I still like the idea of making Glimpse the Unthinkable an 8th level spell with a range of short instead of touch.
Biomantic Mastery looks good, except I think you should bump the HD cap up to spell level, max 20 instead of max 15. It's an 8th level spell, so 15 seems a bit low.
Overrule feels a little worse than Revealing Dispel (which actually comes from the Complete Arcane :p). I think it should either be 10 hp/spell level or an 8th level spell (which would then max +20 on the CL check instead of +25). I could also be way off here as I've never actually used Revealing Dispel so I don't know how many spells you usually get from it, but 5 hp/spell level still feels weak.
Reaving Dispel is one of my favorite abjurations ever. If you dispel it, you steal it.
I used it in an arena battle against a Red Wizard; that was freaking hilarious. Took almost every spell but the Shapechange.
It all depends on who you use it on; Reaving Dispel against Kaulesh would be kind of rough, you think? For one who relies on buff spells it's pretty strong; for those who rely more on battlefield control, not so much. I'm under the impression that most dispel effects suck anyway due to insane DCs, though.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Against Kaulesh Revealing Dispel would be incredibly annoying but by no means devastating. First it would have to hit me (only a 50% chance because it's targeted), and even then it can't dispel (and therefore can't steal) the haste. My size improvements and other random buffs I could just freeze time and rebuff. So annoying? absolutely. Anything more? probably not.
Anyway, I suppose you could keep Overrule as-is, I just think 5 hp/spell level is a little weak at 9th level. Though I suppose arcane casters don't get healing very often, so it probably should be weak.
There are exactly two arcane spells that heal; one of them requires you sacrifice hit points to heal another and the other allows you to sacrifice spell slots.
Healing in my eyes should be necromancy but I know a lot of people don't agree.
damned...miss...chance...
On another note, I also have ideas for other guild spells, but my three players are Dimir (nerfed vampire ninja/beguiler 4), Boros (wingless half-celestial fighter/warmage 6) and Izzet (slightly nerfed half dragon dragon shaman/battle sorcerer 6), so that's what I am focussing on right now. I have a wicked idea for Debtor's Knell but it's ritual...
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Debtor's Knell should be epic and should have the permanent emanation effect just because its so cool... i used to have a control deck that won with that stuff.... of course that was during the Kami-Rav days where i suddenly had Kokopuff's and Yosei's threats together with stuff like Ghost Council and reanimation spells... those where fun times
Also i agree with Krash on that Glimpse should have a range effect instead of a melee range... ranged touch attack with a range of 20 feet isnt that bad....
you should adapt summon monster spells to summon guild specific creatures... such as Moroii and Giant Solifuge(Insane SR, perfect reflex and fort saves... pathetic will, and then a disgustingly light AC... BUT you adapt the features of 4e and give it an ability that lets it deal damage upon its death if it hasnt attacked this turn yet?) :evil:....
Helix seems alright i mean you get damage AND healing... thats not something you normally get and the combination gives it reason enough to be 3rd level.
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
I'd like to request Putrify and Vigor Mortis for Golgari, if possible. I'd try it myself, but I'm terrible at spell creation, and would end up with some horridly overpowered/underpowered monstrosities that could hardly even be considered spells.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Feat for Amadi's campaign... since im playing a VoP Incarnate and that has little to no support with BoED, i know this is may come of as cheese but the main problem with incarnate that i can see is that while the resources can be recycled, the essentia pool is small... which is not a very good thing when all the incarnum feats and soulmelds require essentia to work... so:
Prerequisite: Essentia Pool
Effect: Gain bonus essentia equal to the number of exalted feats you have.
[Exalted]
Prerequisite: Essentia Pool, Good Alignment
Effect:Soulmelds gain a +2 exalted bonus to overcome Spell Resistance.
Essentia: This Bonus increases by 2 for every point of essentia invested in this feat.
Special:Your Essentia pool increases by 1
I'd like to request Putrify and Vigor Mortis for Golgari, if possible. I'd try it myself, but I'm terrible at spell creation, and would end up with some horridly overpowered/underpowered monstrosities that could hardly even be considered spells.
Hm.
Vigor Mortis Necromancy (Golgari) Golgari Arcanist 4
This spell works as Animate Dead, with the following changes: Undead animated by Vigor Mortis gain an additional +4 Strength and Dexterity, plus an additional natural armor bonus of +3.
(Note: I am not certain what level a dread necromancer gains Animate Dead. This would replace Animate Dead on your spell list, at least in my campaigns; Golgari's favored class is Dread Necromancer.)
Putrefy Necromancy (Golgari) Golgari Arcanist 3 Casting Time: 1 standard action Components: V, S, Golgari Range: Close (25ft. + 5ft./2 caster levels) Target: One creature or object (see text) Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes
You infuse the wounds of a creature with foulness. If a creature fails its saving throw, it is unable to heal by magical means for the spell's duration. Putrefy also nullifes fast healing and regeneration of all types for the spell's duration.
Putrefy works somewhat differently on objects; it acts as a form of accelerated entropy that causes nonmagical, unattended items to quickly rot, dealing 1d6/caster level (maximum 5d6) for every round of exposure. For undead creatures and magical items, they are allowed a saving throw to negate the spell's effect entirely.
Feat for Amadi's campaign... since im playing a VoP Incarnate and that has little to no support with BoED, i know this is may come of as cheese but the main problem with incarnate that i can see is that while the resources can be recycled, the essentia pool is small... which is not a very good thing when all the incarnum feats and soulmelds require essentia to work... so:
Prerequisite: Essentia Pool Effect: Gain bonus essentia equal to the number of exalted feats you have.
[Exalted] Prerequisite: Essentia Pool, Good Alignment Effect:Soulmelds gain a +2 bonus to overcome Spell Resistance. Essentia: This Bonus increases by 2 for every point of essentia invested in this feat.
Anyone want to offer some help?
The first feat I see little issue with; as far as I can recall having bonus essentia means nothing if you can't increase your capacity somehow. So, if you have a crapton of feats, you can fully invest them..nothing wrong with that. The second should be a "+2 exalted bonus". Other than that, no issues.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Thank you! And I really don't think that I'd need to replace those spells with spells on my spell list. That Advanced Learning class feature lets me add extra Necromancy spells to my spell list. I think I'll ask Daftmouse if I can have them.
EDIT: Haha I totally misread what you were saying. Dread Necros get Animate Dead at level... 7 or 8, I think.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Prerequisite: Essentia Pool
Effect: Gain bonus essentia equal to the number of exalted feats you have.
Anyone want to offer some help?
Yes, that's broken. Happy?
Okay, it wouldn't be broken without vow of poverty. However, with vow of poverty it gives you bonus essentia equal to half your level, which is simply crazy. +10 essentia for one feat does not only seem crazy, it IS crazy. Yes, essentia is useless if you don't have anything to put it into, but level 20 incarnate can use 54 essentia for soulmelds alone (Add into that essentia-receptable feats, expanded soulmeld capacity-feat and so on..) and we can only say that that feat would increase the effectiveness of VoP incarnate by around 30%.
Suggestion for fix: Make it one-half the number of exalted feats you have. This way it will suck for non-VoP incarnates, but well.. At least it doesn't break VoP incarnate in half.
(I also forgot about the fact that you need 2 exalted feats taken from outside VoP. That makes total of 13 exalted feats by level 20, minimum. +13 essentia for one feat is too good. It truly is.Even +6 essentia is borderline to too good, and might be the first "Epic Exalted feat." ever created.)
Quote from AoK »
Also, to follow established form, should each feat give you a point of essentia on its own? I believe most essentia-related feats do.
Well, the one that increases SR penetration should, the other shouldn't. Feats that you can invest essentia in increase your essentia pool, those that deal with essentia in other ways don't.
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
I had forgotten about the essentia granted by the feat thanks for that... also i dont think its too broken i mean its true i would get +13 extra essentia if not more, however if i read correctly the bonus by the essentia doubling ability of incarnates works only in soulmelds not in feats or equipment... thats what i was considering as a balancing factor.
However if you are willing to let me have it at half i guess i can live with that... can i make it exalted also?? just joking
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
I was working on these over in Testing Grounds, but I figure I'll post them up here and see if I can get a little more feedback.
The following are two dumbed-down versions of the half-celestial template from the Monster Manual. The first is designed to reduce power to a LA of +3, the second all the way down to +2. Much of the power reduction comes from greatly reducing the power of the SLAs, but there's also some other stuff floating around in there.
Size: Unchanged Type: Changes to Outsider (Native) Speed: Feathered wings and can fly at twice the creature's base land speed (good maneuverability) Armor Class: Unchanged Special Attacks: Unchanged Daylight (Su):daylight (as the spell) 3/day Spell-Like Abilities: Must have Int or Wis of 8+, usable 1/day unless otherwise noted, CL is equal to HD, save DC is Cha based, everything is cumulative
Special Qualities:
Darkvision out to 60 feet
+4 racial bonus to Fortitude saves against disease and poison
SR equal to HD + 10 Abilities: +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +4 Cha Skills: (I dealt with these as I'm using them on characters without racial HD) Alignment: Always good (any) LA: +3
Size: Unchanged Type: Changes to Outsider (Native) Speed: Feathered wings and can fly at the creature's base land speed (good maneuverability). At 15 HD speed increases to twice base land speed. Armor Class: Unchanged Special Attacks: Unchanged Daylight (Su):daylight (as the spell) 3/day Spell-Like Abilities: Must have Int or Wis of 8+, usable 1/day unless otherwise noted, CL is equal to HD, save DC is Cha based, everything is cumulative
Special Qualities:
Darkvision out to 60 feet
+4 racial bonus to Fortitude saves against disease and poison
SR equal to HD + 5 Abilities: +2 Str, +2 Con, +2 Wis, +4 Cha Skills: (I dealt with these as I'm using them on characters without racial HD) Alignment: Always good (any) LA: +2
Here's a spell I created for Yukora's upcoming campaign.
Necromancy Blackstorm (Generic name of the day FTW! :D)
Level: Dread Necromancer 7
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft +5 ft/2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude half; Will half; See text
Spell Resistance: Yes; see text
On your command, the target is surrounded by a semi-transparent black cloud (no save). This cloud hampers the target’s sight: any attack made by the creature has a 20% chance to miss. The cloud moves with the creature.
On the second round of the cloud‘s existence, the negative energy used to create the cloud sucks the heat from the air around the target, causing a dangerous temperature drop. The target creature, and any creature adjacent to it, take 1d6 points of cold damage per level (max 10d6). A successful Fortitude save halves the damage. Spell resistance applies.
On the third round, the negative energy intensifies, crackling violently. The target creature, and any creature adjacent to it, take 1d6 points of negative energy damage (max 10d6). A successful Will save halves the damage. Spell resistance applies.
On the fourth turn, the cloud disperses.
Material Component: A small jar of grave dirt, which is opened and spread in the wind upon casting.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Creatures caught within the greenish cloud must make a Fortitude save or die. Creatures that pass their save take 1d6 Str, Dex, and Con drain as the cloud wracks their bodies with the power of death.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Ok with ASA's Permission, I present the new Exalted Essentia.
Exalted Essentia [Epic, Exalted]
Benefits: Your Essentia Pool increases by 3 and you gain 1 additional essentia for each four Exalted feats you own. If the number of Exalted Feats change after taking this feat your essentia pool Increases or Decreases accordingly.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Well, I need epic progressions for both the Scout (base class from Complete Adventurer) and Dervish (PrC from Complete Warrior), so I figure this is the best place to put them.
Epic Scout
Hit Die
d8
Skill Points at Each Additional Level
8 + Int Modifier
Skirmish (Ex)
The epic scount's skirmish damage increases by +1d6 at every four levels starting with 21. The competence bonus to AC increases by +1 at every four levels starting with 23.
Fast Movement (Ex)
At 21st level and every 10 levels thereafter the epic scout's fast movement bonus increases by +10 ft.
Improved Uncanny Dodge (Ex)
At 22nd level the epic scout gains the improved uncanny dodge ability (as the Rogue ability with the same name).
Bonus Feat
The epic scout gains a bonus feat (selected from the list of epic scout feats) every four levels after 20th.
Improved Evasion (Ex)
At 25th level the epic scout gains the improved evasion ability (as the Rogue ability with the same name).
Battle Fortitued (Ex)
At every nine levels after 20th the epic scout's competence bonus to Fortitude saves and initiative checks increases by +1.
Epic Scout Bonus Feat List
Blinding Speed, Combat Archery, Distant Shot, Epic Dodge, Epic Endurance, Epic Skill Focus, Epic Speed, Fast Healing, Improved Manyshot, Legendary Climber, Legendary Tracker, Perfect Health, Polyglot, Self-Concealment, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy. The scout may choose any feat off the non-epic list of scout bonus feats instead of one of the feats listed here.
Epic Dervish
Hit Dice
d10
Skill Points at Each Additional Level
4 + Int Modifier
Table: The Epic Dervish
Level ....... Special
11 ...... Dervish dance 6/day, fast movement +20 ft.
12 ...... Improved reaction +4
13 ...... Dervish dance 7/day, bonus feat
14 ...... Fast movement +25 ft
15 ...... Dervish dance 8/day
16 ...... Bonus feat
17 ...... Dervish dance 9/day, fast movement +30 ft.
18 ...... Improved reaction +6
19 ...... Dervish dance 10/day, bonus feat
20 ...... A thousand cuts 2/day, fast movement +35 ft.
Class Features
Dervish Dance
The epic dervish gains one use of dervish dance per day every two levels after 10th. Her bonus to attack and damage rolls when wielding a slashing weapon continues to increase by +1 at every odd-numbered level.
Fast Movement
The epic dervish's fast movement bonus increases by +5 ft every three levels starting with 11th.
Improved Reaction
The epic dervish's bonus to initiative increases by +2 every six levels starting with 12th.
Bonus Feat
The epic dervish gains a bonus feat (selected from the list of epic scout feats) every three levels after 10th.
A Thousand Cuts
The epic dervish gains one use of a thousand cuts every ten levels after 10th.
Incarnum Duplication [Epic, Incarnum]
Prerequistie: Able to Shape the Incarnate Weapon Soulmeld, Meldshaper level 18th.
Benefit: You are able to duplicate the Incarnate Weapon, each weapon requires its own essentia investment.
Normal: You can only have one Incarnate Weapon
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Biomantic Mastery looks good, except I think you should bump the HD cap up to spell level, max 20 instead of max 15. It's an 8th level spell, so 15 seems a bit low.
Overrule feels a little worse than Revealing Dispel (which actually comes from the Complete Arcane :p). I think it should either be 10 hp/spell level or an 8th level spell (which would then max +20 on the CL check instead of +25). I could also be way off here as I've never actually used Revealing Dispel so I don't know how many spells you usually get from it, but 5 hp/spell level still feels weak.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
I used it in an arena battle against a Red Wizard; that was freaking hilarious. Took almost every spell but the Shapechange.
It all depends on who you use it on; Reaving Dispel against Kaulesh would be kind of rough, you think? For one who relies on buff spells it's pretty strong; for those who rely more on battlefield control, not so much. I'm under the impression that most dispel effects suck anyway due to insane DCs, though.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Anyway, I suppose you could keep Overrule as-is, I just think 5 hp/spell level is a little weak at 9th level. Though I suppose arcane casters don't get healing very often, so it probably should be weak.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Healing in my eyes should be necromancy but I know a lot of people don't agree.
damned...miss...chance...
On another note, I also have ideas for other guild spells, but my three players are Dimir (nerfed vampire ninja/beguiler 4), Boros (wingless half-celestial fighter/warmage 6) and Izzet (slightly nerfed half dragon dragon shaman/battle sorcerer 6), so that's what I am focussing on right now. I have a wicked idea for Debtor's Knell but it's ritual...
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Also i agree with Krash on that Glimpse should have a range effect instead of a melee range... ranged touch attack with a range of 20 feet isnt that bad....
you should adapt summon monster spells to summon guild specific creatures... such as Moroii and Giant Solifuge(Insane SR, perfect reflex and fort saves... pathetic will, and then a disgustingly light AC... BUT you adapt the features of 4e and give it an ability that lets it deal damage upon its death if it hasnt attacked this turn yet?) :evil:....
Helix seems alright i mean you get damage AND healing... thats not something you normally get and the combination gives it reason enough to be 3rd level.
{Magic: The RPG}
Prerequisite: Essentia Pool
Effect: Gain bonus essentia equal to the number of exalted feats you have.
[Exalted]
Prerequisite: Essentia Pool, Good Alignment
Effect:Soulmelds gain a +2 exalted bonus to overcome Spell Resistance.
Essentia: This Bonus increases by 2 for every point of essentia invested in this feat.
Special:Your Essentia pool increases by 1
Anyone want to offer some help?
Hm.
Vigor Mortis
Necromancy (Golgari)
Golgari Arcanist 4
This spell works as Animate Dead, with the following changes: Undead animated by Vigor Mortis gain an additional +4 Strength and Dexterity, plus an additional natural armor bonus of +3.
(Note: I am not certain what level a dread necromancer gains Animate Dead. This would replace Animate Dead on your spell list, at least in my campaigns; Golgari's favored class is Dread Necromancer.)
Putrefy
Necromancy (Golgari)
Golgari Arcanist 3
Casting Time: 1 standard action
Components: V, S, Golgari
Range: Close (25ft. + 5ft./2 caster levels)
Target: One creature or object (see text)
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You infuse the wounds of a creature with foulness. If a creature fails its saving throw, it is unable to heal by magical means for the spell's duration. Putrefy also nullifes fast healing and regeneration of all types for the spell's duration.
Putrefy works somewhat differently on objects; it acts as a form of accelerated entropy that causes nonmagical, unattended items to quickly rot, dealing 1d6/caster level (maximum 5d6) for every round of exposure. For undead creatures and magical items, they are allowed a saving throw to negate the spell's effect entirely.
The first feat I see little issue with; as far as I can recall having bonus essentia means nothing if you can't increase your capacity somehow. So, if you have a crapton of feats, you can fully invest them..nothing wrong with that. The second should be a "+2 exalted bonus". Other than that, no issues.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
EDIT: Haha I totally misread what you were saying. Dread Necros get Animate Dead at level... 7 or 8, I think.
{Magic: The RPG}
Yes, that's broken. Happy?
Okay, it wouldn't be broken without vow of poverty. However, with vow of poverty it gives you bonus essentia equal to half your level, which is simply crazy. +10 essentia for one feat does not only seem crazy, it IS crazy. Yes, essentia is useless if you don't have anything to put it into, but level 20 incarnate can use 54 essentia for soulmelds alone (Add into that essentia-receptable feats, expanded soulmeld capacity-feat and so on..) and we can only say that that feat would increase the effectiveness of VoP incarnate by around 30%.
Suggestion for fix: Make it one-half the number of exalted feats you have. This way it will suck for non-VoP incarnates, but well.. At least it doesn't break VoP incarnate in half.
(I also forgot about the fact that you need 2 exalted feats taken from outside VoP. That makes total of 13 exalted feats by level 20, minimum. +13 essentia for one feat is too good. It truly is. Even +6 essentia is borderline to too good, and might be the first "Epic Exalted feat." ever created.)
Also, to follow established form, should each feat give you a point of essentia on its own? I believe most essentia-related feats do.
Well, the one that increases SR penetration should, the other shouldn't. Feats that you can invest essentia in increase your essentia pool, those that deal with essentia in other ways don't.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
However if you are willing to let me have it at half i guess i can live with that... can i make it exalted also?? just joking
The following are two dumbed-down versions of the half-celestial template from the Monster Manual. The first is designed to reduce power to a LA of +3, the second all the way down to +2. Much of the power reduction comes from greatly reducing the power of the SLAs, but there's also some other stuff floating around in there.
Size: Unchanged
Type: Changes to Outsider (Native)
Speed: Feathered wings and can fly at twice the creature's base land speed (good maneuverability)
Armor Class: Unchanged
Special Attacks: Unchanged
Daylight (Su): daylight (as the spell) 3/day
Spell-Like Abilities: Must have Int or Wis of 8+, usable 1/day unless otherwise noted, CL is equal to HD, save DC is Cha based, everything is cumulative
1-2 -- Bless, Protection from Evil
3-4 -- Detect evil
5-6 -- Neutralize poison
7-8 -- Remove disease
9-10 -- Cure critical wounds
11-12 -- Holy smite
13-14 -- Holy Word
15-16 -- Holy Aura
17-18 -- Regeneration
19-20 -- Heal 2/day
Darkvision out to 60 feet
+4 racial bonus to Fortitude saves against disease and poison
SR equal to HD + 10
Abilities: +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +4 Cha
Skills: (I dealt with these as I'm using them on characters without racial HD)
Alignment: Always good (any)
LA: +3
Size: Unchanged
Type: Changes to Outsider (Native)
Speed: Feathered wings and can fly at the creature's base land speed (good maneuverability). At 15 HD speed increases to twice base land speed.
Armor Class: Unchanged
Special Attacks: Unchanged
Daylight (Su): daylight (as the spell) 3/day
Spell-Like Abilities: Must have Int or Wis of 8+, usable 1/day unless otherwise noted, CL is equal to HD, save DC is Cha based, everything is cumulative
1-2 -- Bless
3-4 -- Detect evil
5-6 -- Neutralize poison
7-8 -- Cure moderate wounds 2/day
9-10 -- Magic Circle Against Evil
11-12 -- Remove Disease
13-14 -- Dispel Evil
15-16 -- Holy Smite
17-18 -- Holy Word
19-20 -- Heal
Darkvision out to 60 feet
+4 racial bonus to Fortitude saves against disease and poison
SR equal to HD + 5
Abilities: +2 Str, +2 Con, +2 Wis, +4 Cha
Skills: (I dealt with these as I'm using them on characters without racial HD)
Alignment: Always good (any)
LA: +2
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Blackstorm (Generic name of the day FTW! :D)
Level: Dread Necromancer 7
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft +5 ft/2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude half; Will half; See text
Spell Resistance: Yes; see text
On your command, the target is surrounded by a semi-transparent black cloud (no save). This cloud hampers the target’s sight: any attack made by the creature has a 20% chance to miss. The cloud moves with the creature.
On the second round of the cloud‘s existence, the negative energy used to create the cloud sucks the heat from the air around the target, causing a dangerous temperature drop. The target creature, and any creature adjacent to it, take 1d6 points of cold damage per level (max 10d6). A successful Fortitude save halves the damage. Spell resistance applies.
On the third round, the negative energy intensifies, crackling violently. The target creature, and any creature adjacent to it, take 1d6 points of negative energy damage (max 10d6). A successful Will save halves the damage. Spell resistance applies.
On the fourth turn, the cloud disperses.
Material Component: A small jar of grave dirt, which is opened and spread in the wind upon casting.
{Magic: The RPG}
OMG I forgot I had this one.
Death Cloud
Sor/Wiz 9
Necromancy (Death)
Casting Time: 1 round
Components: V, S, F
Range: Medium (100ft. + 10ft./level)
Area: 40ft radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Creatures caught within the greenish cloud must make a Fortitude save or die. Creatures that pass their save take 1d6 Str, Dex, and Con drain as the cloud wracks their bodies with the power of death.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
This Ioun Stone increases the Essentia pool of any Meldshaper class by 2.
If you do not posses a Meldshaper class this instead grants 1 Essentia.
Price:16,000gp
Is this ok?
Exalted Essentia [Epic, Exalted]
Benefits: Your Essentia Pool increases by 3 and you gain 1 additional essentia for each four Exalted feats you own. If the number of Exalted Feats change after taking this feat your essentia pool Increases or Decreases accordingly.
I'd say yes, as long as you didn't have twenty of them floating around your head.
@Halinn: Let me see what I can come up with.
@Sep on Exalted Essentia: That'd better be epic.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Hit Die
d8
Skill Points at Each Additional Level
8 + Int Modifier
Table: The Epic Scout
Level ....... Special
21 ...... Skirmish (+6d6, +5 AC), fast movement +30 ft.
22 ...... Improved Uncanny Dodge
23 ...... Skirmish (+6d6, +6 AC)
24 ...... Bonus Feat
25 ...... Skirmish (+7d6, +6 AC), Improved Evasion
26 ......
27 ...... Skirmish (+7d6, +7 AC)
28 ...... Bonus Feat
29 ...... Skirmish (+8d6, +7 AC), Battle Fortitude +4
30 ......
Class Features
Skirmish (Ex)
The epic scount's skirmish damage increases by +1d6 at every four levels starting with 21. The competence bonus to AC increases by +1 at every four levels starting with 23.
Fast Movement (Ex)
At 21st level and every 10 levels thereafter the epic scout's fast movement bonus increases by +10 ft.
Improved Uncanny Dodge (Ex)
At 22nd level the epic scout gains the improved uncanny dodge ability (as the Rogue ability with the same name).
Bonus Feat
The epic scout gains a bonus feat (selected from the list of epic scout feats) every four levels after 20th.
Improved Evasion (Ex)
At 25th level the epic scout gains the improved evasion ability (as the Rogue ability with the same name).
Battle Fortitued (Ex)
At every nine levels after 20th the epic scout's competence bonus to Fortitude saves and initiative checks increases by +1.
Epic Scout Bonus Feat List
Blinding Speed, Combat Archery, Distant Shot, Epic Dodge, Epic Endurance, Epic Skill Focus, Epic Speed, Fast Healing, Improved Manyshot, Legendary Climber, Legendary Tracker, Perfect Health, Polyglot, Self-Concealment, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy. The scout may choose any feat off the non-epic list of scout bonus feats instead of one of the feats listed here.
Hit Dice
d10
Skill Points at Each Additional Level
4 + Int Modifier
Table: The Epic Dervish
Level ....... Special
11 ...... Dervish dance 6/day, fast movement +20 ft.
12 ...... Improved reaction +4
13 ...... Dervish dance 7/day, bonus feat
14 ...... Fast movement +25 ft
15 ...... Dervish dance 8/day
16 ...... Bonus feat
17 ...... Dervish dance 9/day, fast movement +30 ft.
18 ...... Improved reaction +6
19 ...... Dervish dance 10/day, bonus feat
20 ...... A thousand cuts 2/day, fast movement +35 ft.
Class Features
Dervish Dance
The epic dervish gains one use of dervish dance per day every two levels after 10th. Her bonus to attack and damage rolls when wielding a slashing weapon continues to increase by +1 at every odd-numbered level.
Fast Movement
The epic dervish's fast movement bonus increases by +5 ft every three levels starting with 11th.
Improved Reaction
The epic dervish's bonus to initiative increases by +2 every six levels starting with 12th.
Bonus Feat
The epic dervish gains a bonus feat (selected from the list of epic scout feats) every three levels after 10th.
A Thousand Cuts
The epic dervish gains one use of a thousand cuts every ten levels after 10th.
Epic Dervish Bonus Feat List
Blinding Speed, Dire Charge, Epic Endurance, Epic Prowess, Epic Reflexes, Epic Skill Focus, Epic Toughness, Epic Weapon Focus (Scimitar), Epic Weapon Specialization (Scimitar), Epic Will, Great Dexterity, Legendary Climber, Legendary Leaper, Perfect Two-Weapon Fighting, Spellcasting Harrier, Superior Initiative, Two-Weapon Rend.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Incarnum Duplication [Epic, Incarnum]
Prerequistie: Able to Shape the Incarnate Weapon Soulmeld, Meldshaper level 18th.
Benefit: You are able to duplicate the Incarnate Weapon, each weapon requires its own essentia investment.
Normal: You can only have one Incarnate Weapon