This variant on the mystic theurge is something I started thinking about with AoK's Weavemaster on the table. I felt that the prestige class could give you more for the levels you spend, and I think it shouldn't be entirely worthless at epic levels, so I formulated the following progression (otherwise identical to the mystic theurge listed in SRD):
1
2
3 Spell versatility 0
4
5 +1 level of existing divine spellcasting class (no arcane boost)
6 Spell Versatility 1
7
8
9 Spell Versatility 2
10 +1 level of existing arcane spellcasting class (no divine boost)
Then, at epic levels: 11
+1 level of existing divine spellcasting class 12
Spell Versatility 3
+1 level of existing arcane spellcasting class 13
+1 level of existing arcane spellcasting class
+1 level of existing divine spellcasting class 14
+1 level of existing divine spellcasting class 15
Spell Versatility 4
+1 level of existing arcane spellcasting class 16
Bonus Feat
+1 level of existing arcane spellcasting class
+1 level of existing divine spellcasting class 17
+1 level of existing divine spellcasting class 18
Spell Versatility 5
+1 level of existing arcane spellcasting class 19
+1 level of existing arcane spellcasting class
+1 level of existing divine spellcasting class 20
+1 level of existing divine spellcasting class
With this, there is some incentive to continue taking levels in the prestige class, with the caveat being that you don't get a very good familiar, turning undead abilities, and some wizard bonus feats. Spell versatility makes sense here, but with the progression this slow, it hardly trods upon geomancer territory (27 levels versus 10). The balance may be slightly off, I dunno. Thoughts?
To protect yourself, you must know yourself. To protect others, you must destroy their enemies. That is the mindset of the Focused Hunter.
GAME RULE INFORMATION:
Alignment: Any Neutral Hit Die: D8 Skill points: 4 + Int modifier (x4 at 1st level) Class Skills: Autohypnosis (Wis), Concentration (Con), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge: Psionics (Int), Knowledge: Dungeoneering (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Use Rope (Dex).
CLASS FEATURES:
Weapon and Armour Proficiency: A Focused Hunter is proficient with all simple and martial weapons, light armour, and shields (except tower shields).
Powers Known / Power points per day – As a Focused Hunter increases in level, he gains more and more knowledge of himself and what he is capable of. He learns a limited array of Psionic Powers that he can use whenever he has PP available for the day. Powers are chosen from the Focused Hunter list, shown below. Save DCs are Wisdom based, and a Hunter gains bonus Power Points per day based on a high Wisdom score.
Favoured Enemy: This ability functions as the Ranger ability (PH47). A Hunter gains additional favoured enemies at 6th level and every five levels after that.
Wild Talent: A Focused Hunter gains Wild Talent as a bonus feat.
Astral Construct: As a standard action, a Focused Hunter may expend his Psionic focus to manifest a special Astral Construct (EPH185). The Astral Construct’s abilities increase as the Hunter gains more levels, increasing every 3 levels. This ability functions like the Astral Construct power, with the following differences.
-The Construct lasts for a number of minutes equal to the Hunter’s class level.
-When an ability from the Astral Construct Ability list is chosen for the first time, it remains the same every time it is summoned until it advances a level.. For example, Kyrah, a 7th level Hunter, manifests an Astral Construct II, which he has previously done before. He had then selected as its two abilities from List A as Trip and Celerity, and while a normal manifester would be able to choose different abilities if necessary each time they manifest the Construct, the abilities for the Hunter’s construct remain the same until it increases in level. When Kyrah attains 10th level, he will be able to choose two abilities from List B the first time he manifests his Construct, which will remain the same each time he manifests it until he attains 13th level.
-The Hunter cannot Augment this construct using his PP, it increases in level as he does.
Psionic Style – Like a ranger, at 2nd level, a Focused Hunter must choose one of three fighting styles to advance in. Unarmed Combat, Archery, or Melee. At 2nd level, he gains a feat related to his chosen style. He need not meet the prerequisites (if any) for these feats.
Bane Strike – When fighting a favoured enemy, a Focused Hunter can infuse a strike with psionic energy to inflict maximum damage upon that enemy. He may spend a number of power points up to his manifester level for a bonus on damage equal to the number of points he spends, and a bonus on the attack equal to half the points spent, rounded down. At 8th, 13th, and 18th level, he may attempt a bane strike an additional time per day. He may declare any attack he makes during his turn to be a Bane Strike, but may make no more than one per round.
Boost Construct – At 4th level, a Hunter gains Boost Construct as a bonus feat.
Improved Psionic Style – At 7th level, a Hunter improves the fighting style he selected at 2nd level, and gains another feat to reflect this.
Psionic Meditation – At 9th level, a Hunter gains Psionic Meditation as a bonus feat.
Animal Aspect – At 10th level, a Hunter’s Astral Construct permanently takes on physical similarities to one of six different animals, chosen from the following list.
Crocodile – The Construct gains a Bite attack dealing D10 damage and a swim speed equal to its base land speed. If the construct increases in size, the damage becomes 2D8.
Bear – The Construct gains a +4 bonus to Strength and 15 extra HP.
Cat – The Construct gains +4 to Dexterity and the Uncanny Dodge ability.
Snake – The Construct gains +2 HP/Dice and the Improved Grapple feat.
Wolf – The construct gains +2 to Strength and +2 Dexterity and gains the Trip ability from List A
Monkey – The construct gains +4 to Dex, a climb speed equal to its base land speed, and also gains a +1 Dodge bonus to AC.
Greater Psionic Style – A Focused Hunter of 12th level has mastered his unique Psionic fighting style, and gains a third feat based on the style he chose at 2nd level.
Psionic Bane – At 14th level, the Hunter initiates a Bane Strike, he gains temporary Power Points equal to half his class level, rounded down. The temporary points are wasted if not used by the end of the next round.
Lethal Strike – At 15th level, when a Hunter deals damage with a Bane Strike, the enemy must make a Fortitude save (DC 10 + ½ Class Level + Wis) or be slain.
Improved Psionic Bane – At 19th level, when a Hunter makes a successful Bane Strike, he may as an immediate action use the Power Points he gains from the strike to manifest a single-target Power he knows on his enemy or himself. The PP cost cannot be more than the temporary points gained from the Strike – but if the Power can be Augmented, the Hunter may use his own reserve to augment it. The total PP cost of the power can still not exceed his manifester level, however.
For example, Kyrah is a 19th level Focused Hunter who has just made a Bane Strike against a Beholder, one of his Favoured Enemies, gains 9 temporary Power Points, and uses it to manifest Dissipating Touch augmented to 11D6. He uses 1 of the temporary points he gained from the Bane Strike to pay the base PP cost, the other 8 points to Augment it, and 2 of his own PP to augment the other two times.
Nemesis – At 20th level a hunter gains the ability to once per day designate a single non-favoured enemy of HD equal to or greater than his that he has just hit with an attack as a Favoured Enemy for the rest of the encounter. He gains all the benefits of the Favoured Enemy class feature (+2 bonus), and can initiate Bane Strikes against that enemy for the duration of the encounter.
Aura SightA: Reveals creatures, objects, powers, or spells of selected alignment axis. Correspond: Hold mental conversation with another creature at any distance. Detect Remote Viewing: You know when others spy on you remotely. Energy AdaptationA: Your body converts energy to harmless light. Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile. Trace TeleportA: Learn destination of subject’s teleport.
I think that Well.. Considering how much it needs it's focus, give it hustle in power list. This allows him to use swift action to gain move action and focus as move action with psionic meditation.
Then again, full BaB, 2 good saves and decent progress is pretty good on it's own. The class is very interesting, but i fear it might be a tad strong. Psychic warrior is pretty good on it's own, and that has a lot less different features.. Then again, Psywars have better feat selection.
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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 was considering giving it Hustle for that very reason, but since I know that the class is already borderline broken, I thought that would push it over the edge.
You should have seen my first draft. I had the Construct progression getting to VII by 20.
Any suggestions on how I could nerf it a little without making it crap?
Okay, even though i know that it's borderline broken i think it should have one thing..
Share powers with Astral Construct. This is just something that'd fit the flavor really well.. Obviously only with the construct you get by expanding your focus.
You could obviously reduce the amount of skill points it has down to 2+int, but in that case the class would seriously need int to gain all the required skills. Other option is nerfing the Hit Die to d6, while this might seem bad for a melee combatant it's still not horrid, but well.. d6 hit die and full BaB together just don't seem.. Right..
What i would do, is making it from Good Reflex save, into Bad reflex save. This class doesn't seem that much agile to me as a lot of others do.
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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.
Okay, even though i know that it's borderline broken i think it should have one thing..
Share powers with Astral Construct. This is just something that'd fit the flavor really well.. Obviously only with the construct you get by expanding your focus.
You could obviously reduce the amount of skill points it has down to 2+int, but in that case the class would seriously need int to gain all the required skills. Other option is nerfing the Hit Die to d6, while this might seem bad for a melee combatant it's still not horrid, but well.. d6 hit die and full BaB together just don't seem.. Right..
What i would do, is making it from Good Reflex save, into Bad reflex save. This class doesn't seem that much agile to me as a lot of others do.
Yeah, I was already considering that. I don't want to reduce the HD, D8 is perfect for it. the Saves thing is good, since as you say the class isn't overly agile. By that logic though, I also don't actually see a reason flavourfully or mechanically to not give it medium armor proficiency, since none of its features require it to be lightly armoured, other than the fact that it would be a buff, which it doesn't really need.
The other thing I was considering doing, is as per Ranger, making its manifester level equal to half its class level. But, again, I want to avoid doing that if possible, since it would be a huge nerf for a psionic character.
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, despite that fact that 90% of it sucks, if you have the power to make astral constructs then maybe a couple of the astral construct feats from the Complete Psion might be in order?
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.
Pondering about the Metapsionist, what does ability to augment stuff feel like. Say, immediate action - Spend 1 / 2 / 3 power points (Depending on level.) and add that many CL to a friend's spell or power. If it was power, you can use those power points to augment it (Considering that a lot of powers don't care for ML in any other ways than rising the cap to which they can be augmented.) We call it Empower Thoughts for the time being. Let us see what our buddy can do now:
01st: Extra Metapsionics Feat
02nd: Keepfocus 1/day
03rd: Empower Thoughts 1
04th: Extra Metapsionics Feat
05th: Keepfocus 2/day
06th: Empower Thoughts 2
07th: Extra Metapsionics Feat
08th: Keepfocus 3/day
09th: Empower Thoughts 3
10th: Metapsionics Mastery, Extra Metapsionics Feat
Seems pretty fine to me, and should be pretty much in check with power levels. I think Empower Thoughts should require a Psicraft check to function though. DC [CL after increase + Spell/Power level] would be fine? We also need to imagine new names for the abilities..
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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.
In distant lands, a famous elf bard called Laucian Galanodel fused his archery abilities and singing prowess to create one of the most notable bard schools: The Ministrels of the Storm. Drawing the power of the wind to aid both archery and song their destructive abilities are literally heard from miles afar.
Hit Die
d6
Requirements
B.A.B.: +5
Skills: Perform (Sing) 8 ranks
Feats: Weapon Focus (Any bow), Point-Blank Shot.
Alignment: Any non-lawful.
Special: Bardic Song or similar ability.
Class Skills
The Ministrel of the Storm’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level
Skills per level: 4 + Int modifier.
Class Features
Bardic Song and Bardic Knowledge: The Ministrel of the Storm levels stack with bard levels for both Bardic Song and Bardic Knowledge abilities.
Dual Melody(Ex): While using perform (Sing) or using a bardic song ability with his voice, the Ministrel of the Storm may attack with a bow normally. Additionally, as a full round action, the Ministrel may begin a Bardic Song and make one attack with a bow.
Distant Crescendo(Su): Starting at the second level, the Ministrel may enchant an arrow, making it an extension of his voice. Once per day, and one more time for each 3 Ministrel of the Storm level after that, the Ministrel may spend a Bardic Song use and imbue an arrow with his voice. During that day, the next Bardic Song ability the Ministrel uses also affects anyone arround that arrow as if the bard was in its place. The bard may also fire that arrow in someone, and the ability works as if the bard voice came from the target hit by that arrow. As soons as the Song is over, the arrow loses this property.
Ballad of Good Winds(Su): A Ministrel of 4th level or higher with 14 or more ranks in a perform skill that uses only voice (Sing or poetry for example) can call the aid of the winds to help him and his allies to strike distant foes. The ministrel and all allies get a +1 competence bonus in any ranged attack roll, +2 in all damage rolls with ranged weapons and the base range of all ranged weapons are doubled.
Voice of the Thunder(Ex): At 5th level, the voice of the Ministrel becomes resounding and powerfull. The Ministrel gets a +2 competence bonus on any charisma based skill that uses voice. This ability lasts while the Ministrel performs and 5 turns after that.
Symphony of the Razorwinds (Ex): Entering in an almost mystical state, beginning at the 6th level, the Ministrel allies his vocal abilities with his aim, drawing the power of his own inspiration to make more deadly attacks. The critical multiplier of any attack with a bow made while the Ministrel is using a bardic song ability increases in 1.
Chorus of the Thunder (Su): A Ministrel of 7th level or higher with 17 or more ranks in a perform skill that uses only voice (sing or poetry for example) may inspire his allies' voices, making them as resounding and powerfull as his own. All allies have Voice of the Thunder for the duration of the performance. This ability lasts while the Ministrel performs and 5 turns after that.
Harmony of Dissonance (Su): A Ministrel of 8th level with 18 or more ranks in a perform skill that uses only voice (sing or poetry, for example) may instead of creating a beatiful sound, make a horrible cacophony. For the duration of the performance, all skills the require sound (listen, diplomacy etc.) receive a -2 competence skill. Also, when the Ministrel uses this ability, he must make a Perform check with a -4 penalty. Any caster trying to cast a spell with a vocal component must make a concentration check with a DC equal to the Perform roll.
Aria of the Storm: Calling the destructive powers of the storm, the bard makes his ultimate performance with a mix of his vocal abilities and a storm created by his own arrows. While using any Bardic Song ability, the caster may make full attack, and gains another attack at his highest base attack.
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Winner is Judge and Club Flaming IIW (get the one on top)
Guild ability being used by another guild
Graveyard effects
Want to see what Metamind should've been? Click on the spoiler below.
Wholesome Mind
Wholesome Minds believe that when it comes to psionic powers, it's quantity over quality. They constantly train their minds to be able to contain all the power amassed from their studies. It's not unknown of a Wholesome Mind to descend into insanity because of their lust for power.
Because Wholesome Mind's class abilities tend heavily into massive power point reserve and manifester levels, it is best suited for primary manifesters, such as Psions, Erudites and Wilders. Some psychic warriors find it tempting as well, as it can greatly expand their power point capacity.
Requirements: Skills: Concentration 8 ranks, Knowledge: Psionics 4 ranks. Feats: Wild Talent, Overchannel Special: Power point reserve of at least 15 points.
Class Abilities: Skills: 2+Int Modifier
Wholesome Mind's Class Skills are: Psicraft, Knowledge (All skills taken individually.), Concentration, Autohypnosis, Use Psionic Device Bonus Power Points: At each level of Wholesome Mind the character gains power points as though he'd have gotten a level in a Manifesting class he previously belonged. If the character belonged into multiple manifesting classes prior to becoming Wholesome Mind, he must choose one to apply this to. He does not, however get any other increase a member of that class would've gained (Such as access to higher level powers, more powers known and so on.) Manifester Level Increase: At every level, Wholesome Mind's manifester level for all powers increases by 1. This applies to all powers he manifests, he is forevermore treated to be the indicated amount higher manifester in level for purpose of Manifester Level only. (For example, Psion 3 / Psychic Warrior 2 / Wholesome Mind 6 would have Manifester Level 9 (3+6) for his Psion powers and 8 (2+6) for his Psychic Warrior powers.) Mind Fuel: As a free action Wholesome Mind of 1st level or higher can take Burn Damage to his Wisdom Score. For each point of damage taken this way, the Wholesome Mind recovers 3 power points. He can't take enough wisdom damage this way to reduce his wisdom to 0. At level 5 this increases to 4 power points / wisdom damage and at 10th level further to 5 power points / wisdom damage. Overwhelming Power: After level 2 Wholesome Mind's mind holds power great enough to cause distractions against telepathic foes. Any opponent that uses a telepathic power against Wholesome Mind needs to succeed on a Will Save (DC 10+Wholesome Mind's primary manifesting ability modifier.) or be dazed for 3 rounds. Power Accumulation: At 3rd level and every three levels thereafter, Wholesome Mind's Attribute which grants him extra power points is increased by 2 for the purposes of calculating extra power points and power save DCs only. Power Transfer: Wholesome Mind of 4th level or higher can transform power points between applicants. As a swift action he can give his Manifester Level amount of power points to another character, or drain same amount from willing applicant. At level 8 and higher he can try to use this 'drain' against unwilling targets, those targets gain (DC 10+Wholesome Mind's primary manifesting ability modifier.) will save to negate this use of this ability. Drain Item: As a standard action a Wholesome Mind of 7th level or higher can drain a charged psionic item in his possession from power. This drains up to 1 charge for 2 levels of Wholesome Mind. Wholesome Mind gains 3 temporary power points for each charge drained in this way, and gains a boost to his Manifester Level equal to the charges drained. These boosts last until the end of Wholesome Mind's next round. Font of Power: 1/Day a Wholesome Mind of 10th level or higher may enter a state of nearly limitless power. This lasts for up to one minute, and is activated as a swift action. While in this state Wholesome Mind gains endless amount of temporary power points that he can use as he wishes, except for in Metaconcerts.
ATTACHMENTS
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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.
The Paladin of Freedom from UA is pretty cool, I guess. He has the normal paladin abilities but with a different aura and a few spell list alterations. Here are some variant Paladins of Freedom that stand for different sorts of Free things. In all cases, these abilities replace the Paladin's Lay on Hands ability. There's not even any sort of semblance of balance here.
Paladin of Free Clinic - This is the base Paladin of Freedom. It has the lay on hands ability.
Paladin of Free Speech - 3/day, can cast a spell as if modified by silent spell without adjusting the cast time or spell level.
Paladin of Free Hand - 3/day, can cast a spell as if modified by still spell without adjusting the cast time or spell level.
Paladin of Free Time - 3/day, can cast a spell as if modified by swift spell without adjusting the spell level.
Paladin of Free Press - Gain Scribe Scroll as a bonus feat.
Paladin of Free Thought - 3/day Mind Blank.
Paladin of Free Screening - 3/day Silent Image. (Lvl 6 Minor Image; Lvl 12 Major Image.)
Paladin of Free Lunch - Hero's Feast 1/day.
Paladin of Free Bird - Paladin and mount get +10 to fly speed if they already have one, and are immune to polymorph effects.
Paladin of Free Willy - Paladin and mount gain 20' swim speed and can hold breath for a number of rounds equal to 8 times their constitution score.
Paladin of Free Range - Gain Far Shot as a bonus feat. Can select Bull as special mount.
Paladin of Free Hugs - Improved Grapple as a bonus feat.
Paladin of Free Love - Charm Person 3/day.
Paladin of Free Will - Everyone within the Paladin's Aura of Resolve gets +2 to will saves. When the Paladin dies, he gets to decide how his stuff gets divvied up.
Paladin of Free Trade - Add Appraise to your class skills. This is the worst choice ever.
Paladin of Free Agency - Can switch deities 1/year.
Paladin of Free Throw - Gain the benefits of Quick Draw and Precise Shot, but only for thrown weapons.
Paladin of Free Wireless - Commune 1/day, but only in, like, libraries and lunch places.
Paladin of Free Market - I already used the only economics joke I could think of on Paladin of Free Trade. Sorry.
Paladin of Free Kick - Gain Improved Unarmed Strike as a bonus feat.
Paladin of Free Verse - Gain Perform(Poetry) as a class skill and Skill Focus(Perform(Poetry)).
Paladin of Free Ride - Gain Mounted Combat as a bonus feat.
Paladin of Free Silver - The paladin's weapons are treated as silvered for overcoming damage reduction. (It's a 19th century currency thing.)
Paladin of Free Tibet - Immune to effects of altitude. Can select Yak as special mount.
Paladin of Free Cable - Commune 1/day, but it's sort of scrambled.
Any folks with a LOT of patience for enthusiastic ignorance? I have absolutely no experience in the pen and paper world, but a large variety of various RPG and MMORPG experience. I have a somewhat specific idea for a custom class in mind, and I'm hoping to figure it out to begin some kind of play in a DnD-type environment, if only to not wear out my other hobbies. I have AIM, Yahoo, and MSN messengers if that helps!
guys i am so sick of how the wotc ninja is ****** WEAK and not realistic at ALL so i created a fix for the ninja that lets them unleash their TRUE power.
bab - haha, that is a laugh wotc, really, a ninja has a sword and cant use it, right, that makes sense. The REALISTIC ninja has attack bonus like a figher.
magic - most people don't know real ninja were trained in ALL kinds of magic, real magic, not fake Harry Potter bull****, toshiba (spirit magic) mitsubishi (shadow/demon magic) famicom (shadow/spirit magic), a realistic ninja casts spells like a sorcerer but minus one level.
killing strike - a ninja never leaves his target alive, when a ninja does a critical hit, to a target, the target is killed.
weapons - what is this exotic weapon bull****, come on wotc, you must be ****** kidding me, real ninja trained with ALL weapons to be prepared for any situation.
guys i am so sick of how the wotc ninja is ****** WEAK and not realistic at ALL so i created a fix for the ninja that lets them unleash their TRUE power.
bab - haha, that is a laugh wotc, really, a ninja has a sword and cant use it, right, that makes sense. The REALISTIC ninja has attack bonus like a figher.
magic - most people don't know real ninja were trained in ALL kinds of magic, real magic, not fake Harry Potter bull****, toshiba (spirit magic) mitsubishi (shadow/demon magic) famicom (shadow/spirit magic), a realistic ninja casts spells like a sorcerer but minus one level.
killing strike - a ninja never leaves his target alive, when a ninja does a critical hit, to a target, the target is killed.
weapons - what is this exotic weapon bull****, come on wotc, you must be ****** kidding me, real ninja trained with ALL weapons to be prepared for any situation.
:D:D:D
Try Rokugan Ninja, it has full BaB and fighter weapon proficiencies, along with sneak attack and 4+int skills. Some abilities to improve initiative and movespeed as well.
Private Mod Note
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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 the idea for an epic extension of the Archmage, so I want to see where I can take this:
Perfect Arcanist
You have mastered the arcane arts so completely that you can bend mortal magic into almost any form you want.
Hit Die
d4
Requirements: Class:Archmage 5th level Skills:Knowledge (arcana) 27 ranks, Spellcraft 27 ranks Feats:Greater Spell Focus in two schools of magic Epic Feat:Epic Skill Focus (Spellcraft) Spells: Ability to cast 9th level arcane spells, knowledge of 7th level or higher arcane spells from at least five different schools
Class Features: Weapon and Armor Proficiency
Perfect Arcanists gain no proficiency with any weapon or armor.
Spellcaster
A perfect arcanist adds his class level to his caster level in all arcane spellcasting classes. He gains no spells per day or spells known and gains no other benefits from those classes.
Arcane Fire
Perfect Arcanist who has the Arcane Fire special ability adds his Perfect Arcanist level to Archmage level for the purpose of determining the ability's damage.
Superior Arcana
At 1st through 4th levels a perfect arcanist can permanently eliminate a spell slot to either perfect one of the arcane masteries he learned as an archmage or learn a new one. Each special ability has a minimum required spell slot level, as specified in its description. A perfect arcanist may choose to eliminate a spell slot of a higher level than that required to gain a type of superior arcana.
Distant Spell
The range of all the perfect arcanist's spells is increased by one category. Spells with a range of touch now have a range of close (25 ft + 5 ft/two caster levels) but require ranged touch attacks.1 Spells with a range of close now have a range of medium (100 ft + 10 ft/caster level). Spells with a range of medium now have a range of far (400 ft + 40 ft/caster level), and spells with a range of far now have a range of 1200 ft + 120 ft/caster level. A perfect arcanist may only select this ability if he already has the archmage's Arcane Reach ability. This ability costs an 8th level spell slot.
Freeform Shape
A perfect arcanist can alter any spell with an area of burst, cone, cylinder, emanation, or spread by changing the area into any of the other forms. Additionally, he can change an area spell into a ray spell. Any area spell modified into a ray now requires a ranged touch attack, but no longer allows a reflex save for half damage if it did before. A perfect arcanist may only select this ability if he already has the archmage's Mastery of Shaping ability. This ability costs a 8th level spell slot.
Greater Arcane Fire
A perfect arcanist's Arcane Fire ability now deals 1d6 points of damage per class level plus 2d6 points of damage per spell level. A perfect arcanist may only choose this ability if he already has the archmage's Arcane Fire ability. This ability costs an 7th level spell slot.
Greater Spell Power
Any spell power bonus the perfect arcanist has from the archmage's Spell Power ability applies to the save DC of his spells in addition to the caster level. This ability costs a 5th level spell slot.
Improve Spell
A perfect arcanist masters a spell and can cast it to greater effect with no extra effort. He may choose any metamagic feat he knows with spell slot adjustment no greater than 3 other than Heighten Spell and permanently apply it to any spell he knows. The spell does not require a higher level spell slot and the casting time is unaffected, but it is always cast as if the chosen metamagic feat were applied to it. A perfect arcanist may select this ability as many times as he likes, but each time he must select a combination of metamagic feat and spell he has not previously chosen (though one of the two can be the same). This ability costs a spell slot of the adjusted spell's level.
Perfection of Elements
A perfect arcanist can alter a spell when cast so that it uses multiple elements. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The modified spell deals regular damage, but the damage is split equally between any number of elements of the perfect arcanist's choosing. The spell’s casting time is unaffected. The caster decides which energy type(s) the spell will use when he begins casting.
Additionally, if the perfect archanist has the Arcane Fire ability (from the archmage class), he can choose to have any spell with one of the above descriptors deal raw magical energy instead of elemental damage. A perfect arcanist may only select this ability if he already has the archmage's Mastery of Elements ability. This ability costs a 7th level spell slot.
Unyielding Magic
A perfect arcanist's mastery of the workings of magic is so great that he can make his spells nearly uncounterable. Whenever anyone tries to counter a spell cast by the perfect arcanist, that creature must succeed on an opposed caster level check or the spell is not countered. A perfect arcanist may only select this ability if he already has the archmage's Mastery of Counterspelling ability. This ability costs a 7th level spell slot.
High Arcana
Instead of choosing one of the above abilities, a perfect arcanist may instead choose up to two different High Arcana abilities from those listed in the archmage class. The abilities each use the spell slot cost of the original High Arcana ability.
Perfect Arcana
At 5th level a perfect arcanist may choose to truly master one aspect of the arcane arts. He can gain one of the following abilities by permanently eliminating a powerful spell slot. Each special ability has a minimum required spell slot level, as specified in its description. A perfect arcanist may choose to eliminate a spell slot of a higher level than that required to gain a type of perfect arcana.
Instant Counterspelling
A perfect arcanist need not ready an action to counterspell. He has such an intimate understanding of the nature of counterspells and how to use them that he can counterspell as an immediate action. A perfect arcanist may only select this ability if he already has the archmage's Mastery of Counterspelling ability. This ability costs a 10th level spell slot.2
Perfect Spell
A perfect arcanist may select any spell he has previously selected for the Improve Spell ability and perfect the spell to the point where he can cast it with a mere thought. He permanently applies Silent Spell, Still Spell, and any one non-epic metamagic feat of his choosing to the spell. From this point forward, whenever he casts the spell he casts it as if those metamagic feats were applied to it, but with no change in slot level or casting time. The perfect arcanist need not know a metamagic feat to apply it to a spell in this way. This ability costs a 10th level spell slot.2
Spell Storm
Once per day as a full-round action a perfect arcanist can sacrifice a spell slot of at least 2nd level to cast a number of spells up to one fifth his caster level whose combined level is no greater than 1.5 times the sacrifice spell's level (both rounded down).3 None of the spells cast can have a casting time of longer than one standard action, and they must each be at least two levels lower than the level of the sacrificed spell slot. Additionally, the spells are cast as if they had been heightened to the level of the sacrificed spell slot as with Heighten Spell (even if the level is above 9), but with no change in slot level (and they need not be prepared at the higher level). Spells cast in this way are expended as if they had been cast normally. This ability costs an 10th level spell slot.2
Superior Arcana
Instead of choosing one of the above abilities, a perfect arcanist may instead choose an ability from the Superior Arcana list. The ability uses the spell slot cost of the original Superior Arcana ability.
1 - If the range granted by Arcane Reach is farther than close for the perfect arcanist, then he may use that range instead. 2 - A 10th level spell slot can be attained with the Improved Spell Capacity feat. 3 - 0th level spells count as level ½ for determining the total levels cast.
Linked Spell
A perfect arcanist may select any spell he has previously selected for the Improved Spell ability as a base spell and permanently link it to any spell of lower level. Whenever he casts the base spell, he also gains the effect of the linked spell as if he had cast it simultaneously (but without expending another prepared spell or spell slot). The casting time and spell slot of the base spell are unaffected. This ability costs two spell slots, one of each of the chosen spell's levels.
So, there it is. I feel like it needs a couple more Perfect Arcana options, but I haven't thought of any yet. I don't think I really need to kill spell slots for the abilities because they don't seem overly powerful for an epic prestige class and (more importantly) they are just extensions and improvements of the archmage abilities. Also, I'm considering upping the requirements to 30 ranks in the two skills and adding an ability that's just Improved Metamagic (it would stack with the feat, but you can only take the ability once).
Thoughts?
I've thrown in spell slot requirements on the abilities as they were a little too powerful. I'm still looking for more abilities and balance commentary though.
I threw in Perfect Spell which is basically the "I know this spell so freaking well I can cast it perfectly without doing anything." For flavor reasons you can only get it for one spell ever, and for power reasons it requires Improved Spell Capacity to even be able to pay the necessary slot.
Drastically reduced the power of Perfect Spell as it was horribly overpowered. You can now take it multiple times though.
Removed the extra damage from Perfection of Elements.
Changed some of the nomenclature to make it (hopefully) sound a little cooler.
Added Unyielding Spell and Spell Storm.
Removed the ability to turn rays into area spells from Freeform Shape (formerly Perfect Shape).
Lowered the power of Spell Storm to only allow spells of at least 3 levels lower than the sacrificed slot.
Changed Greater Arcane Fire to an 8th level slot. Upping damage isn't quite as powerful as the original ability.
Changed layout to make it more legible.
Major changes this time:
I split the abilities into two categories allowing for a single choice of three more powerful abilities at 5th level (all three of which require 10th level spell slots).
Reactive Counterspelling got it's name changed to Instant Counterspelling and got moved without any mechanical changes (it was kind of really good to begin with).
Spell Storm got a significant power boost and got moved over to the 5th-level ability slot.
Perfect Spell got a slight power drop and a new name while a more powerful version (with the name "Perfect Spell") got thrown onto the Perfect Arcana slot.
I also added Distant Spell as a regular ability which just drastically increases the range of all your spells. It's really just a better version of Enlarge Spell, but honestly that's a pretty crummy feat anyway (with a +1 adjustment to spell level, no less).
Perfection of Elements got a minor modification. It now allows any number of elements (damage split equally).
Also a few minor phraseology changes, but those don't really mean much.
Minor edit: rearranged the ability listings so they're in alphabetical order now.
Greater Arcane Fire seemed a little overpowered, so I dropped the damage to 1d6 per class level + 2d6 per spell level and made it a lvl 7 slot.
Freeform Shape got bumped up to an 8th level slot.
Added a clarification on Perfect Spell.
Added Linked Spell as a possible addition. It's in storage right now for development.
Recent edit: Changed Spell Storm to only allow you to cast a number of spells up to one fifth your caster level.
Non-mechanical edit: I added a huge pile of links to make the class easier to navigate (including linking a pile of stuff to the SRD).
Minor non-mechanical edit: Cleared up a few typos and some bad wording.
Since I talked to him last night, I remembered that I found one online awhile back with abilities very similar to his. However, I like his better.
The suggestions I made:
Spell Secret like ability- Since it's an epic prestige class that requires that you not only be epic level, but pretty much have archmage levels already, I suggest that the character be allowed to permanently modify a spell with a metamagic feat of a level adjustment of no more than +3. This allows for Maximize, but not some of the sillier things...and epic metamagic feats are a definite no-no for something like this.
Spell slot costs: After further review of the requirements for Improved Spell capacity, it seems it's less painful to possibly require the sacrifice for spell slots above 10th. When you take ISC you do get bonus slots for high ability scores...do NOT follow the ELH guys as it is incorrect, I have a bonus slot and PP list for up to 60th level if you need it.
So, keeping in mind the original slot requirements for related abilities, you can use that as a guideline.
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.
Spell Secret like ability- Since it's an epic prestige class that requires that you not only be epic level, but pretty much have archmage levels already, I suggest that the character be allowed to permanently modify a spell with a metamagic feat of a level adjustment of no more than +3. This allows for Maximize, but not some of the sillier things...and epic metamagic feats are a definite no-no for something like this.
Ok, that's reasonable. I guess intensifying the thing was a little too powerful. However, I did want something that would really feel like they had mastered a spell to perfection. So I was thinking apply Silent, Still, and some powerful ones (maybe Maximize + Empower?) for a minimal spell slot, but you can only do it for one spell ever.
I suppose I could just make it the "master of magic" feel and let it do something like Spell Secret where it's one feat at a time to any spell you want. I suppose that would probably be more balanced.
Spell slot costs: After further review of the requirements for Improved Spell capacity, it seems it's less painful to possibly require the sacrifice for spell slots above 10th. When you take ISC you do get bonus slots for high ability scores...do NOT follow the ELH guys as it is incorrect, I have a bonus slot and PP list for up to 60th level if you need it.
So, keeping in mind the original slot requirements for related abilities, you can use that as a guideline.
I have nothing wrong with making the one or two most powerful abilities require 10th level spell slots. However, they start getting really expensive really, really fast as ISC is a feat and only gives you one slot per level (can you sac bonus spell slots to those?).
Also, while I am keeping in mind the cost of the original abilities, I also think an epic prestige class should get comparable abilities cheaper than a non-epic one.
Edit: I just modified the stuff a little bit. I upped the spell slot cost on most of the abilities, changed Intensify to Maximize and Empower on Perfect Spell, and, probably more importantly, increased the requirements on the class to 30 ranks in Knowledge (arcana) and Spellcraft (as opposed to the 24), so now you need to be rather higher level to qualify at all.
Ok, that's reasonable. I guess intensifying the thing was a little too powerful. However, I did want something that would really feel like they had mastered a spell to perfection. So I was thinking apply Silent, Still, and some powerful ones (maybe Maximize + Empower?) for a minimal spell slot, but you can only do it for one spell ever.
Application of a number of feats up to the +3 adjustment seems okay in my book, check with your DM. However, no stacking of +0 adjustments because that's cheesy.
I suppose I could just make it the "master of magic" feel and let it do something like Spell Secret where it's one feat at a time to any spell you want. I suppose that would probably be more balanced.
This ability should be one that if you so choose, you can choose it more than once. The cost? A spell slot of the same level that the metamagic feat cost. That's certainly reasonable, and still good.
I have nothing wrong with making the one or two most powerful abilities require 10th level spell slots. However, they start getting really expensive really, really fast as ISC is a feat and only gives you one slot per level (can you sac bonus spell slots to those?).
You can't sac bonus spell slots to anything. Also, in case you didn't know, specialist wizards get bonus spell slots as normal for ISC granted slots. Yes, I doublechecked on this, because it sounded ridiculous. However, it's true. There's only one or two abilities at most that should require a spell slot of 10th or higher...and that could be eliminated by the requirement of multiple slots of a lower level.
Also, while I am keeping in mind the cost of the original abilities, I also think an epic prestige class should get comparable abilities cheaper than a non-epic one.
Edit: I just modified the stuff a little bit. I upped the spell slot cost on most of the abilities, changed Intensify to Maximize and Empower on Perfect Spell, and, probably more importantly, increased the requirements on the class to 30 ranks in Knowledge (arcana) and Spellcraft (as opposed to the 24), so now you need to be rather higher level to qualify at all.
[/quote]
Level 27 entry...hm...I'd knock it down to 27 ranks each, because at 24th level you get a feat, which could help with qualifying, and that way it's not completely unattainable by those who don't play high epic games.
Unfortunately for me I have submitted ideas for epic versions of archmage to my DM many times and every time it gets the banhammer.
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.
Perfection of Elements feels too good for me, adding 50% damage to a spell is worth +2 Spell Level Adjustment (Empower Spell.), and this feat effectively adds it to all your spells. In addition to that, it also has option of making the damage pass all resistances and immunities. It's just too good as it is, in my opinion.
It also allows you to make sonic spells. Nothing ever resists sonic and it passes all hardness on objects. Destroying buildings and objects with the current version of the power is just too easy.
Although, I would love to see following:
Energy Admixture - Electricity, Born of Three Tunders adjusted with Perfection of Elements to be cold and Lord of Uttercold Delayed Blast Fireball.
So, that would be what? 1/2x Electricity, 1/2x Sonic, 1x Fire, 1/4x Cold, 1/4x Negative Energy.
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.
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.
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This variant on the mystic theurge is something I started thinking about with AoK's Weavemaster on the table. I felt that the prestige class could give you more for the levels you spend, and I think it shouldn't be entirely worthless at epic levels, so I formulated the following progression (otherwise identical to the mystic theurge listed in SRD):
1
2
3 Spell versatility 0
4
5 +1 level of existing divine spellcasting class (no arcane boost)
6 Spell Versatility 1
7
8
9 Spell Versatility 2
10 +1 level of existing arcane spellcasting class (no divine boost)
Then, at epic levels:
11
+1 level of existing divine spellcasting class
12
Spell Versatility 3
+1 level of existing arcane spellcasting class
13
+1 level of existing arcane spellcasting class
+1 level of existing divine spellcasting class
14
+1 level of existing divine spellcasting class
15
Spell Versatility 4
+1 level of existing arcane spellcasting class
16
Bonus Feat
+1 level of existing arcane spellcasting class
+1 level of existing divine spellcasting class
17
+1 level of existing divine spellcasting class
18
Spell Versatility 5
+1 level of existing arcane spellcasting class
19
+1 level of existing arcane spellcasting class
+1 level of existing divine spellcasting class
20
+1 level of existing divine spellcasting class
With this, there is some incentive to continue taking levels in the prestige class, with the caveat being that you don't get a very good familiar, turning undead abilities, and some wizard bonus feats. Spell versatility makes sense here, but with the progression this slow, it hardly trods upon geomancer territory (27 levels versus 10). The balance may be slightly off, I dunno. Thoughts?
To protect yourself, you must know yourself. To protect others, you must destroy their enemies. That is the mindset of the Focused Hunter.
GAME RULE INFORMATION:
Alignment: Any Neutral
Hit Die: D8
Skill points: 4 + Int modifier (x4 at 1st level)
Class Skills: Autohypnosis (Wis), Concentration (Con), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge: Psionics (Int), Knowledge: Dungeoneering (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Use Rope (Dex).
CLASS FEATURES:
Weapon and Armour Proficiency: A Focused Hunter is proficient with all simple and martial weapons, light armour, and shields (except tower shields).
Powers Known / Power points per day – As a Focused Hunter increases in level, he gains more and more knowledge of himself and what he is capable of. He learns a limited array of Psionic Powers that he can use whenever he has PP available for the day. Powers are chosen from the Focused Hunter list, shown below. Save DCs are Wisdom based, and a Hunter gains bonus Power Points per day based on a high Wisdom score.
Favoured Enemy: This ability functions as the Ranger ability (PH47). A Hunter gains additional favoured enemies at 6th level and every five levels after that.
Wild Talent: A Focused Hunter gains Wild Talent as a bonus feat.
Astral Construct: As a standard action, a Focused Hunter may expend his Psionic focus to manifest a special Astral Construct (EPH185). The Astral Construct’s abilities increase as the Hunter gains more levels, increasing every 3 levels. This ability functions like the Astral Construct power, with the following differences.
-The Construct lasts for a number of minutes equal to the Hunter’s class level.
-When an ability from the Astral Construct Ability list is chosen for the first time, it remains the same every time it is summoned until it advances a level.. For example, Kyrah, a 7th level Hunter, manifests an Astral Construct II, which he has previously done before. He had then selected as its two abilities from List A as Trip and Celerity, and while a normal manifester would be able to choose different abilities if necessary each time they manifest the Construct, the abilities for the Hunter’s construct remain the same until it increases in level. When Kyrah attains 10th level, he will be able to choose two abilities from List B the first time he manifests his Construct, which will remain the same each time he manifests it until he attains 13th level.
-The Hunter cannot Augment this construct using his PP, it increases in level as he does.
Psionic Style – Like a ranger, at 2nd level, a Focused Hunter must choose one of three fighting styles to advance in. Unarmed Combat, Archery, or Melee. At 2nd level, he gains a feat related to his chosen style. He need not meet the prerequisites (if any) for these feats.
Archery – Psionic Shot.
Unarmed – Psionic Fist,
Melee – Psionic Weapon.
Bane Strike – When fighting a favoured enemy, a Focused Hunter can infuse a strike with psionic energy to inflict maximum damage upon that enemy. He may spend a number of power points up to his manifester level for a bonus on damage equal to the number of points he spends, and a bonus on the attack equal to half the points spent, rounded down. At 8th, 13th, and 18th level, he may attempt a bane strike an additional time per day. He may declare any attack he makes during his turn to be a Bane Strike, but may make no more than one per round.
Boost Construct – At 4th level, a Hunter gains Boost Construct as a bonus feat.
Improved Psionic Style – At 7th level, a Hunter improves the fighting style he selected at 2nd level, and gains another feat to reflect this.
Archery – Greater Psionic Shot
Unarmed – Greater Psionic Fist
Melee – Unavoidable Strike
Psionic Meditation – At 9th level, a Hunter gains Psionic Meditation as a bonus feat.
Animal Aspect – At 10th level, a Hunter’s Astral Construct permanently takes on physical similarities to one of six different animals, chosen from the following list.
Crocodile – The Construct gains a Bite attack dealing D10 damage and a swim speed equal to its base land speed. If the construct increases in size, the damage becomes 2D8.
Bear – The Construct gains a +4 bonus to Strength and 15 extra HP.
Cat – The Construct gains +4 to Dexterity and the Uncanny Dodge ability.
Snake – The Construct gains +2 HP/Dice and the Improved Grapple feat.
Wolf – The construct gains +2 to Strength and +2 Dexterity and gains the Trip ability from List A
Monkey – The construct gains +4 to Dex, a climb speed equal to its base land speed, and also gains a +1 Dodge bonus to AC.
Greater Psionic Style – A Focused Hunter of 12th level has mastered his unique Psionic fighting style, and gains a third feat based on the style he chose at 2nd level.
Archery – Fell Shot
Unarmed style – Unavoidable Strike
Melee style – Deep Impact
Psionic Bane – At 14th level, the Hunter initiates a Bane Strike, he gains temporary Power Points equal to half his class level, rounded down. The temporary points are wasted if not used by the end of the next round.
Lethal Strike – At 15th level, when a Hunter deals damage with a Bane Strike, the enemy must make a Fortitude save (DC 10 + ½ Class Level + Wis) or be slain.
Improved Psionic Bane – At 19th level, when a Hunter makes a successful Bane Strike, he may as an immediate action use the Power Points he gains from the strike to manifest a single-target Power he knows on his enemy or himself. The PP cost cannot be more than the temporary points gained from the Strike – but if the Power can be Augmented, the Hunter may use his own reserve to augment it. The total PP cost of the power can still not exceed his manifester level, however.
For example, Kyrah is a 19th level Focused Hunter who has just made a Bane Strike against a Beholder, one of his Favoured Enemies, gains 9 temporary Power Points, and uses it to manifest Dissipating Touch augmented to 11D6. He uses 1 of the temporary points he gained from the Bane Strike to pay the base PP cost, the other 8 points to Augment it, and 2 of his own PP to augment the other two times.
Nemesis – At 20th level a hunter gains the ability to once per day designate a single non-favoured enemy of HD equal to or greater than his that he has just hit with an attack as a Favoured Enemy for the rest of the encounter. He gains all the benefits of the Favoured Enemy class feature (+2 bonus), and can initiate Bane Strikes against that enemy for the duration of the encounter.
Focused Hunter Powers
Level 1
Bolt A: You create a few enhanced short-lived bolts, arrows, or bullets.
Ecto Protection A: An astral construct gains bonus against dismiss ectoplasm.
Dissipating Touch A: Touch deals 1d6 damage.
Precognition, Defensive A: Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive A: Gain +1 insight bonus on your attack rolls.
Prescience, Offensive A: Gain +2 insight bonus on your damage rolls.
Level 2
Concussion Blast A: Deal 1d6 force damage to target.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Recall Agony A: Foe takes 2d6 damage.
Sustenance: Go without food and water for one day.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Level 3
Body Adjustment A: You heal 1d12 damage.
Body Purification A: You restore 2 points of ability damage.
Energy Retort A: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Eradicate Invisibility A: Negate invisibility in 50-ft. burst.
Keen Edge, Psionic: Doubles normal weapon’s threat range.
Ubiquitous Vision: You have all-around vision.
Level 4
Aura SightA: Reveals creatures, objects, powers, or spells of selected alignment axis.
Correspond: Hold mental conversation with another creature at any distance.
Detect Remote Viewing: You know when others spy on you remotely.
Energy AdaptationA: Your body converts energy to harmless light.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Trace TeleportA: Learn destination of subject’s teleport.
----------------------------------------------------------------------
Well, that's it. The product of a slow couple of weeks at work.
Constructive Criticism, praise, death threats - All will be well received.
Then again, full BaB, 2 good saves and decent progress is pretty good on it's own. The class is very interesting, but i fear it might be a tad strong. Psychic warrior is pretty good on it's own, and that has a lot less different features.. Then again, Psywars have better feat selection.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
You should have seen my first draft. I had the Construct progression getting to VII by 20.
Any suggestions on how I could nerf it a little without making it crap?
Good work, WoD.
Share powers with Astral Construct. This is just something that'd fit the flavor really well.. Obviously only with the construct you get by expanding your focus.
You could obviously reduce the amount of skill points it has down to 2+int, but in that case the class would seriously need int to gain all the required skills. Other option is nerfing the Hit Die to d6, while this might seem bad for a melee combatant it's still not horrid, but well.. d6 hit die and full BaB together just don't seem.. Right..
What i would do, is making it from Good Reflex save, into Bad reflex save. This class doesn't seem that much agile to me as a lot of others do.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
The other thing I was considering doing, is as per Ranger, making its manifester level equal to half its class level. But, again, I want to avoid doing that if possible, since it would be a huge nerf for a psionic character.
Constructs do not have constitution scores, WoD.
"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.
02nd: Keepfocus 1/day
03rd: Empower Thoughts 1
04th: Extra Metapsionics Feat
05th: Keepfocus 2/day
06th: Empower Thoughts 2
07th: Extra Metapsionics Feat
08th: Keepfocus 3/day
09th: Empower Thoughts 3
10th: Metapsionics Mastery, Extra Metapsionics Feat
Seems pretty fine to me, and should be pretty much in check with power levels. I think Empower Thoughts should require a Psicraft check to function though. DC [CL after increase + Spell/Power level] would be fine? We also need to imagine new names for the abilities..
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Let me start by making a contribution:
Ministrel of the Storm
In distant lands, a famous elf bard called Laucian Galanodel fused his archery abilities and singing prowess to create one of the most notable bard schools: The Ministrels of the Storm. Drawing the power of the wind to aid both archery and song their destructive abilities are literally heard from miles afar.
Hit Die
d6
Requirements
B.A.B.: +5
Skills: Perform (Sing) 8 ranks
Feats: Weapon Focus (Any bow), Point-Blank Shot.
Alignment: Any non-lawful.
Special: Bardic Song or similar ability.
Class Skills
The Ministrel of the Storm’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level
Skills per level: 4 + Int modifier.
Class Features
Bardic Song and Bardic Knowledge: The Ministrel of the Storm levels stack with bard levels for both Bardic Song and Bardic Knowledge abilities.
Dual Melody(Ex): While using perform (Sing) or using a bardic song ability with his voice, the Ministrel of the Storm may attack with a bow normally. Additionally, as a full round action, the Ministrel may begin a Bardic Song and make one attack with a bow.
Distant Crescendo(Su): Starting at the second level, the Ministrel may enchant an arrow, making it an extension of his voice. Once per day, and one more time for each 3 Ministrel of the Storm level after that, the Ministrel may spend a Bardic Song use and imbue an arrow with his voice. During that day, the next Bardic Song ability the Ministrel uses also affects anyone arround that arrow as if the bard was in its place. The bard may also fire that arrow in someone, and the ability works as if the bard voice came from the target hit by that arrow. As soons as the Song is over, the arrow loses this property.
Ballad of Good Winds(Su): A Ministrel of 4th level or higher with 14 or more ranks in a perform skill that uses only voice (Sing or poetry for example) can call the aid of the winds to help him and his allies to strike distant foes. The ministrel and all allies get a +1 competence bonus in any ranged attack roll, +2 in all damage rolls with ranged weapons and the base range of all ranged weapons are doubled.
Voice of the Thunder(Ex): At 5th level, the voice of the Ministrel becomes resounding and powerfull. The Ministrel gets a +2 competence bonus on any charisma based skill that uses voice. This ability lasts while the Ministrel performs and 5 turns after that.
Symphony of the Razorwinds (Ex): Entering in an almost mystical state, beginning at the 6th level, the Ministrel allies his vocal abilities with his aim, drawing the power of his own inspiration to make more deadly attacks. The critical multiplier of any attack with a bow made while the Ministrel is using a bardic song ability increases in 1.
Chorus of the Thunder (Su): A Ministrel of 7th level or higher with 17 or more ranks in a perform skill that uses only voice (sing or poetry for example) may inspire his allies' voices, making them as resounding and powerfull as his own. All allies have Voice of the Thunder for the duration of the performance. This ability lasts while the Ministrel performs and 5 turns after that.
Harmony of Dissonance (Su): A Ministrel of 8th level with 18 or more ranks in a perform skill that uses only voice (sing or poetry, for example) may instead of creating a beatiful sound, make a horrible cacophony. For the duration of the performance, all skills the require sound (listen, diplomacy etc.) receive a -2 competence skill. Also, when the Ministrel uses this ability, he must make a Perform check with a -4 penalty. Any caster trying to cast a spell with a vocal component must make a concentration check with a DC equal to the Perform roll.
Aria of the Storm: Calling the destructive powers of the storm, the bard makes his ultimate performance with a mix of his vocal abilities and a storm created by his own arrows. While using any Bardic Song ability, the caster may make full attack, and gains another attack at his highest base attack.
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
Wholesome Minds believe that when it comes to psionic powers, it's quantity over quality. They constantly train their minds to be able to contain all the power amassed from their studies. It's not unknown of a Wholesome Mind to descend into insanity because of their lust for power.
Because Wholesome Mind's class abilities tend heavily into massive power point reserve and manifester levels, it is best suited for primary manifesters, such as Psions, Erudites and Wilders. Some psychic warriors find it tempting as well, as it can greatly expand their power point capacity.
Requirements:
Skills: Concentration 8 ranks, Knowledge: Psionics 4 ranks.
Feats: Wild Talent, Overchannel
Special: Power point reserve of at least 15 points.
Class Abilities:
Skills: 2+Int Modifier
Wholesome Mind's Class Skills are: Psicraft, Knowledge (All skills taken individually.), Concentration, Autohypnosis, Use Psionic Device
Bonus Power Points: At each level of Wholesome Mind the character gains power points as though he'd have gotten a level in a Manifesting class he previously belonged. If the character belonged into multiple manifesting classes prior to becoming Wholesome Mind, he must choose one to apply this to. He does not, however get any other increase a member of that class would've gained (Such as access to higher level powers, more powers known and so on.)
Manifester Level Increase: At every level, Wholesome Mind's manifester level for all powers increases by 1. This applies to all powers he manifests, he is forevermore treated to be the indicated amount higher manifester in level for purpose of Manifester Level only. (For example, Psion 3 / Psychic Warrior 2 / Wholesome Mind 6 would have Manifester Level 9 (3+6) for his Psion powers and 8 (2+6) for his Psychic Warrior powers.)
Mind Fuel: As a free action Wholesome Mind of 1st level or higher can take Burn Damage to his Wisdom Score. For each point of damage taken this way, the Wholesome Mind recovers 3 power points. He can't take enough wisdom damage this way to reduce his wisdom to 0. At level 5 this increases to 4 power points / wisdom damage and at 10th level further to 5 power points / wisdom damage.
Overwhelming Power: After level 2 Wholesome Mind's mind holds power great enough to cause distractions against telepathic foes. Any opponent that uses a telepathic power against Wholesome Mind needs to succeed on a Will Save (DC 10+Wholesome Mind's primary manifesting ability modifier.) or be dazed for 3 rounds.
Power Accumulation: At 3rd level and every three levels thereafter, Wholesome Mind's Attribute which grants him extra power points is increased by 2 for the purposes of calculating extra power points and power save DCs only.
Power Transfer: Wholesome Mind of 4th level or higher can transform power points between applicants. As a swift action he can give his Manifester Level amount of power points to another character, or drain same amount from willing applicant. At level 8 and higher he can try to use this 'drain' against unwilling targets, those targets gain (DC 10+Wholesome Mind's primary manifesting ability modifier.) will save to negate this use of this ability.
Drain Item: As a standard action a Wholesome Mind of 7th level or higher can drain a charged psionic item in his possession from power. This drains up to 1 charge for 2 levels of Wholesome Mind. Wholesome Mind gains 3 temporary power points for each charge drained in this way, and gains a boost to his Manifester Level equal to the charges drained. These boosts last until the end of Wholesome Mind's next round.
Font of Power: 1/Day a Wholesome Mind of 10th level or higher may enter a state of nearly limitless power. This lasts for up to one minute, and is activated as a swift action. While in this state Wholesome Mind gains endless amount of temporary power points that he can use as he wishes, except for in Metaconcerts.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
The Paladin of Freedom from UA is pretty cool, I guess. He has the normal paladin abilities but with a different aura and a few spell list alterations. Here are some variant Paladins of Freedom that stand for different sorts of Free things. In all cases, these abilities replace the Paladin's Lay on Hands ability. There's not even any sort of semblance of balance here.
Paladin of Free Clinic - This is the base Paladin of Freedom. It has the lay on hands ability.
Paladin of Free Speech - 3/day, can cast a spell as if modified by silent spell without adjusting the cast time or spell level.
Paladin of Free Hand - 3/day, can cast a spell as if modified by still spell without adjusting the cast time or spell level.
Paladin of Free Time - 3/day, can cast a spell as if modified by swift spell without adjusting the spell level.
Paladin of Free Press - Gain Scribe Scroll as a bonus feat.
Paladin of Free Thought - 3/day Mind Blank.
Paladin of Free Screening - 3/day Silent Image. (Lvl 6 Minor Image; Lvl 12 Major Image.)
Paladin of Free Lunch - Hero's Feast 1/day.
Paladin of Free Bird - Paladin and mount get +10 to fly speed if they already have one, and are immune to polymorph effects.
Paladin of Free Willy - Paladin and mount gain 20' swim speed and can hold breath for a number of rounds equal to 8 times their constitution score.
Paladin of Free Range - Gain Far Shot as a bonus feat. Can select Bull as special mount.
Paladin of Free Hugs - Improved Grapple as a bonus feat.
Paladin of Free Love - Charm Person 3/day.
Paladin of Free Will - Everyone within the Paladin's Aura of Resolve gets +2 to will saves. When the Paladin dies, he gets to decide how his stuff gets divvied up.
Paladin of Free Trade - Add Appraise to your class skills. This is the worst choice ever.
Paladin of Free Agency - Can switch deities 1/year.
Paladin of Free Throw - Gain the benefits of Quick Draw and Precise Shot, but only for thrown weapons.
Paladin of Free Wireless - Commune 1/day, but only in, like, libraries and lunch places.
Paladin of Free Market - I already used the only economics joke I could think of on Paladin of Free Trade. Sorry.
Paladin of Free Kick - Gain Improved Unarmed Strike as a bonus feat.
Paladin of Free Verse - Gain Perform(Poetry) as a class skill and Skill Focus(Perform(Poetry)).
Paladin of Free Ride - Gain Mounted Combat as a bonus feat.
Paladin of Free Silver - The paladin's weapons are treated as silvered for overcoming damage reduction. (It's a 19th century currency thing.)
Paladin of Free Tibet - Immune to effects of altitude. Can select Yak as special mount.
Paladin of Free Cable - Commune 1/day, but it's sort of scrambled.
bab - haha, that is a laugh wotc, really, a ninja has a sword and cant use it, right, that makes sense. The REALISTIC ninja has attack bonus like a figher.
magic - most people don't know real ninja were trained in ALL kinds of magic, real magic, not fake Harry Potter bull****, toshiba (spirit magic) mitsubishi (shadow/demon magic) famicom (shadow/spirit magic), a realistic ninja casts spells like a sorcerer but minus one level.
killing strike - a ninja never leaves his target alive, when a ninja does a critical hit, to a target, the target is killed.
weapons - what is this exotic weapon bull****, come on wotc, you must be ****** kidding me, real ninja trained with ALL weapons to be prepared for any situation.
:D:D:D
Try Rokugan Ninja, it has full BaB and fighter weapon proficiencies, along with sneak attack and 4+int skills. Some abilities to improve initiative and movespeed as well.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
You have mastered the arcane arts so completely that you can bend mortal magic into almost any form you want.
Hit Die
d4
Requirements:
Class: Archmage 5th level
Skills: Knowledge (arcana) 27 ranks, Spellcraft 27 ranks
Feats: Greater Spell Focus in two schools of magic
Epic Feat: Epic Skill Focus (Spellcraft)
Spells: Ability to cast 9th level arcane spells, knowledge of 7th level or higher arcane spells from at least five different schools
Class Skills:
Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int)
Skill Points at Each Level
2 + Int modifier.
The Perfect Arcanist
Level.....Special
1.....Spellcaster, arcane fire, superior arcana
2.....Superior arcana
3.....Superior arcana
4.....Superior arcana
5.....Perfect arcana
Note: Unlike other epic prestige classes, this is prestige class cannot be continued beyond level 5 and does not give bonus feats.
Class Features:
Weapon and Armor Proficiency
Perfect Arcanists gain no proficiency with any weapon or armor.
Spellcaster
A perfect arcanist adds his class level to his caster level in all arcane spellcasting classes. He gains no spells per day or spells known and gains no other benefits from those classes.
Arcane Fire
Perfect Arcanist who has the Arcane Fire special ability adds his Perfect Arcanist level to Archmage level for the purpose of determining the ability's damage.
Superior Arcana
At 1st through 4th levels a perfect arcanist can permanently eliminate a spell slot to either perfect one of the arcane masteries he learned as an archmage or learn a new one. Each special ability has a minimum required spell slot level, as specified in its description. A perfect arcanist may choose to eliminate a spell slot of a higher level than that required to gain a type of superior arcana.
Distant Spell
The range of all the perfect arcanist's spells is increased by one category. Spells with a range of touch now have a range of close (25 ft + 5 ft/two caster levels) but require ranged touch attacks.1 Spells with a range of close now have a range of medium (100 ft + 10 ft/caster level). Spells with a range of medium now have a range of far (400 ft + 40 ft/caster level), and spells with a range of far now have a range of 1200 ft + 120 ft/caster level. A perfect arcanist may only select this ability if he already has the archmage's Arcane Reach ability. This ability costs an 8th level spell slot.
Freeform Shape
A perfect arcanist can alter any spell with an area of burst, cone, cylinder, emanation, or spread by changing the area into any of the other forms. Additionally, he can change an area spell into a ray spell. Any area spell modified into a ray now requires a ranged touch attack, but no longer allows a reflex save for half damage if it did before. A perfect arcanist may only select this ability if he already has the archmage's Mastery of Shaping ability. This ability costs a 8th level spell slot.
Greater Arcane Fire
A perfect arcanist's Arcane Fire ability now deals 1d6 points of damage per class level plus 2d6 points of damage per spell level. A perfect arcanist may only choose this ability if he already has the archmage's Arcane Fire ability. This ability costs an 7th level spell slot.
Greater Spell Power
Any spell power bonus the perfect arcanist has from the archmage's Spell Power ability applies to the save DC of his spells in addition to the caster level. This ability costs a 5th level spell slot.
Improve Spell
A perfect arcanist masters a spell and can cast it to greater effect with no extra effort. He may choose any metamagic feat he knows with spell slot adjustment no greater than 3 other than Heighten Spell and permanently apply it to any spell he knows. The spell does not require a higher level spell slot and the casting time is unaffected, but it is always cast as if the chosen metamagic feat were applied to it. A perfect arcanist may select this ability as many times as he likes, but each time he must select a combination of metamagic feat and spell he has not previously chosen (though one of the two can be the same). This ability costs a spell slot of the adjusted spell's level.
Perfection of Elements
A perfect arcanist can alter a spell when cast so that it uses multiple elements. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The modified spell deals regular damage, but the damage is split equally between any number of elements of the perfect arcanist's choosing. The spell’s casting time is unaffected. The caster decides which energy type(s) the spell will use when he begins casting.
Additionally, if the perfect archanist has the Arcane Fire ability (from the archmage class), he can choose to have any spell with one of the above descriptors deal raw magical energy instead of elemental damage. A perfect arcanist may only select this ability if he already has the archmage's Mastery of Elements ability. This ability costs a 7th level spell slot.
Unyielding Magic
A perfect arcanist's mastery of the workings of magic is so great that he can make his spells nearly uncounterable. Whenever anyone tries to counter a spell cast by the perfect arcanist, that creature must succeed on an opposed caster level check or the spell is not countered. A perfect arcanist may only select this ability if he already has the archmage's Mastery of Counterspelling ability. This ability costs a 7th level spell slot.
High Arcana
Instead of choosing one of the above abilities, a perfect arcanist may instead choose up to two different High Arcana abilities from those listed in the archmage class. The abilities each use the spell slot cost of the original High Arcana ability.
Perfect Arcana
At 5th level a perfect arcanist may choose to truly master one aspect of the arcane arts. He can gain one of the following abilities by permanently eliminating a powerful spell slot. Each special ability has a minimum required spell slot level, as specified in its description. A perfect arcanist may choose to eliminate a spell slot of a higher level than that required to gain a type of perfect arcana.
Instant Counterspelling
A perfect arcanist need not ready an action to counterspell. He has such an intimate understanding of the nature of counterspells and how to use them that he can counterspell as an immediate action. A perfect arcanist may only select this ability if he already has the archmage's Mastery of Counterspelling ability. This ability costs a 10th level spell slot.2
Perfect Spell
A perfect arcanist may select any spell he has previously selected for the Improve Spell ability and perfect the spell to the point where he can cast it with a mere thought. He permanently applies Silent Spell, Still Spell, and any one non-epic metamagic feat of his choosing to the spell. From this point forward, whenever he casts the spell he casts it as if those metamagic feats were applied to it, but with no change in slot level or casting time. The perfect arcanist need not know a metamagic feat to apply it to a spell in this way. This ability costs a 10th level spell slot.2
Spell Storm
Once per day as a full-round action a perfect arcanist can sacrifice a spell slot of at least 2nd level to cast a number of spells up to one fifth his caster level whose combined level is no greater than 1.5 times the sacrifice spell's level (both rounded down).3 None of the spells cast can have a casting time of longer than one standard action, and they must each be at least two levels lower than the level of the sacrificed spell slot. Additionally, the spells are cast as if they had been heightened to the level of the sacrificed spell slot as with Heighten Spell (even if the level is above 9), but with no change in slot level (and they need not be prepared at the higher level). Spells cast in this way are expended as if they had been cast normally. This ability costs an 10th level spell slot.2
Superior Arcana
Instead of choosing one of the above abilities, a perfect arcanist may instead choose an ability from the Superior Arcana list. The ability uses the spell slot cost of the original Superior Arcana ability.
1 - If the range granted by Arcane Reach is farther than close for the perfect arcanist, then he may use that range instead.
2 - A 10th level spell slot can be attained with the Improved Spell Capacity feat.
3 - 0th level spells count as level ½ for determining the total levels cast.
A perfect arcanist may select any spell he has previously selected for the Improved Spell ability as a base spell and permanently link it to any spell of lower level. Whenever he casts the base spell, he also gains the effect of the linked spell as if he had cast it simultaneously (but without expending another prepared spell or spell slot). The casting time and spell slot of the base spell are unaffected. This ability costs two spell slots, one of each of the chosen spell's levels.
Thoughts?
Removed the ability to turn rays into area spells from Freeform Shape (formerly Perfect Shape).
Reactive Counterspelling got it's name changed to Instant Counterspelling and got moved without any mechanical changes (it was kind of really good to begin with).
Spell Storm got a significant power boost and got moved over to the 5th-level ability slot.
Perfect Spell got a slight power drop and a new name while a more powerful version (with the name "Perfect Spell") got thrown onto the Perfect Arcana slot.
I also added Distant Spell as a regular ability which just drastically increases the range of all your spells. It's really just a better version of Enlarge Spell, but honestly that's a pretty crummy feat anyway (with a +1 adjustment to spell level, no less).
Perfection of Elements got a minor modification. It now allows any number of elements (damage split equally).
Also a few minor phraseology changes, but those don't really mean much.
Minor edit: rearranged the ability listings so they're in alphabetical order now.
Added Linked Spell as a possible addition. It's in storage right now for development.
Non-mechanical edit: I added a huge pile of links to make the class easier to navigate (including linking a pile of stuff to the SRD).
Minor non-mechanical edit: Cleared up a few typos and some bad wording.
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.
Since I talked to him last night, I remembered that I found one online awhile back with abilities very similar to his. However, I like his better.
The suggestions I made:
Spell Secret like ability- Since it's an epic prestige class that requires that you not only be epic level, but pretty much have archmage levels already, I suggest that the character be allowed to permanently modify a spell with a metamagic feat of a level adjustment of no more than +3. This allows for Maximize, but not some of the sillier things...and epic metamagic feats are a definite no-no for something like this.
Spell slot costs: After further review of the requirements for Improved Spell capacity, it seems it's less painful to possibly require the sacrifice for spell slots above 10th. When you take ISC you do get bonus slots for high ability scores...do NOT follow the ELH guys as it is incorrect, I have a bonus slot and PP list for up to 60th level if you need it.
So, keeping in mind the original slot requirements for related abilities, you can use that as a guideline.
"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.
Ok, that's reasonable. I guess intensifying the thing was a little too powerful. However, I did want something that would really feel like they had mastered a spell to perfection. So I was thinking apply Silent, Still, and some powerful ones (maybe Maximize + Empower?) for a minimal spell slot, but you can only do it for one spell ever.
I suppose I could just make it the "master of magic" feel and let it do something like Spell Secret where it's one feat at a time to any spell you want. I suppose that would probably be more balanced.
I have nothing wrong with making the one or two most powerful abilities require 10th level spell slots. However, they start getting really expensive really, really fast as ISC is a feat and only gives you one slot per level (can you sac bonus spell slots to those?).
Also, while I am keeping in mind the cost of the original abilities, I also think an epic prestige class should get comparable abilities cheaper than a non-epic one.
Edit: I just modified the stuff a little bit. I upped the spell slot cost on most of the abilities, changed Intensify to Maximize and Empower on Perfect Spell, and, probably more importantly, increased the requirements on the class to 30 ranks in Knowledge (arcana) and Spellcraft (as opposed to the 24), so now you need to be rather higher level to qualify at all.
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.
Application of a number of feats up to the +3 adjustment seems okay in my book, check with your DM. However, no stacking of +0 adjustments because that's cheesy.
This ability should be one that if you so choose, you can choose it more than once. The cost? A spell slot of the same level that the metamagic feat cost. That's certainly reasonable, and still good.
You can't sac bonus spell slots to anything. Also, in case you didn't know, specialist wizards get bonus spell slots as normal for ISC granted slots. Yes, I doublechecked on this, because it sounded ridiculous. However, it's true. There's only one or two abilities at most that should require a spell slot of 10th or higher...and that could be eliminated by the requirement of multiple slots of a lower level.
[/quote]
Level 27 entry...hm...I'd knock it down to 27 ranks each, because at 24th level you get a feat, which could help with qualifying, and that way it's not completely unattainable by those who don't play high epic games.
Unfortunately for me I have submitted ideas for epic versions of archmage to my DM many times and every time it gets the banhammer.
"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.
It also allows you to make sonic spells. Nothing ever resists sonic and it passes all hardness on objects. Destroying buildings and objects with the current version of the power is just too easy.
Although, I would love to see following:
Energy Admixture - Electricity, Born of Three Tunders adjusted with Perfection of Elements to be cold and Lord of Uttercold Delayed Blast Fireball.
So, that would be what? 1/2x Electricity, 1/2x Sonic, 1x Fire, 1/4x Cold, 1/4x Negative Energy.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Trust me, I know this.
* Avatar of Kokusho curses the DM that gave an epic MoMF a special feat called Reactive Wildshape.
"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.