ASA i need to ask you something... do you want me to spend double the amount of XP so as to account for enchanting two hammers, or would it be ok to just pay the single amount? its a funny interaction since the effect that lets me duplicate the weapon is feat based instead of class based... if you want me to pay double thats ok.... though i would like to revise the amount of XP expended per level and halve it or maybe quarter it if thats the case (200-400 instead of 800)
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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.
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.
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.
If you're duplicating a preexisting hammer, then the experience cost that you apply to the one hammer comes into effect for that one hammer, and then your other hammer automatically duplicates those changes. Or at least, that's how I think it would work. Thereby you only pay the experience costs once.
If you're duplicating a preexisting hammer, then the experience cost that you apply to the one hammer comes into effect for that one hammer, and then your other hammer automatically duplicates those changes. Or at least, that's how I think it would work. Thereby you only pay the experience costs once.
Yeah I understood it that way as well... just wanted to make sure I wasnt missing anything before i took the Class and started going nuts on effects
Shadowstriking Holy Power Incarnum Hammers!!!! if i do a full attack that deals 7 negative levels to evil doers.... and after the first strike hit both hammers overcome any resistance or DR my target have
(Holy Power is a +8 and Shadowstriking is +3)
If only there was an epic effect that dealt Force Damage :p.... oh well Sonic Damage will have to suffice for now
Edit: Know what would be cool? if Incarnate Weapons came in Melee AND Ranged/Throwable forms :D... I would have so Taken Master thrower then
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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.
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.
Does your ability to form weapons work anything like a soulknife's?
Well Im not very familiar with soulknife's so i dont know how their weapons work, could you explain the question to me so i can understand what you mean?
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Quote from »
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.
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.
hmmm no, once shaped it remains shaped until i decide to unshape it, then i can take a standard action to reshape it.... if i throw or drop my weapon it will reappear in my hand next turn, and if im unable to hold it it will fall in the ground beside me and try again each turn until I can grab it.
So no i cant just twin it...sadly.... maybe a Feat could be designed?
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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.
Non-Epic Exalted Feat because i noticed something wrong in my sheet.
Exalted Soul [Exalted]
Prerequisite: Sacred Vow, Vow of Poverty, Essentia Pool
Benefit: You may select an Incarnum Feat instead of an Exalted Feat as one of your Bonus Feats granted by Vow of Poverty, Incarnum Feats sealected this way still count as Exalted Feats for Feats or Effects that consider the number of Exalted Feats you posses.
What do you say? can i use this? wont ask to redo all my feats just Intuitive Attack which i took twice by accident
Definitely not as bad feat as some officially printed by wizards, but a powerful one no doubt. I'd say go for it, because technically incarnum is relatively weak system, especially when you start to compare it to vancian casting. (Generally, I'm not talking about girallion-million-arms here...) I am totally sure that feat can be broken somehow, but there are a lot of other things around to break even worse than that, it's probably fine.
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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.
Its basically to give diversity.... its not easy to make Exalted Feats as the flavor is hard to grasp, as such i though it would be cool to be able to link it to Incarnum... so as to add versatility....besides Feats gained this way are still incarnum feats so they dont synergize with the Exalted Essentia Feat
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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.
Ok so because of Amadi i have decided to start this progression also because my cohort in Caex's game may go epic soon and an Epic progression for this fun class would be nice.
Epic Shadowcaster
d8
Skills: Same as non epic progression.
Mysteries: The number of mysteries per day increase by 1 for each 5 levels beyond 20th (Epic Paths start with one use per day and dont increase in quantity until level 30). At level 21 Initiate Mysteries become Supernatural, Master Mysteries become Spell-Like Abilities and Epic Mysteries are considered as Spells. At Level 23 Innitiate Mysteries need not roll to overcome Spell Resistance, Master Mysteries gain this property at level 30. In additiona at level a Shadowcaster learns a new master or epic path mystery or two Apprentice or Innitiate Mysteries (he may choose to learn one Apprentice and one Innitiate).
Bonus Feats: You gain a Bonus Metashadow Feat at level 21st and each 3rd Level thereafter (24th, 27th, 30th).
Shadow Theft Path
Prerequisite: You must posses at least one Eyes of the Night Sky Mystery before taking this path.
10 Shadow Exchange: The Shadowcaster may swap the protective or negative effects affecting him or a target with those currently on him.
11 Shadow of Suppression: Supernatural abilities and Aura's become suppressed while within the Area of the spell.
12 Shadow Containment: Counter and Store the countered spell in a demi plane pocket part of the Shadow Plane.
A string of shadow magic connects you and the target, swapping energies both beneficial and negative.
Make a Caster Level check against the target for each effect currently hampering you or benefiting him, swap each effect on which you win the check, the effects reset to their maximun duration and are still considered affected by whatever metamagic feat ws used when it was originally casted.
Shadow of Suppression
Epic, Shadow Theft
Level/School: 11/Abjuration
Range: Large (150ft +10ft/level)
Effect:Area of Effect
Duration: 1 hour/2 levels (max 12 hours)
Saving Throw: Yes.
Spell Resistance: No
Your Shadow stretches and grasps at the shadows of those around you, negating the effects that are so natural to them.
Creatures must Succeed a Will for each Aura or Supernatural ability they posses save against a DC 42 or have that aura suppressed while in the zone of the spell. A successful save allows the creature to sustain or use its supernatural abilities for that round, they must roll a new save after each round.
Shadow Containment
Epic, Shadow Theft
Level/School: 12/Abjuration
Range: Personal
Effect: Personal
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Spells designed to hit you disappear in a sudden pocket of shadows, stored in a extra dimensional space designed in the Shadow Plane.
Attempt to counter a spell, either an Area or a Targeted spell that deal damage, do a caster Level Check (Max +30) against the spells original caster if you succeed the spell is stored in an extra planar pocket, the spell is stored there until you use a standard action to release it as your own (using the original spells CL and any metamagic feats used to cast it, even if you dont possess such feats) or until you attempt to store another spell, in which case the previous spell is discharged and lost.
Thats what i have so far.... new paths would be nice but i still need to come up with those, thanks to Amadi for the help in the Shadow Theft Path
Unstoppable Spell (Epic Metamagic Feat) Prerequisites
Spellcraft 25 ranks, Spell Penetration, Greater Spell Penetration, Epic Spell Penetration Benefit An Unstoppable spell ignores any spell turning effects, counterspells, non-natural immunities, and resistances to the spell, including SR and DR if they apply. If the spell would not function against a target because of its type, it doesn't work. For example, charm monster can't affect a creature with no intelligence.
An unstoppable spell uses a spell slot 6 levels higher than normal.
Improved Arcane Strike (Epic feat) Prerequisites
Arcane Strike, BAB +8, Ability to cast 7th level spells Benefit
When using your arcane strike, add double the original bonus to the attack roll. In addition, instead of adding d4 damage, add 2d4 per level of the spell sacrificed.
Fires of Heaven
Evocation [Electricity, Good, Light, Fire]
Level: Clr 9
Components: V, S, Sacrifice*
Casting Time: 1 standard action
Range: Long
Area: 1 30 foot radius cylinder, 60 feet high
Duration: Instantaneous or 1 round/2 caster levels (See text)
Saving Throw: Reflex half or fortitude none (See text)
Spell Resistance: Yes
The air above the subjects of this spell opens up and emits a radiant torrent of energy to all creatures below the origin.
The spell deals 6d6 points of damage which is half fire and half originating from divine power, 6d6 points of damage which is half electricity and half originating from divine power, and 6d6 points of damage which is half light and half originating from divine power. The creatures within the area of effect may make a reflex save for half.
Each creature within the area of effect must also make a fortitude save to avoid becoming immolated. Immolated creatures take 10d10 points of damage every round for the duration of the spell which is one third fire, one third electricity, and one third light damage.
Sacrifice Component: The caster takes 1d10 points of Constitution drain and gains 1d4 negative levels.
Soul Strength: The constant use of incarnum has made you so adept at its manipulation that you can now add effect that would mimic magical forces to your Incarnum Weapon, [insert wording for Kensai's weapon enhancement here], however this bonuses can only be used to mimic magical effects not to enhance the damage or attack rolls. Total Enhancement Bonus for your Weapons equals half your meldshaper Level.
Soul Protection: Like Soul Strength however it can only be applied to a single soulmeld that grant you an AC bonus, you cannot share this soulmeld even through effects that would normally grant you this priviledge like class abilities or feats.
Soul Perfection: The total enhancement bonus for soul strength and soul protection is equal to your Meldshaper Level.
Extra Soulmeld: The Maximun number of Soulmelds you can have shaped at anytime increases to 10.
Epic Essentia Pool: Your Essentia Pool Continues to increase in increments of 4 for each meldshaper level beyond 20 you posses
Expanded Soulmeld Capacity: At level 3 your maximun essentia capacity increases by another point.
Increased Chakra Bind: Your Chakra Binds continue to increase at the same rate as they did before epic.
Special: A Soul Warrior may never use another weapon other than his Incarnate Weapon, if he uses a magical or masterwork weapon his incarnate weapon looses the abilities bestowed, he must reinvest XP to regain the abilities lost or to gain new abilities. Likewise if he ever uses magical armor he looses all benefits from his Soul Protection and must reinvest XP to regain the effects.
Enhancement Table: The Soul Warrior
Level Enhancement XP Cost
1 +1* 40
2 +2* 160
3 +3* 360
4 +4* 640
5 +5* 1000
6 +6* 1440
7 +7* 1960
8 +8* 2560
9 +9* 3240
10 +10* 4000
11 +11* 4800
12 +12* 5600
13 +13* 6400
14 +14* 7200
15 +15* 8000
16 +16* 8800
17 +17* 9600
18 +18* 10400
19 +19* 11200
20 +20* 12000
*: This is in reference to the enhancement Equivalent of Magical effects.
Special: From 21 to level 30 Costs are in increments of 8.000 XP. From Level 31 onwards all costs are in increments of 10.000XP
Skills:
As paladin, plus spellcraft and knowledge (arcana)
1 Aura of good, detect evil, Smiting breath weapon 1/day
2 Draconic grace
3 Aura of Courage, Channel breath 1/day
4 Smiting breath weapon 2/day
5 Energy Immunity
6 Channel breath 2/day
7Smiting breath weapon 3/day
8 Divine breath
9 Channel breath 3/day
10 Energy Immunity, Smiting breath weapon 4/day
Smiting Breath Weapon (Su): When using a breath weapon against an evil foe, the Knight of the Platinum Dragon may declare it as a smiting attack. He or she adds her charisma modifer to the DC of the breath weapon in addition to constitution and adds 1 additional dice type to the damage equal to his or her class level in Knight of the Platinum Dragon. Channel Breath (Su): This ability allows the Knight of the Platinum Dragon to channel any spell he or she knows into her breath weapons, using up the spell slot to add the area effect of that spell to the breath weapon. Divine Breath (Su): Any breath weapon the Knight of the Platinum Dragon has which deals energy damage instead deals half that much damage, and half damage which originates from a divine source and is thereby not subject to resistance or immunity to that energy type. The effect is also treated as being created by a Lawful or Good aligned spell for the purposes of regeneration.
So i kinda need help here, im thinking about making an Epic PrC for Totemists but im having troubles coming up with a balanced idea, basically I want to do something similar as the Soul Warrior (5 level Progression), which fixes the issues of Incarnum maybe something that focuses more on the Animal Side of the Totemist something that gives me a high powered companion or something like that
Edit: Here is the PrC Name can be changed... but this is what i have so far... what do you think?
Edit2: Added Addendum to prevent munchkinism as per Amadi pointing it out to me Spirit Animus
Requirements
Chakra Bind: Totem Chakra
Meldshaper Level: 20
Wild Empathy class feature.
Meldshaping: At 2nd an 4th level your meldshaping level increase by 1.
Expanded Essentia Pool: Starting at level 1 your Essentia Pool increases by 1 point per meldshaper level above level 20. If an ability or class features already expands your pool beyond level 20 this ability does not stack, use the highest of the two progressions.
Expanded Chakra Bind: At 3rd level your Chakra binds continue to increase past level 20 at the same rate they did before reaching epic. (6 at 22, 7 at 26, 8 at 30, 9 at 34, 10 at 38).
Spirit Animus: Your connection to the spirits of incarnum grant you a formidable ally, by helping to shape the spirit energy you can gain a medium sized animal companion of azure hue, the shape of this companion is dependent on your Incarnum cause, Lawful grants you an Elysian Thrush shaped companion, Chaos grants a Pseudodragon shaped companion, Good grants a Moondog shaped companion and Evil grants you a Panther Headed Naga shaped companion. Regardless of the shape all Spirit Animus follow the stats presented below, for the purpose of advancing your Spirit Animus use the table for the druid using your meldshaper level as your Effective Druid Level -5.
Animus Communion: By understanding the spirits and the nature of your Spirit Animus you are able to share your own strength with them. As a Full round action you may designate one currently bound Soulmeld you have, the Spirit Animus also gains the benefit of this soulmeld but at half the amount.
Essentia Enhancement: Once per day you may invest some of your own essentia into the Spirit Animus, this essentia can be invested in the following abilities: Enhanced Attack: +1 Insight Bonus to Attack and Damage rolls. Enhanced Protection: +1 Insight Bonus to AC and +1 untyped bonus to Saves. Enhanced Speed: +1 Bonus to Initiative and +5ft bonus to base land speed. The maximum amount of essentia invested per ability is the same as the maximum amount you can invest in your feats.
Enhanced Spirit Animus: At 4th level your effective Druid level is equal to your Meldshaper level for the purposed of improving your Spirit Animus, as well as a +6 Bonus to Int, Wis and a +8 Bonus to Cha (Apply the Bonuses prior to calculating skill points).
Enhanced Communion: You are now able to share the full effect of one bound soulmeld, as well as half the effect of a second soulmeld.
Spirit Surge: Starting at 5th level a Spirit Animus may, once per day for a number of rounds equal to 3+ the Animus Con Modifier, be treated as if its essentia abilities are fully invested, and both soulmelds effects it benefits from are considered as fully effective (instead of full effect for the first and half for the second).
The Spirit Animus
Type: Medium Outsider [subtype dependant on the Incarnum cause]
HD: 1d10+5
Stats:
Str:18+4
Con:20+5
Dex: 16+3
Int: 10+0
Wis: 14+2
Cha: 10
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.
Okay, here's a PrC based off of the Archmage, but only for Necromancers. Eventually I'll probably make one for each other school of magic, but I thought I'd start off with this one.
Necromaster
Hit Dice: d4
Requirements:
To qualify to become a Necromaster, a character must fulfill all the following criteria.
Necromaster Table Level......BAB......Fort/Ref/Will......Special......Spells Per Day
1...........+0.......+0/+0/+2..........Necromastery......+1 level of existing spellcasting class
2...........+1.......+0/+0/+3..........Necromastery......+1 level of existing spellcasting class
3...........+1.......+1/+1/+3..........Necromastery......+1 level of existing spellcasting class
4...........+2.......+1/+1/+4..........Necromastery......+1 level of existing spellcasting class
5...........+2.......+1/+1/+4..........Necromastery......+1 level of existing spellcasting class
Class Features
Weapon and Armor Proficiency
Necromasters gain no proficiency with any weapon or armor
Spells Per Day/Spells Known
When a new Necromaster level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could cast 7th-level spells before he became a Necromaster, he must decide to which class he adds each level of Necromaster for the purpose of determining spells per day.
Necromastery
A Necromaster gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.
A Necromaster may choose to eliminate a spell slot of a higher level than that required to gain a type of Necromastery.
Spell-like Ability
This ability functions as the Archmage High Arcana ability of the same name, except the Necromaster can only choose a Necromancy spell, and the Necromaster can cast it three times per day instead of twice per day. Giving up a spell-slot of three levels higher allows him to use the spell-like ability five times per day, and giving up a spell-slot six levels higher lets him use it 7 times per day. This ability costs one 5th level spell-slot.
Necrotic Power
This ability increases the Necromaster's effective caster level by 2 when casting Necromancy spells. This ability costs one 5th level spell-slot.
Mastery of the Dead
When casting a Necromancy spell to create an undead creature, that creature gains a +2 bonus to any two ability scores (except Con) of the Necromaster's choice. This ability costs one 6th level spell-slot.
Empower Undead
Undead under the Necromaster's command get a +3 bonus on all saving throws and attack rolls. A Necromaster may take this Necromastery a second time, in which case the bonus to saving throws and attack rolls increases to +6, and any undead under the Necromaster's control also get a +3 bonus to damage. This ability costs one 7th level spell-slot.
Necromantic Body
The Necromaster becomes increasingly resistant to Necromancy spells. Any spellcaster attempting to affect the Necromaster with a Necromancy spell or any undead attempting to use a special ability on the Necromaster against the Necromaster's will must succeed on a Caster Level check, with a DC equal to 10 + 1/2 Necromaster's HD+ Necromaster's highest spellcasting class' ability modifier. If the check fails, the spell rebounds on the caster, affecting him instead of the Necromaster. This ability costs one 7th level spell-slot.
Undead Commander
Any undead attempting to harm the caster with an attack or spell must succeed on a Will save (DC 10+ 1/2 Necromaster's HD+ Cha modifier). If it fails the save, it is unable to harm the Necromaster, and it immediately falls under the Necromaster's control for 1 round/Necromaster level. This ability costs one 8th level spell-slot.
Master Necromancer
The Necromaster adds his Necromaster level to the DCs of all saving throws for his Necromancy spells. This ability costs one 9th level spell-slot.
Okay there we go. This is just a rough draft. If anyone has any suggestions for balancing/making it better, I'd appreciate it.
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
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.
How does Undead Commander and Necromantic Body work with Necrotic Power, relative to the caster level? And a strict reading of Perfect Control would seem to suggest that your undead can't die either.
They don't stack. Necrotic power only applies to your CL when you cast the spell. Otherwise your CL doesn't increase for other effects.
As for your other comment: Amadi, I didn't know you changed your screen name to Halinn ;).
It just means that if another caster tries to take control of your undead it fails, or if some other effect would cause you to lose control of your undead it doesn't work.
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
"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.
I personally see nothing wrong with them, as long as it couldn't be made permanent.
"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.
Yeah I understood it that way as well... just wanted to make sure I wasnt missing anything before i took the Class and started going nuts on effects
Shadowstriking Holy Power Incarnum Hammers!!!! if i do a full attack that deals 7 negative levels to evil doers.... and after the first strike hit both hammers overcome any resistance or DR my target have
(Holy Power is a +8 and Shadowstriking is +3)
If only there was an epic effect that dealt Force Damage :p.... oh well Sonic Damage will have to suffice for now
Edit: Know what would be cool? if Incarnate Weapons came in Melee AND Ranged/Throwable forms :D... I would have so Taken Master thrower then
Does your ability to form weapons work anything like a soulknife's?
"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.
So no i cant just twin it...sadly.... maybe a Feat could be designed?
Exalted Soul [Exalted]
Prerequisite: Sacred Vow, Vow of Poverty, Essentia Pool
Benefit: You may select an Incarnum Feat instead of an Exalted Feat as one of your Bonus Feats granted by Vow of Poverty, Incarnum Feats sealected this way still count as Exalted Feats for Feats or Effects that consider the number of Exalted Feats you posses.
What do you say? can i use this? wont ask to redo all my feats just Intuitive Attack which i took twice by accident
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Epic Shadowcaster
d8
Skills: Same as non epic progression.
Mysteries: The number of mysteries per day increase by 1 for each 5 levels beyond 20th (Epic Paths start with one use per day and dont increase in quantity until level 30). At level 21 Initiate Mysteries become Supernatural, Master Mysteries become Spell-Like Abilities and Epic Mysteries are considered as Spells. At Level 23 Innitiate Mysteries need not roll to overcome Spell Resistance, Master Mysteries gain this property at level 30. In additiona at level a Shadowcaster learns a new master or epic path mystery or two Apprentice or Innitiate Mysteries (he may choose to learn one Apprentice and one Innitiate).
Bonus Feats: You gain a Bonus Metashadow Feat at level 21st and each 3rd Level thereafter (24th, 27th, 30th).
Shadow Theft Path
Prerequisite: You must posses at least one Eyes of the Night Sky Mystery before taking this path.
10 Shadow Exchange: The Shadowcaster may swap the protective or negative effects affecting him or a target with those currently on him.
11 Shadow of Suppression: Supernatural abilities and Aura's become suppressed while within the Area of the spell.
12 Shadow Containment: Counter and Store the countered spell in a demi plane pocket part of the Shadow Plane.
Shadow Exchange
Epic, Shadow Theft
Level/School: 10/Abjuration
Range: Medium (100ft +10ft/Level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A string of shadow magic connects you and the target, swapping energies both beneficial and negative.
Make a Caster Level check against the target for each effect currently hampering you or benefiting him, swap each effect on which you win the check, the effects reset to their maximun duration and are still considered affected by whatever metamagic feat ws used when it was originally casted.
Shadow of Suppression
Epic, Shadow Theft
Level/School: 11/Abjuration
Range: Large (150ft +10ft/level)
Effect:Area of Effect
Duration: 1 hour/2 levels (max 12 hours)
Saving Throw: Yes.
Spell Resistance: No
Your Shadow stretches and grasps at the shadows of those around you, negating the effects that are so natural to them.
Creatures must Succeed a Will for each Aura or Supernatural ability they posses save against a DC 42 or have that aura suppressed while in the zone of the spell. A successful save allows the creature to sustain or use its supernatural abilities for that round, they must roll a new save after each round.
Shadow Containment
Epic, Shadow Theft
Level/School: 12/Abjuration
Range: Personal
Effect: Personal
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Spells designed to hit you disappear in a sudden pocket of shadows, stored in a extra dimensional space designed in the Shadow Plane.
Attempt to counter a spell, either an Area or a Targeted spell that deal damage, do a caster Level Check (Max +30) against the spells original caster if you succeed the spell is stored in an extra planar pocket, the spell is stored there until you use a standard action to release it as your own (using the original spells CL and any metamagic feats used to cast it, even if you dont possess such feats) or until you attempt to store another spell, in which case the previous spell is discharged and lost.
Thats what i have so far.... new paths would be nice but i still need to come up with those, thanks to Amadi for the help in the Shadow Theft Path
Prerequisites
Spellcraft 25 ranks, Spell Penetration, Greater Spell Penetration, Epic Spell Penetration
Benefit
An Unstoppable spell ignores any spell turning effects, counterspells, non-natural immunities, and resistances to the spell, including SR and DR if they apply. If the spell would not function against a target because of its type, it doesn't work. For example, charm monster can't affect a creature with no intelligence.
An unstoppable spell uses a spell slot 6 levels higher than normal.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Prerequisites
Arcane Strike, BAB +8, Ability to cast 7th level spells
Benefit
When using your arcane strike, add double the original bonus to the attack roll. In addition, instead of adding d4 damage, add 2d4 per level of the spell sacrificed.
Evocation [Electricity, Good, Light, Fire]
Level: Clr 9
Components: V, S, Sacrifice*
Casting Time: 1 standard action
Range: Long
Area: 1 30 foot radius cylinder, 60 feet high
Duration: Instantaneous or 1 round/2 caster levels (See text)
Saving Throw: Reflex half or fortitude none (See text)
Spell Resistance: Yes
The air above the subjects of this spell opens up and emits a radiant torrent of energy to all creatures below the origin.
The spell deals 6d6 points of damage which is half fire and half originating from divine power, 6d6 points of damage which is half electricity and half originating from divine power, and 6d6 points of damage which is half light and half originating from divine power. The creatures within the area of effect may make a reflex save for half.
Each creature within the area of effect must also make a fortitude save to avoid becoming immolated. Immolated creatures take 10d10 points of damage every round for the duration of the spell which is one third fire, one third electricity, and one third light damage.
Sacrifice Component: The caster takes 1d10 points of Constitution drain and gains 1d4 negative levels.
Available in AotC (the solar used it).
Prerequisite
BaB:+21
Chakra Binds: 5
Special: Must be able to Shape and Bind Incarnum Weapon
Level Special
1 Soul Strength, Extra Soulmeld, +1 Meldshaper Level
2 Soul Protection, Epic Essentia Pool, +1 Meldshaper Level
3 Expanded Soulmeld Capacity+1, +1 Meldshaper Level
4 Increased Chakra Bind, +1 Meldshaper Level
5 Soul Perfection,+1 Meldshaper Level
Skills (4+Int):Concentration, Craft, Knowledge (Arcana), Knowledge (Religion), Knowledge (the Planes), Profession, Spellcraft.
Soul Strength: The constant use of incarnum has made you so adept at its manipulation that you can now add effect that would mimic magical forces to your Incarnum Weapon, [insert wording for Kensai's weapon enhancement here], however this bonuses can only be used to mimic magical effects not to enhance the damage or attack rolls. Total Enhancement Bonus for your Weapons equals half your meldshaper Level.
Soul Protection: Like Soul Strength however it can only be applied to a single soulmeld that grant you an AC bonus, you cannot share this soulmeld even through effects that would normally grant you this priviledge like class abilities or feats.
Soul Perfection: The total enhancement bonus for soul strength and soul protection is equal to your Meldshaper Level.
Extra Soulmeld: The Maximun number of Soulmelds you can have shaped at anytime increases to 10.
Epic Essentia Pool: Your Essentia Pool Continues to increase in increments of 4 for each meldshaper level beyond 20 you posses
Expanded Soulmeld Capacity: At level 3 your maximun essentia capacity increases by another point.
Increased Chakra Bind: Your Chakra Binds continue to increase at the same rate as they did before epic.
Special: A Soul Warrior may never use another weapon other than his Incarnate Weapon, if he uses a magical or masterwork weapon his incarnate weapon looses the abilities bestowed, he must reinvest XP to regain the abilities lost or to gain new abilities. Likewise if he ever uses magical armor he looses all benefits from his Soul Protection and must reinvest XP to regain the effects.
Enhancement Table: The Soul Warrior
Level Enhancement XP Cost
1 +1* 40
2 +2* 160
3 +3* 360
4 +4* 640
5 +5* 1000
6 +6* 1440
7 +7* 1960
8 +8* 2560
9 +9* 3240
10 +10* 4000
11 +11* 4800
12 +12* 5600
13 +13* 6400
14 +14* 7200
15 +15* 8000
16 +16* 8800
17 +17* 9600
18 +18* 10400
19 +19* 11200
20 +20* 12000
*: This is in reference to the enhancement Equivalent of Magical effects.
Special: From 21 to level 30 Costs are in increments of 8.000 XP. From Level 31 onwards all costs are in increments of 10.000XP
Hit Die: d10
Requirements:
-Draconic heritage
-lawful good alignment
-character level 25th
-other stuff?
Skills:
As paladin, plus spellcraft and knowledge (arcana)
1 Aura of good, detect evil, Smiting breath weapon 1/day
2 Draconic grace
3 Aura of Courage, Channel breath 1/day
4 Smiting breath weapon 2/day
5 Energy Immunity
6 Channel breath 2/day
7Smiting breath weapon 3/day
8 Divine breath
9 Channel breath 3/day
10 Energy Immunity, Smiting breath weapon 4/day
Smiting Breath Weapon (Su): When using a breath weapon against an evil foe, the Knight of the Platinum Dragon may declare it as a smiting attack. He or she adds her charisma modifer to the DC of the breath weapon in addition to constitution and adds 1 additional dice type to the damage equal to his or her class level in Knight of the Platinum Dragon.
Channel Breath (Su): This ability allows the Knight of the Platinum Dragon to channel any spell he or she knows into her breath weapons, using up the spell slot to add the area effect of that spell to the breath weapon.
Divine Breath (Su): Any breath weapon the Knight of the Platinum Dragon has which deals energy damage instead deals half that much damage, and half damage which originates from a divine source and is thereby not subject to resistance or immunity to that energy type. The effect is also treated as being created by a Lawful or Good aligned spell for the purposes of regeneration.
Edit: Here is the PrC Name can be changed... but this is what i have so far... what do you think?
Edit2: Added Addendum to prevent munchkinism as per Amadi pointing it out to me
Spirit Animus
Requirements
Chakra Bind: Totem Chakra
Meldshaper Level: 20
Wild Empathy class feature.
d10
Skills (4+Int Modifier): Knowledge (Arcana), Knowledge (Nature), Knowledge (Planes), Handle Animal, Survival, Spellcraft, Craft, Profession, Listen, Spot, Survival, Ride, Swim.
Level Special
1 Spirit Animus, Expanded Essentia Pool
2 Animus Communion, +1 Meldshaper Level
3 Essentia Enhancement, Expanded Chakra Bind
4 Enhanced Spirit Animus, +1 Meldshaper Level
5 Spirit Surge, Enhanced Communion.
Meldshaping: At 2nd an 4th level your meldshaping level increase by 1.
Expanded Essentia Pool: Starting at level 1 your Essentia Pool increases by 1 point per meldshaper level above level 20. If an ability or class features already expands your pool beyond level 20 this ability does not stack, use the highest of the two progressions.
Expanded Chakra Bind: At 3rd level your Chakra binds continue to increase past level 20 at the same rate they did before reaching epic. (6 at 22, 7 at 26, 8 at 30, 9 at 34, 10 at 38).
Spirit Animus: Your connection to the spirits of incarnum grant you a formidable ally, by helping to shape the spirit energy you can gain a medium sized animal companion of azure hue, the shape of this companion is dependent on your Incarnum cause, Lawful grants you an Elysian Thrush shaped companion, Chaos grants a Pseudodragon shaped companion, Good grants a Moondog shaped companion and Evil grants you a Panther Headed Naga shaped companion. Regardless of the shape all Spirit Animus follow the stats presented below, for the purpose of advancing your Spirit Animus use the table for the druid using your meldshaper level as your Effective Druid Level -5.
Animus Communion: By understanding the spirits and the nature of your Spirit Animus you are able to share your own strength with them. As a Full round action you may designate one currently bound Soulmeld you have, the Spirit Animus also gains the benefit of this soulmeld but at half the amount.
Essentia Enhancement: Once per day you may invest some of your own essentia into the Spirit Animus, this essentia can be invested in the following abilities: Enhanced Attack: +1 Insight Bonus to Attack and Damage rolls. Enhanced Protection: +1 Insight Bonus to AC and +1 untyped bonus to Saves. Enhanced Speed: +1 Bonus to Initiative and +5ft bonus to base land speed. The maximum amount of essentia invested per ability is the same as the maximum amount you can invest in your feats.
Enhanced Spirit Animus: At 4th level your effective Druid level is equal to your Meldshaper level for the purposed of improving your Spirit Animus, as well as a +6 Bonus to Int, Wis and a +8 Bonus to Cha (Apply the Bonuses prior to calculating skill points).
Enhanced Communion: You are now able to share the full effect of one bound soulmeld, as well as half the effect of a second soulmeld.
Spirit Surge: Starting at 5th level a Spirit Animus may, once per day for a number of rounds equal to 3+ the Animus Con Modifier, be treated as if its essentia abilities are fully invested, and both soulmelds effects it benefits from are considered as fully effective (instead of full effect for the first and half for the second).
The Spirit Animus
Type: Medium Outsider [subtype dependant on the Incarnum cause]
HD: 1d10+5
Stats:
Str:18+4
Con:20+5
Dex: 16+3
Int: 10+0
Wis: 14+2
Cha: 10
AC:24 [10 +3 Dex +6 Natural Armor +5 Deflection]
Touch:18
Flat-Footed:21
BaB: +1
Fort:+2
Ref:+2
Will:+0
Weapons:
Law:
Breath Weapon (Lightning): 20 ft Line 1d6/2 HD (Max +10) [Reflex Half]
Claw d6 *3
Chaos:
Breath Weapon (Acid): 20 ft Line 1d6/2 HD (Max +10) [Reflex Half]
Bite d4 19-20*2
Good:
Breath Weapon (Ice): 15 ft Cone 1d6/2 HD (Max +10) [Reflex Half]
Claw d6 *3
Evil:
Breath Weapon (Fire): 15 ft Cone 1d6/2 HD (Max +10) [Reflex Half]
Bite d4 19-20*2
Feats:
Law: Flyby Attack
Chaos: Hover
Good: Improved Trip
Evil: Tremor Sense
Skills (4+Int):
Law:
Concentration +2 Racial
Perform (Sing) +6 Racial
Listen
Spot
Chaos:
Listen
Spot +2 Racial
Search
Spellcraft +6 Racial
Good:
Listen +2 Racial
Spot +2 Racial
Search +2 Racial
Survival +6 Racial
Evil:
Spot
Search
Intimidate +6 Racial
Swim +2 Racial
"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.
Necromaster
Hit Dice: d4
Requirements:
To qualify to become a Necromaster, a character must fulfill all the following criteria.
Skills
Knowledge (Religion) 15 ranks, Knowledge (Arcana) 15 ranks, Spellcraft 15 ranks
Feats
Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Corpsecrafter
Spells
Ability to cast 7th level spells, knowledge of at least 10 different Necromancy spells, able to cast Animate Dead
Class Skills
Bluff, Concentration, Intimidate, Knowledge (Arcana), Knowledge (Religion), Spot, Search, Spellcraft
Skill Points at Each Level
2 + Int modifier
Necromaster Table
Level......BAB......Fort/Ref/Will......Special......Spells Per Day
1...........+0.......+0/+0/+2..........Necromastery......+1 level of existing spellcasting class
2...........+1.......+0/+0/+3..........Necromastery......+1 level of existing spellcasting class
3...........+1.......+1/+1/+3..........Necromastery......+1 level of existing spellcasting class
4...........+2.......+1/+1/+4..........Necromastery......+1 level of existing spellcasting class
5...........+2.......+1/+1/+4..........Necromastery......+1 level of existing spellcasting class
Class Features
Weapon and Armor Proficiency
Necromasters gain no proficiency with any weapon or armor
Spells Per Day/Spells Known
When a new Necromaster level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could cast 7th-level spells before he became a Necromaster, he must decide to which class he adds each level of Necromaster for the purpose of determining spells per day.
Necromastery
A Necromaster gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.
A Necromaster may choose to eliminate a spell slot of a higher level than that required to gain a type of Necromastery.
Spell-like Ability
This ability functions as the Archmage High Arcana ability of the same name, except the Necromaster can only choose a Necromancy spell, and the Necromaster can cast it three times per day instead of twice per day. Giving up a spell-slot of three levels higher allows him to use the spell-like ability five times per day, and giving up a spell-slot six levels higher lets him use it 7 times per day. This ability costs one 5th level spell-slot.
Necrotic Power
This ability increases the Necromaster's effective caster level by 2 when casting Necromancy spells. This ability costs one 5th level spell-slot.
Mastery of the Dead
When casting a Necromancy spell to create an undead creature, that creature gains a +2 bonus to any two ability scores (except Con) of the Necromaster's choice. This ability costs one 6th level spell-slot.
Empower Undead
Undead under the Necromaster's command get a +3 bonus on all saving throws and attack rolls. A Necromaster may take this Necromastery a second time, in which case the bonus to saving throws and attack rolls increases to +6, and any undead under the Necromaster's control also get a +3 bonus to damage. This ability costs one 7th level spell-slot.
Necromantic Body
The Necromaster becomes increasingly resistant to Necromancy spells. Any spellcaster attempting to affect the Necromaster with a Necromancy spell or any undead attempting to use a special ability on the Necromaster against the Necromaster's will must succeed on a Caster Level check, with a DC equal to 10 + 1/2 Necromaster's HD+ Necromaster's highest spellcasting class' ability modifier. If the check fails, the spell rebounds on the caster, affecting him instead of the Necromaster. This ability costs one 7th level spell-slot.
Undead Commander
Any undead attempting to harm the caster with an attack or spell must succeed on a Will save (DC 10+ 1/2 Necromaster's HD+ Cha modifier). If it fails the save, it is unable to harm the Necromaster, and it immediately falls under the Necromaster's control for 1 round/Necromaster level. This ability costs one 8th level spell-slot.
Master Necromancer
The Necromaster adds his Necromaster level to the DCs of all saving throws for his Necromancy spells. This ability costs one 9th level spell-slot.
Okay there we go. This is just a rough draft. If anyone has any suggestions for balancing/making it better, I'd appreciate it.
{Magic: The RPG}
One of its abilities is General of Undeath. This effectively makes you able to command disgusting numbers of undead.
"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.
They don't stack. Necrotic power only applies to your CL when you cast the spell. Otherwise your CL doesn't increase for other effects.
As for your other comment: Amadi, I didn't know you changed your screen name to Halinn ;).
It just means that if another caster tries to take control of your undead it fails, or if some other effect would cause you to lose control of your undead it doesn't work.
{Magic: The RPG}