Playground
     
    AssassinGuy

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    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Infernal Regent


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    They say that every man has his price, a maxim that devils often prove true with the faustian bargains they offer. As a soul’s possessor becomes stronger, however, more and more effort or compensation is required to obtain that soul. By the time that a being can cast epic magic, there is little in all of the nine hells that could hope to approach the worth of his or her soul. To some enterprising mortals, however, this is taken as a challenge. Offering their souls and a promise not to usurp the archdukes of hell, these mortals have managed to obtain the most valuable of commodities: debt owed to them from all of devilkind. Infernal Regents typically emerge from powerful beings aligned with the forces of hell long before their deaths, hoping to slip into the highest echelons of baator while forever escaping the rightful torment that their souls deserve. While they have surrendered the right to rule in hell, the most powerful among them still control it from the shadows.

    Hit Die: d8

    Prerequisites: To qualify to become an Infernal Regent, a character must meet all of the following criteria
    Alignment: Any nongood and nonchaotic
    Skills: Profession (barrister) 23 ranks or Knowledge (the planes) 23 ranks
    Spells/Invocations: Must be capable of casting glibness, charm monster, and/or the charm evocation.
    Special: Must have made a faustian bargain with a devil or another infernal regent.

    Class Skills: Appraise, Bluff, Concentration, Craft, Diplomacy, Disguise, Forgery, Gather Information, Knowledge (the planes), Perform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Use Magic Device
    Skill Points at Each Level: 4 + Int modifier

    Infernal Regent
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +0
    |Signed in Blood, Temptation 1/encounter|--

    2nd|
    +1
    |Devil in the Details (1)|+1 level of existing spellcasting class

    3rd|
    +1
    |Bonus Feat|--

    4th|
    +2
    |Hellfire Shield 1/round|+1 level of existing spellcasting class

    5th|
    +2
    |Taste of Power 1/target|--

    6th|
    +3
    |Tempation 2/encounter|+1 level of existing spellcasting class

    7th|
    +3
    |Devil in the Details (2)|--

    8th|
    +4
    |Bonus Feat|+1 level of existing spellcasting class

    9th|
    +4
    |Hellfire Shield 2/round|--

    10th|
    +5
    |Taste of Power 2/target|+1 level of existing spellcasting class [/table]

    Class Features: The following are class features of the Infernal Regent

    Epic Spellcasting: Even without the Epic Spellcaster feat, an Infernal Regent can still develop and cast epic spells using the afflict, animate dead, compel, conceal, reflect, slay, summon, and/or transport seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved.

    Signed In Blood (Su): Above and beyond signing away his or her soul, an infernal regent has signed away his or her service as well, a prize for which infernal powers have paid most handsomely. Outsiders with the lawful and evil subtypes can’t attack or take aggressive actions against the infernal regent without succeeding on a Will save (DC 20 + class level + Cha mod). As a standard action, an infernal regent can dominate any such creatures (DC 20 + class level + Cha mod Will save rejects), as a piercing dominate monster effect with a caster level equal to his or her class level + 20. This ability doesn’t affect the archdukes of hell and any such archduke can free any devil from the infernal regent’s control and/or grant it immunity to this ability for 24 hours over any distance as a swift action. The terms of your agreement also prevent you from taking aggressive actions against any archduke (no save).

    An infernal regent can make Faustian bargains similarly to other devils, granting a creature with a soul up to three wishes in exchange for its soul, though none of these wishes can be used to harm or kill the infernal regent directly. The infernal regent decides how these wishes are granted. This form of agreement can’t be formed under magical compulsion or threat of death, though other forms of duress (such as threatening to kill others) are acceptable.

    The infernal regent no longer ages and can last for eons and eons. Even when the regent dies, he or she is granted 24 hours of leeway, during which time he or she can be restored from the dead. After this time, however, his or her soul is quickly processed into a lemure before being promoted almost immediately into a pit fiend. The pit fiend possesses dim shadows of its former memories and identity, acting friendly towards former allies and unfriendly towards former enemies. Even so, the person who the regent once was is truly gone forever and this pit fiend is an NPC under the control of the DM. After being transformed in this way, an infernal regent can’t be restored from the dead by any means.

    Temptation (Su): Even when not actively forming pacts, an infernal regent can take advantage of the darkness in the hearts of others. Once per encounter, an infernal regent can spend a move action to force a creature to make a Will Save (DC 20 + Class level + Cha) or become lawful evil, viewing the regent as an ally while viewing any former allies who now oppose the target’s alignment on at least one axis as a hated enemy. Evil or lawful creatures take a -5 penalty to this saving throw and lawful evil creatures suffer a -10 penalty instead. The target is permitted to a new Will save against the same DC to free themselves each round and this ability lasts until the target frees itself. This is a piercing mind-affecting ability. At 6th level and every 5 levels afterwards, this ability can be used one additional time per encounter.

    Devil in the Details (Su): Starting at 2nd level, an infernal regent learns how to sneak hidden conditions into his faustian bargains. When making a faustian bargain, the infernal regent may include a suggestion effect with a preselected order to be secretly added into the pact, activating only when a specific, observable circumstance comes about (also preselected by the regent). This ability allows for no saving throw as the target unwittingly agrees to this condition with the rest of the pact. At 7th level and every 5 levels afterwards, an additional suggestion can be included.

    Spells per Day/Spells Known: At each even infernal regent level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming an infernal regent, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, an infernal regent can select a single bonus feat from the following list: Call in a Favor*, Dark Sustenance*, Devil’s Thoughts*, Energy Resistance, Epic Skill Focus, Epic Will, Eye on the Prize*, Grant Hellfire*, Grant Reprieve*, Great Charisma, Hellfire Mastery*, Improved Metamagic, Improved Spell Capacity, Incite Paranoia*, Infernal Debt*, Loan of Luck*, Perfect Health, Polygot, Power of Promise*, Spell Stowaway, Summon Minion*, Superior Initiative, Sweeten the Deal*, True Power*, Twisted Admiration*.

    New Feats
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    Incite Paranoia [Epic]
    You’re words distract others as they keep an eye on their supposed allies.
    Prerequisites: Temptation 1/encounter
    Benefits: All creatures who can hear and understand you take a stacking -1 penalty to attack rolls and to AC until the end of the encounter each time an ally of that creature that the both of you can see or hear misses with an attack roll. This penalty can’t exceed your Charisma bonus (minimum -1).

    Devil’s Thoughts [Epic]
    You can communicate with others telepathically like a devil.
    Prerequisites: Signed In Blood
    Benefits: You gain telepathy out to 100 feet.
    Special: You may select this feat multiple times. Each time you select it beyond the first, double the range of your telepathy.

    Loan of Luck [Epic]
    You can loan another creature luck in the short term and pass off their bad fortune to another.
    Prerequisites: Signed In Blood
    Benefits: Whenever a creature within your line of sight would make an attack roll or saving throw, you may mentally offer a boost of power, granting a bonus equal to your charisma modifier or infernal regent level (whichever is higher) to that roll. If the target accepts this boost, you harmlessly carry the debt of luck with you for up to 10 minutes or until you utilize it, granting the same creature or an ally of that creature a penalty of equal size to an attack roll against one of its foes or to a saving throw against an effect created by such a foe. You may not grant further bonuses while you carry a debt of luck.

    Grant Reprieve [Epic]
    You can make a deal with a creature to grant it protection in return for protection from itself.
    Prerequisites: Loan of Luck
    Benefits: As a move action, you may mentally offer a creature within your line of sight temporary reprieve in the middle of combat. If the creature accepts this reprieve, no creature can take aggressive actions against it without succeeding on a Will save (DC 20 + infernal regent level + Cha modifier) for 1d4 rounds or until it next takes an aggressive action. In return for this reprieve, the target can’t take aggressive actions against you or your allies for 5 rounds (no saving throw). This protection holds even if the target expends their own protection or if you or your allies succeed in attacking the target.

    Hellfire Mastery [Epic]
    You can instill your attacks with the power of hellfire.
    Prerequisites: Hellfire Shield 1/round
    Benefits: Your Hellfire Shield class feature deals an extra +1d6 points of damage. With a ranged touch attack within 30 feet, you can deal 1d6 points of hellfire damage. If you possess the eldritch blast class feature, this extra damage is also added to your eldritch blast.
    Special: You may select this feat multiple times. Its effects stack.

    Grant Hellfire [Epic]
    You can grant hellfire to others with the right words.
    Prerequisites: Hellfire Mastery
    Benefits: As a full-round action, you can grant the benefit of your hellfire mastery feat(s) to a touched creature for 10 minutes. If the target lacks your hellfire shield class feature, it gains hellfire shield as a 4th level infernal regent. When using your signed in blood class feature to seal a faustian bargain, you may offer this hellfire as an additional incentive. When you grant a creature hellfire in this way, it lasts for a year and a day instead of 10 minutes.

    Summon Minion [Epic]
    You can summon minions to serve you or grant infernal lackeys to those who make pacts with you.
    Prerequisites: Temptation 2/encounter
    Benefits: As a full-round action, you can spend a use of your temptation class feature to summon a devil with a challenge rating up to your infernal regent level anywhere within 100 feet. This effect functions much as a Summon Monster spell except that it lasts until the end of the encounter and can’t be used while not in immediate peril. When using your signed in blood class feature to form a faustian bargain, you may offer an infernal minion as an additional incentive. When you grant a creature a minion in this way, it remains for a year and a day (or until slain or dismissed).

    Dark Sustenance [Epic]
    You require very little to survive, a gift that you can pass onto others who make pacts with you.
    Prerequisites: Signed In Blood
    Benefits: You no longer need to eat, drink, breathe, or sleep. Furthermore, you are protected at all times as if by an endure elements effect. When you use your signed in blood class feature to make a faustian bargain, you may offer this sustenance as an additional incentive. When you grant a creature this sustenance, it lasts a year and a day or until the target’s alignment shifts towards chaotic or good, whichever comes last (a chaotic and/or good creature granted this benefit only benefits for a year and a day regardless of alignment shifts within this time).

    True Power [Epic]
    You are rewarded for your efforts corrupting the souls of others and can offer greater power.
    Prerequisites: Taste of Power 1/target
    Benefits: At the start of each week and whenever you make a faustian bargain using your signed in blood class feature, you gain a soul point. You may spend one or more soul points at any time to harness greater fiendish energy. For each point spent, you either gain a stacking +1 bonus to your caster level or a stacking +2 bonus to an ability score of your choice for 10 minutes. When you use your signed in blood class feature to make a faustian bargain, you may offer a target the benefits of up to two spent soul points as an additional incentive. When soul points are spent in this way, the benefits last for a year and a day.

    Twisted Admiration [Epic]
    Those who make pacts with you never hold grudges and you can lend them a bit of your dark charisma.
    Prerequisites: Taste of Power 2/target
    Benefits: Creatures that you make faustian bargains with through your signed in blood class feature can’t be worse than indifferent towards you, improving to indifferent if otherwise hostile or unfriendly. This effect allows for no saving throw but is suppressed for 10 minutes on any targets you take an aggressive action towards. When you use your signed in blood class feature to make a faustian bargain, you may offer a target the ability to win over others as an extra incentive. For a year and a day after being lent this power, the target can use charm person at will as a spell-like ability (Caster Level 20, DC 14 + target’s Charisma modifier).

    Infernal Debt [Epic]
    You can lend others some small taste of your immortality, though the price is incredibly high.
    Prerequisites: Taste of Power 3/target
    Benefits: When using your signed in blood class feature to make a faustian bargain, you may offer to grant them immortality as an extra incentive. Doing so grants the target most of the benefits of your signed in blood class feature as a 1st level infernal regent, although it gains no influence over outsiders. In return for this immortality, however, the target is put in debt to both the nine hells and to yourself. The target permanently loses the benefits of the signed in blood class feature if he or she fails to make at least one faustian bargain each month. Furthermore, you may claim repayment from your target in the form of obedience as your taste of power class feature except that the domination lasts for up to 1 year. You may not call in repayment for 1 month after forming the pact and instructions that would invalidate one or more of the target’s wishes (such as slaying a creature who he or she used a wish to revive) are not only ignored but end the payment period prematurely.

    Call in a Favor [Epic]
    You reserve the right to call in favors from those
    Prerequisites: Devil in the Details (4)
    Benefits: When you decide the suggestions to put in place with your devil in the details class feature, you may decide to replace any number of specific suggestions with favors. As a full-round action, you may select any creature that owes you at least one such favor in this way. That creature is instantly summoned anywhere within 100 feet of you that can support the creature. As the creature is summoned in this way, you give them a single suggestion (no saving throw) with a caster level equal to your infernal regent level + 20. After 10 minutes, when the target is slain, or after the suggestion is dispelled or expended (whichever comes first), the target returns from where it came from (even if slain, as normal for summoning) with no memory of the summoning.

    Sweeten the Deal [Epic]
    You have learned ways to make your faustian bargains look more attractive, though not without costs.
    Prerequisites: Devil in the Details (3)
    Benefits: When you use your signed in blood class feature to form a faustian bargain, you may add one or more of the following conditions to the pact to make it more attractive to the target:

    Escape Clause: When making a faustian bargain with an escape clause, you set one or more conditions that allows a target to reclaim his or her soul while maintaining the benefits of the bargain. Typically used when labor is more needed than souls, at least one of the conditions must be met before the target’s death for the target to escape its fate. To prevent you from setting simple conditions to use faustian bargains as “gifts”, at least one of the nine archdukes of hell must agree with the condition you set as you set it (all nine are alerted whenever you use this ability). If a target reclaims its soul in this way, a target may never form a faustian bargain again.

    Limited Terms: When making a faustian bargain with limited terms allows you to put a concrete limit on how long the target’s soul remains in hell. This period can be as short as 10 years and as long as you desire. After this period, the targets soul continues to its normal reward (or is immediately processed into a devil if otherwise heading for hell) and can be returned from the dead as normal.

    Non-interference: Among the greatest of fears among those making faustian bargains is that the bargainer will find a way to hasten his or her demise. When making a faustian bargain with non-interference, you are physically prevented from knowingly harming or bringing harm to the target (whether directly or indirectly) except in self-defense.

    These advantages that you grant, however, help to conceal additional infernal trickery in your bargains. For each of the above strategies incorporated into a faustian bargain, you may place in another suggestion as per your devil in the details class feature.

    Eye on the Prize [Epic]
    As an you learn to use your bargains strategically, you learn how to keep an eye on your pawns.
    Prerequisites: Devil in the Details (3)
    [b]Benefit:[b] You may use scrying as a spell-like ability against any creature you have formed a faustian bargain with at will with a caster level equal to your infernal regent level + 20 and a save DC of 20 + Infernal Regent level + Charisma modifier. The target of such a scrying effect can’t detect the attempt through magical means such as detect scrying but other creatures can. This is a piercing effect.

    Power of Promise [Epic]
    The bargains and pacts that you have formed with others give you great power over them.
    Prerequisites: Devil in the Details (5)
    Benefits: Creatures you have formed a faustian bargain are physically prevented from knowingly taking any action that would harm or bring harm to you (whether directly or indirectly).


    Hellfire Shield (Su): Starting at 4th level, an infernal regent can protect him or herself when necessary with a shield of Hellfire. Once per round, an infernal regent can deal 5d6 points of damage from hellfire to a manufactures weapon as it strikes him or her, ignoring hardness. If the weapon breaks in this way, no damage is dealt by the attack. Alternatively (or additionally), if the attack being made is a melee attack, the attacker takes 5d6 points of damage from hellfire. At 9th level and every 5 levels afterwards, this ability can be used an additional time per round.

    Taste of Power (Su): Starting at 5th level, an infernal regent need not form a full-blown Faustian bargain with a target to grant them a taste of the possibilities. If a target agrees to owe the infernal regent an undesignated favor at some point in the future, the infernal regent can grant that target a single wish. When the infernal regent chooses to call in the favor, the target is dominated as dominate monster (no save) for 24 hours. The amount of power that archdukes will lend the regent to win over a creature, however, is limited. A single target can be granted no more than one taste of power at 5th level, plus one additional taste of power every 5 levels afterwards. Multiple “favors” accrue and can be used on consecutive days if the infernal regent desires.

    Notes and Explanation:
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    This is one of my personal favorite classes, though it is probably one of the weaker ones. I’ve always had a thing for more insidious forms of evil and this was a way to truly indulge in such forms of power. I’ve heard it argued before that having epic characters take orders from non-deific entities (including the lords of hell) makes characters non-epic but I think that the promises infernal regents make seem to make sense on at least a couple levels.

    Level 1: The General Idea is that either a lawful evil ne’er-do-well seeks out this deal at low epic levels to obtain immortality and avoid their eventual eternal torment in Baator (which simply deposing one or more archdukes wouldn’t prevent) or that the archdukes would (metaphorically) headhunt these beings before they grow strong enough to take over on their own.

    Level 2: While ruling hell might look attractive, working behind the scenes allows an infernal regent to maintain more freedom and upsetting the balance of power would invite attacks and interference both from the devils themselves and from every single other infernal regent who was either plotting the same or who was benefitting from the status quo.

    Lastly, I kind of realize that this class is actually kind of lacking when played in an actual epic campaign (seeing as it only reaches its potential if allowed to lazily interact with non-epic creatures that would value wishes, not the situation for most campaigns) but I’m not quite sure how to remedy this problem.

    Edit: Also, to give credit where credit is due, certain elements of this class (such as a few of the feats) came from a disciple of Mephistopheles fix by Sir Chivalry.
    Last edited by Realms of Chaos; 2012-06-27 at 10:02 AM.
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  30. - Top - End - #30
    Troll in the Playground
     
    AssassinGuy

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    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Legend Stalker


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    The world is filled with living legends; monsters whispered in bedtime stories and foes vanquished in the greatest of epics. Almost every adventurer faces off against a few such creatures. For some, however, the fight is simply intoxicating. Living for the rush of the battle and the greater prestige it brings, beings called Legend Stalkers spend years tracking down the strongest and most dangerous of monsters to slay or train for their own use. Though the world is filled with living legends, Legend Stalkers seek to stand above them all.

    Hit Die: d10

    Prerequisites: To qualify to become a legend stalker, a character must meet all of the following criteria:
    Base Attack Bonus: +20
    Skills: Knowledge (any) 23 ranks
    Feat: Track
    Special: Must have singlehandedly defeated a creature with more HD than yourself.

    Class Skills: Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge (All skills, taken individually), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope
    Skill Points at Each Level: 4 + Int modifier

    Legend Stalker
    {table=head]Level|Base Attack Bonus|Special

    1st|
    +1
    |Myth Hunter, Fell Greatest Foe +5/+5d6

    2nd|
    +2
    |Grizzly Trophies 1/encounter

    3rd|
    +3
    |Bonus Feat

    4th|
    +4
    |Emulate Legend (1)

    5th|
    +5
    |Tame Beast of Legend (1)

    6th|
    +6
    |Fell Greatest Foe +10/+10d6

    7th|
    +7
    |Grizzly Trophies 1/encounter

    8th|
    +8
    |Bonus Feat

    9th|
    +9
    |Emulate Legend (2)

    10th|
    +10
    |Tame Beast of Legend (2) [/table]

    Class Features: The following are class features of the legend stalker.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a legend stalker can still develop and cast epic spells using the conceal, destroy, energy, dispel , reveal, slay, and/or transport seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. A legend stalker may use his or her base attack bonus in place of ranks in knowledge skills to gain epic spell slots and in place of ranks in spellcraft when making the spellcraft check to cast such a spell. A legend stalker can cast an epic spell and make a full attack as a full-round action. If the attack is successful, the epic spell slot isn’t expended. If the legend stalker doesn’t cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Myth Hunter (Ex): A legend stalker has a particular awareness in regards to powerful creatures, allowing him or her to find creatures worthy of fighting. At all times, a legend stalker knows the direction to the creature with the most HD within a 1-mile/level radius. This sense ignores humanoids and monstrous humanoids and doesn’t reveal how powerful that creature is (or the distance to it).

    Fell Greatest Foe (Ex): Starting at 1st level, a legend stalker is most at home fighting against the greatest and largest of foes that the world has to offer. When attacking the largest enemy he or che can sense and/or the enemy with the highest HD that he or she can sense, a legend stalker gains a +5 bonus to the attack roll and deals +5d6 damage with a successful attack. At 6th level and every 5 levels afterwards, increase the attack bonus by +5 and the damage by +5d6.

    Grizzly Trophies (Ex): Starting at 2nd level, a legend stalker can collect small trophies from any number of creatures he fights, drawing from them courage and confidence to help him or her in battle (Trophies collected before 2nd level may be used for this purpose as well but only trophies from creatures he has personally helped to kill grant any benefit). Claiming a trophy requires a full-round action and provokes attacks of opportunity. Once per encounter, a legend stalker can cause an attack made against him to fail or automatically succeed on a saving throw if the attack or effect comes from a creature of a race that the legend stalker possesses a trophy for. Trophies from humanoids or monstrous humanoids grant no benefit in this way. At 7th level and every 5 levels afterwards, the legend stalker may use this ability an additional time per encounter.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a can select a single bonus feat from the following list: Armor Skin, Blinding Speed, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Disturbing Trophies*, Draw it Out*, Emulate Form*, Emulate Spell-like Ability*, Epic Avoidance*, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Skill Focus, Epic Speed, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Euphoria of Challenge*, Fast Healing, Godslayer*, Great Charisma, Great Constitution, Great Dexterity, Great Strength, Improved Combat Reflexes, Improved Favored Enemy,Improved Manyshot, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Legendary Wrestler, Lord of the Horde*, Multiweapon Rend, Overwhelming Critical, Perfect Two-Weapon Fighting, Superior Initiative, Teller of Tales*, Topple Behemoth*, Two-Weapon Rend, Unnerving Trophies*, With Their Own Might*, Wondrous Trophies*

    New Feats
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    Epic Avoidance [Epic]
    You are skilled at dodging attacks.
    Prerequisites: Dex 25
    Benefit: You gain a +1 dodge bonus to your AC. You lose this bonus whenever you would lose your Dexterity bonus.
    Special: You may select this feat multiple times. Its effects stack.

    Godslayer [Epic]
    You can face even the divine with some chance of success.
    Prerequisites: Base Attack Bonus +35 or ability to cast 12th level spells
    Benefits: Deities attacking you never take 20 on their attack rolls. Against your spells and abilities, deities never take 20 on their saving throws. Against you, Deities lose their divine bonus to AC and Saving Throws. Lastly, you aren’t detected by the remote sensing abilities or portfolio sense of deities and salient divine abilities that create areas or that designate targets don’t affect you.

    Euphoria of Challenge [Epic]
    In the midst of a difficult fight, you fight at a level you could otherwise never reach.
    Prerequisites: Fell Greatest Foe +20/+20d6
    Benefits: Whenever you fight a creature with HD equal to at least twice your own or fight one with HD equal to at least your own alone, you add the attack bonus from your fell greatest foe class feature to saving throws against that creature’s spells and effects, to your AC against its attack rolls, to opposed skill checks made against that creature, and to your speed in feet when moving towards it.

    Draw it Out [Epic]
    You know better than most that good fights often end too quickly and can take steps to prevent that.
    Prerequisites: Fell Greatest Foe +5/+5d6
    Benefits: Whenver you make a successful attack against a target using your fell greatest foe class feature, you may sacrifice some or all of the extra die of damage to draw out the fight. For each dice of damage sacrificed in this way, the target gains a +1 bonus to saves against fear effects, a -1 penalty to attack rolls made against you, and a -2 penalty to all other attack rolls for 1 round. Furthermore, an affected creature must make a Will save (DC 20 + class level + number of sacrificed die) to willingly retreat from battle (whether by mundane or magical means).

    Unnerving Trophies [Epic]
    Simply carrying around your trophies is enough to make some people uneasy.
    Prerequisites: Grizzly Trophies 1/encounter, Intimidate 23 ranks
    Benefits: So long as you keep one or more of your trophies visible, anyone who shares a type (aberration, dragon, etc) with at least one of them is shaken. If you would otherwise demoralize such a creature with Intimidate, it acts as if frightened for 1d4 rounds. This is a piercing fear effect.

    Disturbing Trophies [Epic]
    Others may think they see piece of themselves among your assembly of trophies.
    Prerequisites: Grizzly Trophies 2/encounter, Epic Skill Focus (Intimidate)
    Benefits: So long as you keep one or more of your trophies visible, anyone who shares a race with at least one of them refuses to attack you or willingly approach within 5 feet unless it succeeds on a Will save (DC 20 + class level + Charisma modifier). This is a piercing fear effect.

    Teller of Tales [Epic]
    Though you know much about monsters from experience, you know even more from stories.
    Prerequisites: Myth Hunter, Knowledge (Any 2) 24 ranks
    Benefits: For the purpose of making knowledge checks to recognize and learn about creatures, you may treat your ranks in the appropriate knowledge skill as equaling your class level +20 if they would otherwise be lower.

    Topple Behemoth [Epic]
    You have fought enough gigantic creatures to know how to use your size to your advantage.
    Prerequisites: Fell Greatest Foe +10/+10d6
    Benefits: For each size category larger than you a creature is, your fell greatest foe class feature grants you an additional +1 bonus to the attack roll and +1d6 damage. Against you, large and larger creatures double their size penalty to AC and attack rolls. Furthermore, you may grapple creatures of any size and creatures of large size and larger treat their size bonus to grapple checks as a penalty instead. When grappling creatures 2 or more size categories larger than yourself, however, you cannot pin them and they can make a normal move action each round, moving you as well.

    Emulate Spell-Like Ability [Epic]
    You can embrace the more magical powers of those you emulate.
    Prerequisites: Emulate Legend (1)
    Benefits: You may copy a spell-like ability instead of an extraordinary or supernatural ability using your emulate legend class feature. You use your Charisma modifier to determine the save DC when needed and you use the original caster level or your class level + 20, whichever is lower. You copy the spell-like ability with the same frequency as the creature you emulated them from. At any given time, you can only emulate one spell-like ability in this way.

    Emulate Form [Epic]
    You can wholeheartedly embrace the essence of those creatures that you emulate.
    Prerequisites: Emulate Legend (2)
    Benefits: Once per encounter, you may take on the shape of any creature who you are emulated via your emulate legend class feature, as shapechange without the maximum HD limit. You remain in that form until you dismiss it as a swift action or until the end of the encounter, whichever comes first.

    With their Own Might [Epic]
    You can turn the might of a creature against themselves.
    Prerequisites: Fell Greatest Foe +15/+15d6
    Benefits: Whenever you make an attack using your fell greatest foe class feature against a target, you may choose to use the target’s Strength modifier or Dex modifier (as appropriate) for attack and damage rolls in place of your own. If you do so, the target doesn’t add that ability score to its attack and damage rolls for 1 round afterwards.

    Wondrous Trophies [Epic]
    You can use your trophies almost as figurines of wondrous power.
    Prerequisites: Grizzly Trophies 3/encounter
    Benefits: Once per encounter, you may spend a standard action to use one of your trophies from a creature with HD up to 40 + (class level x 2) as a figurine of wondrous power, calling forth the original creature to serve you until the end of the encounter. If the creature is destroyed, it returns to its previous form and can’t be used again for 1 week.

    Lord of the Horde [Epic]
    You control far more than the small managerie of creatures most legend hunters obtain.
    Prerequisites: Tame Beast of Legend (4)
    Benefits: Creatures with HD equal to or less than half of your class level don’t count towards the maximum number of creatures you can control through your Tame Beast of Legend class feature.


    Emulate Legend (Ex/Su): Starting at 4th level, a legend stalker can begin emulating the powers of creatures he or she fights. At the end of any encounter, a legend stalker may select a single enemy and select an extraordinary or supernatural ability that the enemy possessed. The legend stalker gains that ability, using his or her own HD and ability modifiers to determine the saving throws where necessary. If that ability relies on biology that the legend stalker doesn’t possess or alters another ability that he or she doesn’t possess, he or she doesn’t gain any benefit from that abiliy. At any given time, the legend stalker may only possess one ability in this way and selecting a new one replaces the old one. Abilities can’t be copied from humanoids and monstrous humanoids and class features similarly can’t be emulated. You cannot emulate the abilities of a creature with more HD than 40 + (2 x class level). At 9th level and every 5 levels afterwards, the legend stalker may emulate an additional extraordianary or supernatural ability at a given time.

    Tame Beast of Legend (Ex): Starting at 5th level, a legend stalker can break the fighting spirit of most beasts, taming them and using them to achieve greater prestige and fight greater foes. Each time that the legend stalker knocks a creature unconscious using nonlethal damage, that creature must make a Will save (DC 20 + legend stalker level + Charisma modifier) or bow down to the legend stalker’s might, serving the legend stalker to the best of their abilities. This ability isn’t mind affecting and even mindless creatures can be made to bow down before the legend stalker, though humanoids and monstrous humanoids are immune to this ability. Only creatures with HD up to 40 + (class level x 2) can be affected by this ability. You can only control one creature at a time at 5th level and can control one additional creature at 10th level and every 5 levels afterwards.

    Notes and Explanation:
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    This was the last class that I ended up making and I’m pretty happy with how it turned out. If someone sees some ways in which emulate legend can be used to break everything, I’d appreciate any suggestions on how to balance it more to prevent that type of chicanery. To address the one other problem I suspect people will have with this, I know that using Charisma for the few things I needed an ability score for is kind of weird, considering that this was made in part for Rangers (which normally dump charisma). Even so, most of the charisma-like things I did with that score all involved intimidation-like aspects and I stand by that decision.
    Last edited by Realms of Chaos; 2012-06-27 at 10:05 AM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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