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
Yeah, I'm having a bit of trouble adjusting the level of the spell and the number of missiles you get. I'd like 7, 1 for each effect; at 2nd level you only get 2 missiles (red and orange), so that's 60 damage in 2 missiles. Help would be appreciated.
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.
Well, now you get 1 missile +1 for every level above your minimum required to cast 8th level spells, up to 5--this could be broken as all hell if there were some backasswards class out there that got them super fast.
There are only a few ways I know of to get spellcasting early: ur-priest (divine), some class from the Book of Exalted Deeds that I can't remember the name of; Knight of the Weave (preset spell list), and being a dragonwrought kobold with a DM who will actually let you take Draconic Lore or whatever it is.
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.
Kenders never steal the world is just full of wonderful gifts... or careless people who "throw" stuff away :p... that said i think tasselhof burrfoot uses a magic item at one point... even though he aint aware of it and the universe didnt implode
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
I have a race that I've been tinkering with as of late. It's suited for a campaign where they are a particularly prominent race in the story-line, if not well known by the average human peasant of that world.
Highmen (Medium Humanoid)
This enigmatic and reclusive race of people have formed civilization in remote places of the world; mountainous coastal regions and islands where they are insulated from outside threats and allowed to live their lives in tranquility. The highmen most resemble humans, though taller, and with more striking, austere features. The highmen are a people of serenity and reflection, and they live long lives, even by the reckoning of some of the races with the most longevity. Though their climate and territory has dictated some portion of their culture and diet, much of the highman life revolves around the sun and its patron Ossiniel, a deific seraph who, in their lore, created them to bring light to a world of darkness. The highmen acquire a measure of sustenance from sunlight, and become vulnerable in its deficiency. The highmen empire is highly structured and split into three castes - the warrior, the priest and the mage - and these castes typically dictate the highman's role in society. Highmen are slightly weaker on average than humans in terms of brute strength, but use especially heavy weapons as a form of discipline. Though the highmen are not celestials, they seem intrinsically linked to the powers of holiness and display some unusual features. Golden hair, eyes and skin is the most common grouping of traits, but there are also some with silver-white or even pearlescent coloring.
Highmen Traits (Ex):
+2 intelligence, +2 wisdom, -2 strength
Medium Size
Base land speed of 30 feet
Immunity to fire, electricity and harmful or detrimental effects that depend on light
Vulnerability to cold
Regeneration 5: Highmen take normal damage from evil aligned weapons, and from spells or effects with the evil descriptor. Including their vulnerability, highmen take double damage from cold. If a highman loses a limb or body part, the lost portion regrows in 1d4 minutes. He or she can reattach the severed member instantly by holding it to the stump.
Spell resistance equal to 13 + class levels
Light Dependency: A highman who enters an area of complete darkness becomes fatigued for every round that he remains in the affected area. If he or she spends 12 or more hours without exposure to sunlight, he or she becomes exhausted. A highman returns to normal after spending two hours in natural sunlight.
Weapon Proficiency: Highmen are automatically proficient with the longsword, long spear, longbow, short bow, short spear, spear, and composite longbow. A highman monk trained in the highmen monastic tradition may treat these weapons as monk weapons, but also loses proficiency with the kama, nunchaku, sai, shuriken and siagham and may not treat these weapons as monk weapons (a highman monk trained in the normal monastic tradition retains his normal proficiencies).
Porbably LA +4; the stats aren't too unbalanced, the SR is close to the drow races', and they have regeneration. Racial weapon proficiencies are a non-issue, but the immunity to two different energy types plus an immunity rarely seen (light effects) is definitely something to "pay" for.
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.
I was kind of weighing things with their reliance on sunlight, so I wasn't sure. Planar travel would be a pain. +3 probably would be too good to be true.
At this point, there's a large composition of information I have written about the race, but I figured people would prefer the short and sweet version.
Well im gonna try to make an Epic Progression for the Spellsword... since the other one seemed lame, if this turns out fun then ill request AoK to consider allowing Alacar and I use this progression instead
Level
11th
Ignore arcane spell Failure 35%
+1 Level to existing Arcane Spellcasting class
12th
Channel Spell 6/day
Bonus Feat
13th
Ignore Spell Failure 40%
+1 level to Spellcasting Class
14th
Channel Spell 8/day
Bonus Feat
15th
Ignore Spell Failure 45%
Swift Channel
+1 Level to Spellcasting Class
16th
Channel Spell 9/day
Blade
17th
+1 Level to Spellcasting Class
18th
Channel Spell 10/day
Spell
19th
+1 Level to Spellcasting Class
20th
Blade and Spell
BaB and Saves: Follows Epic Progression
d8
Skill points: 2+Int Modifier
Blade: Once per day per two levels of SpellSword (max 10) as a swift action a Spellsword may make an extra attack at his highest attack bonus (this effect does not stack with effects like haste)
Spell: Once per day per two levels of SpellSword (max 10), whenever a spell is channelled by a Spellsword he may sacrifice a spell slot equal to the spell being channeled in order to grant it any of the following metamagic feats: Extend, Empower, Maximize. each effect is selected independently for each spell being channeled
Blade and Spell: A Spellsword has reached such mastery of both the art of the blade and the art of magic that he gains the following benefits:
A Spellsword's Blade can now make two attacks at his highest Base attack, and they are free actions (this effect still does not stack with haste effects, effects that allow full round actions such as belt of battle can only allow for a single attack, if this is used after the effect of the Belt of Battle you only get one attack)
A Spellswords Spells are stronger than usuall, a Spell sword may now sacrifice any number of spell slots whose total is equal to the spell being channeled (0 level spells count as 1/2 level), in addition a Spellsword may sacrifice another slot of equal or higher level in order to grant the spell a bonus of half his class level for overcoming Spell Resistance.
thats all i could come up with in such a short notice.... its strong bu only in its final levels... the templating is a little janky because im not used to templating PrC's... asside from that this seems fair right?
A Divine Longsword who some say was blessed by Mielikki herself, she has lied in deep sleep awaiting for the chosen of Mielikki with enough power to wield her
Weapon Stat
Adamantine Longsword
Ego:21
Personality: Vain, and Haughty, is very temperamental and has on over inflated opinion of herself, and will make this known to anyone.
Cha:20 Wis:20 Int:18
Speech, Telepathy
Lesser Powers
Bane: Aberrations
Bane: Outisders
Bane: Undead
Greater Powers
+8 to existing Divine Spellcasting class
This is the basics, over all price is 160.000gp im pretty sure i did something wrong here so im expecting AoK to drop by and give it a rewrite
Greater Diety Symbol: Scale of Ivory and Onyx intertwined. Homeplane: Pocket Plane Alignment: Neutral Portfolio: Balance, Chaos, Law, Evil, Good, Oppisites Worshippers: Not a whole lot Cleric Alignments: N, NG, NE, LN, CN Domains: Law, Chaos, Good, Evil, Balance, Air, Earth, Fire, Water Favoured Weapon: Long Sword
Hatos (hay-toes), a deity of the center way, appears as a young pilgrim wearing simple clothes. He believes that all the multiverse should be in balance and that extremes are a danger.
Dogma: Hatos believes that the multiverse started as a perfect mass of neutrality and that we should try to do our best to keep it neutral. He is fine with other alignments existing as long as they do not attempt to force their ways on others.
Cleric Training: Clerics are expected to have performed an act of true chaos (likely major vandalism), true law (likely bringing in a wanted criminal), true good (likely helping someone in need) and true evil (likely killing someone for their own gain) and still choose the center path. If a person has done at least one of each of these acts, intentionally or unintentionally, agents of Hatos will begin attempting to track them down and teach them the ways of Hatos.
Light through the Darkness You understand that even the most vile thing might need to be done for the betterment of all. Prerequisite: Non-Good alignment, base will save +4 Benefit: Spells and effects that are keyed to alignment effect you as if you were good, as well as your actual alignment. For example, you become immune to spells effecting non-good creatures, you could wield a Holy weapon without fear of gaining a negative level, and you could take feats despite good alignment prerequisites.
Maddening Order You understand the maddening contradictions of the laws you strive to fell. Prerequisite: Non-Lawful alignment, base will save +4 Benefit: Spells and effects that are keyed to alignment effect you as if you were lawful, as well as your actual alignment. For example, you become immune to spells effecting non-lawful creatures, you could wield an Axiomatic weapon without fear of gaining a negative level, and you could take feats despite lawful alignment prerequisites.
Dark Heart You understand that the road to hell can be paved with good intentions. Prerequisite: Non-Evil alignment, base will save +4 Benefit: Spells and effects that are keyed to alignment effect you as if you were evil, as well as your actual alignment. For example, you become immune to spells effecting non-evil creatures, you could wield a Unholy weapon without fear of gaining a negative level, and you could take feats despite evil alignment prerequisites.
Ordered Chaos
You understand the inevitability of chaos.
Prerequisite: Non-Chaotic alignment, base will save +4
Benefit: Spells and effects that are keyed to alignment effect you as if you were chaotic, as well as your actual alignment. For example, you become immune to spells effecting non-chaotic creatures, you could wield a Anarchic weapon without fear of gaining a negative level, and you could take feats despite chaotic alignment prerequisites.
Prerequisites: Ability to turn or rebuke undead, sneak attack +2d6, Knowledge: Religion 6 ranks, Hide 5 ranks, Move Silently 5 ranks, ability to cast 2nd level divine spells
Benefit: Your rogue and cleric levels stack for your effective turning level. In addition, for every three cleric levels you possess, you gain an additional +1d6 sneak attack. You must still follow the beliefs and ethos of your deity.
Prerequisite: Hexblade's curse class feature.
Benefit: You may use your curse an additional two times per day.
Prerequisites: Dex 17, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Focus, Two-Weapon Defense (alternatively, Twin Sword Style if using FRCS regional feats)
Benefit: When you use this feat, you may sacrifice any number of your normal attacks for the round. In exchange for this, if an enemy attempts to hit you, you may make an opposed attack roll at normal bonuses. If you win, you effectively parry the attack. You may only use this a number of times per round equal to the number of attacks you chose to forgo at the start of your turn.
Special: A fighter may choose this as a fighter bonus feat.
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.
Since i dont want to sift through the Wizards site everytime i want to look at the epic destinies i think it would be cool to post them here, besides it would make it possible for people to consider adding in your campaign is high enough level.
FIrst of lets begin with the Epic Destiny Feat (note you dont have to use this for your games, you could always rework it so that its an RP event and not a feat you must take)
You have a destiny beyond that of other adventurers. Prerequisite: 21st level, any other requirements listed in the epic destiny's description. Benefit: Choose an epic destiny. You gain that epic destiny's benefits at 21st, 24th, 27th, and 30th level. When you have this feat, you do not gain additional feats at 24th, 27th, or 30th level.
Now for the Epic destinies:
The power of magic items lures you, and you learn to command them with great ease. When you hold an item, you can trace the paths of the magic that formed it, and understand it like no one else -- not even its creator, unless the creator also is an artifact lord -- is able to. The more you use magic items, the closer your connection to them, and you gain the ability to protect them and even place your very soul within them. Eventually, even artifacts consider you their master. Requirements: 21st level. Artifact LordLevelBenefit 21st Impossible activation, charge item 24th Disjunction ward 27th Soul transfer 30th Artifact dominion Impossible Activation (Ex): At 21st level, you disregard effects that prevent you from activating magic items. For example, you can speak a command word even when silenced, or activate a mental command item while dominated or unconscious. This does not apply to items for which you don't meet the requirements, but you automatically get a result of 20 on all Use Magic Device checks.
In addition, you never provoke attacks of opportunity for activating a magic item. Charge Item (Ex): At 21st level, you get the most out of your magic items. Once per day as a swift action, you can add one charge to an item that has charges or get an extra use out of an item that has a limited number of uses per day. If the item has multiple functions that have charges (such as a staff) or multiple functions that have a number of uses per day, you choose which one to increase or restore. Disjunction Ward (Su): At 24th level, magic items you possess are protected against magical disjunction. If an effect (such as Mordenkainen's disjunction) would cause an item you hold, wear, or have on your body to become nonmagical, you can choose to negate that effect (for your items only) and to cause the effect's caster (if within line of effect) to suffer the effect himself. This feature also offers some protection to items you own, but don't have with you. An item you own that is not being worn or held by someone else gets a bonus on its saving throws equal to half your level. Soul Transfer (Su): At 27th level, you can transfer your soul to an item when you die. This ability functions once per day. When you are reduced to 0 hit points, choose a magic item you possess. Your body blazes with cold blue light, then transforms into adamantine as the object becomes your soul's new home. As the object you have a fly speed of 30 feet (perfect), though if you transfer into an item your body's wearing, you won't be able to move. You can cast spells in this form, activate the item, and attack with it if it's a weapon (or similar item). Anything you do using this item functions as it normally would, and you still count the bonuses for magic items your body's wearing.
In this form, you can be attacked only as an item, not a creature (mind-affecting effects are an exception). If the item is destroyed, you die. Artifact Dominion (Su): At 30th level, you can call upon the power of various artifacts. An artifact called by artifact dominion appears, assists you briefly, then returns to the location from which it came. Choose three of the options from the list below. You can activate each effect once per day as a swift action. If at any time you possess one of these artifacts, you gain one extra use of the listed effect (and the artifact dominion effect doesn't prevent you from using the artifact normally). Book of Exalted Deeds: You can use this effect only if you are lawful good, neutral good, or chaotic good. For 1 hour, you cast good spells and use good abilities at +2 caster level. During this time, you can also make a melee touch attack that deals 1d6 points of damage per character level to an evil creature. Book of Vile Darkness: You can use this effect only if you are lawful evil, neutral evil, or chaotic evil. For 1 hour, you cast evil spells and use evil abilities at +2 caster level. During this time, you can also make a melee touch attack that deals 1d6 points of damage per character level to a good creature. Olidamarra's Dice: Choose a creature within 20 feet (or yourself). Roll 1d6 and consult the table to determine the effect upon the creature. There is no saving throw. RollResult 1 -1 penalty on attacks, saves, and checks for 1 hour 2 -4 penalty to AC for 10 minutes 3 +1 morale bonus on attacks and on saves against fear for 10 minutes 4 Gain effects of blur for 10 minutes 5 +1 insight bonus on all attacks, saves, and checks for 1 hour 6 Gain effects of freedom of movement for 1 hour Sphere of Annihilation: Duplicate the effects of disintegrate, caster level 20. Staff of the Magi: You gain spell resistance equal to 10 + your level for 1 hour, and you're invisible (as the greater invisibility spell) for 5 rounds. Immortality of Metal and Stone: With your destiny complete, you can rest in a new form that can survive for eons, through any sort of calamity. You disperse your essence into artifacts of your own design. Perhaps you transfer fragments of your persona to twelve amulets that wait to be picked up by the next generation of epic heroes. Or you could become an adamantine vessel that travels the skies, using supernatural senses to seek out danger and end it. Maybe your bones become artifacts, imbuing those who come upon them with some of your power. And if your next campaign is a 4th Edition game, you can use the artifact rules (in the Dungeon Master's Guide) to model your character's new incarnation.
When powerful forces desire to end the world or to snuff out existence, you will be there. With power that is destined to be under your command, you can fight off any threat. There is no danger you cannot face, and on the battlefields where the fate of everyone and everything is decided, you will stand victorious. You can fight the most powerful of creatures -- those regarded as invincible by almost everyone. Requirements: 21st level. Blade of RagnarokLevelBenefit 21st Unbreakable body, weapon of ruin 24th Slayer's fury 27th Unstoppable tenacity 30th Destiny strike Unbreakable Body (Ex): At 21st level, you gain damage reduction 5/--. Unlike most damage reduction, this stacks with all other DR. You automatically succeed on saving throws when you take massive damage. Weapon of Ruin (Su): At 21st level, your attacks have abilities that let them bypass some damage reduction. You gain the aligned strike (corresponding to your alignment), epic strike, and magic strike qualities (Rules Compendium, pages 100-101).
You can also emulate a material or damage type on all your attacks. Only one can be in effect at a time, and changing it is a move action. The effect is continuous. You can treat your attacks as bludgeoning, piercing, slashing, adamantine, cold iron, or silver (with no damage penalty).
You also gain the ability to make a Sense Motive check (opposed by the target's Bluff) to determine the damage reduction type (but not amount) of a creature you can see. Slayer's Fury (Su): At 24th level, you gain the ability to make devastatingly accurate attacks. Twice per day as a swift action, you gain a +20 luck bonus on all attack rolls you make on your current turn, and your critical hit range is doubled. Furthermore, you suffer no miss chance on the attacks and can re-roll any 1 you roll on an attack or damage roll. Unstoppable Tenacity (Ex): At 27th level, you can fight when you should be dead. You don't die when you reach -10 hit points. Instead, you die when you have negative hit points equal to half your full normal hit points.
Furthermore, you can keep fighting when you are below 0 hit points. When reduced to -1 or fewer hit points, you automatically become stable and can choose to keep fighting. If you keep fighting while below 0 hit points, you take a -1 penalty on attacks, saves, and checks. Destiny Strike (Su): At 30th level, you can make attacks that strip away the defenses of powerful enemies. You can use this ability three times per day. Before making an attack, you can declare it to be a destiny strike (a free action). If you hit, the DM lists all of the following the hit creature possesses: damage reduction, fast healing, immunities, miss chance (including from incorporeality), regeneration, resistance to energy, spell resistance, and turn resistance. You can suppress one of those benefits for 3 rounds. If it has multiple types of immunities or resistances, choose only one. The DM lists only the types, not the amounts. For example, the DM would tell you a monster has fast healing, fire resistance, and spell resistance, not that it has fast healing 23, fire resistance 10, and spell resistance 35. The Long Wait of Immortality: Your destiny quest has been fulfilled. Most likely, you fought off an evil that could have destroyed your world, your plane, or all of creation. Your work done, you pass into hibernation in an unknown place, sleeping until you are needed once more. You've become a legendary, godlike figure. The one who is prophesied to return when needed once again. When another threat arises that is as powerful as the last, you might rise to stop it . . . but you might need to be awakened. A group of adventurers could seek you out to tap into the deep well of your martial power. And perhaps your new character can be one of these brave souls.
Over the course of adventuring, you have attained some small degree of inherent divine power. This initial spark is different from what divine spellcasters tap into, because it comes from within, not through worship or from the great deeds you have accomplished. As you travel through this epic destiny, you gain a small following of worshipers, which grows with each level until you become a full-fledged deity, and enhances your inherent divine power.
Note that the demigod epic destiny does not use the demigod traits outlined in Deities and Demigods. This is to keep the demigod's abilities more in line with the rest of the party, and for simplicity's sake. Requirements: 21st level. DemigodLevelBenefit 21st Divine spark, death denied 24th Regenerative touch 27th Divine surge 30th Miracle Divine Spark: At 21st level, you gain either a +1 inherent bonus to each of two ability scores or a +2 inherent bonus to one ability score. Death Denied: At 21st level, you become resistant to attacks that would instantly kill you. You gain a +5 luck bonus on saving throws against necromancy effects and saving throws against massive damage. If you roll a 1 on one of these types of saving throws, you can re-roll the die. If you succeed on a save against a necromancy spell, you suffer no effect, even if you would normally suffer a partial effect. Regenerative Touch (Sp): At 24th level, you gain the ability to use regenerate at will (caster level 20). Divine Surge (Su): At 27th level, you can restore yourself to fighting form. Once per day as an immediate action, you can use this ability to restore yourself to full maximum hit points and gain the benefit of greater restoration. Miracle (Sp): At 30th level, you can use miracle once per day. You choose what happens, using your own divine power instead of making a request of a deity. You must still pay any XP and component costs required by the miracle spell. Use your character level to determine the caster level. Divine Immortality: When you reach the end of your destiny quest, you become a true deity (if a minor one). Perhaps you create your own divine domain and portfolio, or perhaps a deity you had a close connection with gives you a piece of his power in respect for your incredible service. You might want to design a divine portfolio, holy symbol, and other trappings of your own faith before the campaign ends, and share those with the group when you finish your destiny quest. When you reach godhood, the adventuring life seems quaint compared to the power you wield. Your character's need to travel and battle mortal threats is finished, but her influence on other adventurers might not be. Perhaps the deity you've become will even be a major player in your next campaign.
Over many eons, in many bodies, with many names, you have adventured and conquered. In an endless cycle of death and rebirth, you have attained the name "hero" in many lands and many incarnations. When you die, you always return again, as a new hero. You might be very different in each form, but a common thread binds one soul to all these manifestations. You learn to draw on the strength and resolve of your past selves to fight off death itself. Requirements: 21st level. Eternal HeroLevelBenefit 21st Continual resurrection, death denied 24th Quickening 27th Eternal renewal 30th Nexus of many lives Continual Resurrection: At 21st level, you gain the ability to return from the dead. At dawn each day, if you are dead, you are restored to life (as true resurrection). You can set a place where you want to be resurrected. (You must be standing in that place when you make the choice.) When you are resurrected, you can choose to be resurrected in the place you choose or in the place you died. You can choose a new location for your place of resurrection once per level. Death Denied: At 21st level, you become resistant to attacks that would instantly kill you. You gain a +5 luck bonus on saving throws against necromancy effects. If you succeed on a save against a necromancy spell, you suffer no effect, even if you would normally suffer a partial effect.
You gain a +10 luck bonus on saving throws against death attacks and saving throws against massive damage. If you roll a 1 on one of these types of saving throws, you can re-roll the die. Quickening: At 24th level, your body begins to heal at an amazing rate. At the start of your turn, you gain a number of temporary hit points equal to your level. If you already have any temporary hit points when you gain these temporary hit points, they do not stack -- use only the higher value. Eternal Renewal (Su): At 27th level, you gain the ability to immediately come back from death's door. When you take damage that reduces you to below 0 hit points (even if you go below -10 hit points), you can use this ability as an immediate action. You go to 0 hit points, then regain a number of hit points equal to half your maximum hit points. You can use this ability twice per day, increasing to four times per day at 30th level. Nexus of Many Lives: At 30th level, you can tap into the power of one of your past incarnations. You can use this ability once per day. When you do, choose which incarnation to activate and use the effect listed. Upon gaining this class feature, you must choose a weapon type for the warrior incarnation, the arcane spell for the arcanist incarnation, the divine spell for the disciple incarnation, and up to three options for the traitor incarnation. The Warrior (Su): Make a full attack as a standard action. For the purpose of this attack, you have a +25 base attack bonus, a +11 Strength modifier, and a magic weapon with up to a +8 enhancement bonus and special properties equaling up to a total +5 bonus equivalent (you must choose the weapon's bonus and properties when you gain this epic destiny feature). You can apply any spells affecting you or feats you have to these attacks. The Arcanist (Sp): Duplicate the effect of any 7th-level arcane spell from any class list. Your caster level is equal to your character level for this spell. While casting this spell, you do not suffer arcane spell failure, you automatically succeed on Concentration checks, and you gain a +10 bonus on caster level checks to overcome spell resistance. The Disciple (Sp): Duplicate the effect of any 7th-level divine spell from any class list. Your caster level is equal to your character level for this spell. While casting this spell, you automatically succeed on Concentration checks and you gain a +10 bonus on caster level checks to overcome spell resistance. The Traitor (Sp): Duplicate the effect of any 8th-level evil spell from any class list. This can include spells that can attain the evil descriptor if used in certain ways, such as summon monster spells, but must be cast as the evil version if used in this way. When you use the traitor manifestation, you might become evil if you are not already. Make a Charisma check (DC 20) after you use the manifestation. If you fail and are good, change the good axis of your alignment to neutral. If you are not good or evil, change neutral to evil. Your caster level is equal to your character level for this spell. While casting this spell, you automatically succeed on Concentration checks and you gain a +10 bonus on caster level checks to overcome spell resistance. Immortality in Rebirth: Despite your ability to avoid it, you will eventually face death. It might be from a foe too powerful to overcome, but whom you might face again in another life. Or, you might have finished your destiny quest and realized your work is done in this body and it is time to move on. In either case, your soul returns to its true essence, and you experience, briefly, knowledge beyond all mortal ken. Then, you find yourself once again in a new body. Does this manifestation know anything about its past lives now or will it learn more later on? Does this form resemble the last or are they far different? All these might be questions to explore with your next character.
Your connection to nature has always been strong, but now it grows deeper still. Wherever you go, your essence infuses the landscape all around you, and you are likewise affected by your surroundings. You can manifest the power of the weather and call upon all the animal and plant life of the terrain to defend you or strike your foes. The strength of stone, the fluidity of water, and the life force of the trees are all a part of you. In time, it becomes difficult to separate you from the land, as it and your soul merge into one. Requirements: 21st level, wild shape class feature Force of NatureLevelBenefit 21st Boon of nature 24th Improved boon of nature 27th Storm suffusion 30th Environment shape Boon of Nature (Su): At 21st level, you gain a continuous benefit that gets better in certain types of environments. You have access to two of the different boons listed below (chosen when you acquire this class feature), and can swap out boons as a swift action. The benefit applies in both your normal form and when wild shaped (or otherwise in an alternate form). Boon of Life: At will, you can use a swift action to heal a creature within close range (25 ft. + 5 ft./2 levels). This effect cures a number of points of damage equal to half your character level. While you are in an area where plant growth is pervasive (such as a forest or meadow), you have fast healing 10. Boon of Stone: You have DR 3/adamantine while this boon is active. If you have the ability to wild shape into an elemental, you can wild shape into any elemental with the earth subtype (within the normal size and HD restrictions). If you're in an area where stone is common (such as a mountain or stone-walled structure), you can trigger a minor tremor as a swift action. The range is long (400 ft. + 40 ft./level) and affects any creature standing on the ground within a 30-foot-radius spread. An affected creature must make a Reflex save (DC 20 + your Wisdom modifier) or fall prone. Boon of Storms: At will, you can use a swift action to tap into the power of lightning or wind. You can call down a streak of lightning against a creature within medium range. It requires a ranged touch attack to hit and deals 1d6 points of electricity damage per two character levels. If you have the ability to wild shape into an elemental, you can wild shape into any elemental with the air subtype (within the normal size and HD restrictions). If you're under an open sky, you gain concealment (20% miss chance) while this boon is active. Boon of Water: While this boon is active, you gain DR 3/magic and resistance to fire 10. If you have the ability to wild shape into an elemental, you can wild shape into any elemental with the water subtype (within the normal size and HD restrictions). While you are in an aquatic environment, you gain the benefits of freedom of movement and water breathing. Improved Boon of Nature: At 24th level, you gain access to one additional boon of nature. Storm Suffusion (Su): At 27th level, you take on the form of an immense storm when you are in danger of dying. When you are reduced to 0 hit points or fewer, you become a storm. This duplicates the effects of a storm of vengeance, with the radius of the effect centered on the square where you were. Use your character level for the caster level and your Wisdom modifier for the ability bonus. This effect lasts for 5 rounds (it's not dismissable when used this way), at which time you return to your natural form at 0 hit points and become stable. You can use this ability once per day. Environment Shape (Su): At 30th level, you can assume the form of the terrain around you when you wild shape. When you do so, choose one of the forms listed below that is applicable in your current environment. You fuse with the terrain, taking up a 15-foot cube of space within the terrain type you choose (this cube must be adjacent to you when you change shape). This makes you fill the same amount of space as a Huge creature, and attacks against you can target any square in that space (though you don't take any of the modifiers for being Huge).
You can "move" at your normal speed, though you're actually moving your essence from one part of the environment to another. Consequently, this movement doesn't provoke attacks of opportunity.
Unlike with other uses of wild shape, your physical ability scores do not change and gear you wear still functions, though you can't activate items. If you are targeted by a spell that would affect the terrain (such as transmute rock to mud or whirlwind), you get a Fortitude saving throw. If you fail, you return to your natural form in a square adjacent to the space you occupied as the terrain. Form of Life: You must be in an area where plant growth is pervasive. You gain the benefits of boon of life (see above). You can make a grapple check as a swift action that doesn't provoke attacks of opportunity. You can use a slam attack as a swift action or a standard action. You can use control plants and entangle at will, as supernatural abilities. Form of Stone: You must be in an area where stone is common. You gain the benefits of boon of stone (see above). You gain a melee touch attack that knocks the target prone. You can use this attack as a swift action or a standard action. You can use earthquake as a supernatural ability, using your character level as the caster level. You can do this once while in this form (returning to normal form, then using wild shape to return to form of stone allows you to use earthquake again). You can also cast spells with the earth descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher. Form of Storms: Only while under an open sky, you gain the benefits of boon of storms (see above), plus the following additional features. You gain a slam attack that deals 2d8 (plus your Strength modifier) points of damage and knocks the target back 20 feet. You can use this slam attack as a swift action or a standard action. You can use call lightning storm as a supernatural ability while in this form. This is an at-will ability, but you can have only one in effect at a time. You can also cast spells with the air or electricity descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher. Form of Water: You must be in an aquatic environment. You gain the benefits of boon of water (see above). You gain a slam attack that deals 2d10 (plus your Strength modifier) points of damage and knocks the target back 10 feet. You can use this slam attack as a swift action or a standard action. You can use waterspout (Spell Compendium 236) as a supernatural ability, using your character level as the caster level. This is an at-will ability, but you can have only one waterspout active at a time. Unlike the normal spell, this waterspout has a 10-foot radius and can suck in Large and Huge creatures. You can also cast spells with the water descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher. Immortality of the Earth and Planes: Your life force pulses with the rhythms of the natural world, and in time you can no longer tell which is which. Your essence flows from place to place in the world, and from plane to plane. You see many things, but care little for events that don't harm the plants and animals of the planes. Over the eons, your name becomes forgotten -- heard only in the rustle of leaves, the crash of thunder, and the babbling of brooks.
Legends of your exploits have traveled the world, but they seem so unreal that most consider your very existence a rumor. An enemy might, if he's lucky, catch a glimpse of you in the shadows before he feels your blade in his back. Those who bring the fight to you find you an elusive opponent -- almost impossible to keep in one place or to hit effectively. Being a mythic shadow means you won't get all the glory you deserve, so you'll have to take comfort in being the one person who knows how good you really are. Requirements: 21st level Mythic ShadowLevelBenefit 21st Improved precision damage, phantom visage 24th Spectral stride 27th Spurn death 30th Shadow strike Improved Precision Damage (Ex): At 21st level, any attack you make that gets extra precision damage (because you're able to strike a vital spot with an ability such as the rogue's sneak attack, ninja's sudden strike, or scout's skirmish) becomes more powerful. Increase the size of your precision damage dice by one step. Phantom Visage (Su): At 21st level, you are under a constant greater invisibility effect. You can suppress or resume this effect as a swift action. Spectral Stride (Su): At 24th level, you gain the ability to move through solid objects. Doing so requires you to have a 10-foot running start. Additionally, you treat these objects as difficult terrain (each square of movement counts as 2 squares, each diagonal square counts as 3), and you can't end your movement inside a solid object. This movement provokes attacks of opportunity normally, but you have concealment (20% miss chance) against such attacks. Spurn Death (Su): At 27th level, you can usually avoid being killed or disabled. If you would be reduced to 0 hit points or fewer by an attack or die from massive damage from an attack, you can use an immediate action to attempt to spurn death. You have a 50% chance to avoid all damage from the attack. Shadow Strike: At 30th level, your attacks with weapons, natural weapons, or unarmed strikes become touch attacks. Immortality in the Shadows: Many characters who achieve their epic destinies leave the world, but you might not want to. Ageless and always concealed from sight, you can find out many things you're not supposed to know. There are still so many places to go and things to see that you might not tire of earthly delights for some time. Occasionally, you might even hear a story about yourself and your exploits. Perhaps you'll even spread a few rumors of your own. There's something satisfying about watching tales of your legendary deeds grow and become well-known legends, and if there are a few exaggerations here and there, who does it hurt? When the bards sing tales of your first adventures, even if you're actually 3 feet shorter than they say and you didn't really kill 800 orcs with one swing of your blade, it still feels like old times. In time, as your tale becomes taller and taller, you can no longer remember whether you're a real person, or just an old story.
Heres everything... maybe we should try making more Destinies? anyone want to take a crack at it?
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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.
This can be done in one of two ways. I created this class for an epic level soulknife, but with some modification to class abilities, it can easily be downgraded to be nonepic.
Soulmaster- Hit Dice: d10 Skill Points: 4+Int modifier
Improved Shape Mind Blade: At 1st level, you gain the ability to shape your mind blade into the form of any simple weapon you are familiar with. Additionally, you may reshape your mind blade as a standard action, rather than a full-round action. The weapon deals damage as appropriate to its size and type. Mental Bastion: As an immediate action, you may expend your psionic focus to make a Concentration check rather than a Will save. Among other benefits, this means that while using this ability, you do not autofail a saving throw on a natural 1. Soul Shield: At 3rd level, your mastery over the secrets of the mind expands. You can form a shield in much the same way as you form your mind blade. This shield has the animated property (see DMG) and grants a shield bonus equal to your class level. As normal for the animated property, it remains floating for five rounds. You may, as a move action, attempt to extend the animation for an additional five rounds by making a Concentration check (DC 25, +2 for each time you have extended the duration). Mind Blade Mastery: At 4th level, you gain a +2 to attack rolls and damage rolls with your mind blade. You also gain the ability to shape your mind blade into any martial weapon you are familiar with, as a move action rather than a standard action. Physical Bastion: This ability functions just like Mental Bastion, except it applies to Fortitude and Reflex saves instead. Soul Armor: As long as you are psionically focussed, you have the ability to manifest and maintain a suit of armor formed from the same mental energy as your mind blade and soul shield. This armor has an armor bonus of +5, with an enhancement bonus equal to your class level. This armor imposes no armor check penalty, has no maximum Dex, and no arcane spell failure chance. Mind Blade Supremacy: You gain the ability to manifest your mind blade with the speed of thought. You may form it as a free action instead of a move action, which means, among other things, that if you find its current form lacking (because of damage reduction or something else) you may switch its form in between attacks. Psychic Crush: As a full round action, at 7th level you gain the ability to perform a psychic crush once per day. Your mind blade must be charged with psychic energy (as for psychic strike) to use this ability. You make a single attack at your highest base attack bonus; if you hit, your target takes no physical damage...but takes a penalty to any one mental ability score equal to your Wisdom score minus one. The traget gets a Fortitude save (DC 19+ your Wis modifier) to halve the penalty.
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.
Is psychic crush serious?.. That is probably one of the most ridiculous things ever. It is way too easy to one-hit anything with that, even if it is 1/day, it should allow some kind of save. Save for half damage at least. Right now it is capable of straight-out killing pretty much anything as long as you contain a decent wisdom score.
Otherwise, really good job.
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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.
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.
So I told everyone at home about the Ravnica campaigns we're doing here, and they've roped me into running one for them. As such, I have adapted several Magic cards as arcane spells, and would like some input on them before actually letting people USE these monstrosities.
They will have a guild descriptor; these spells are Guild only and cannot be grabbed by those of another guild.
Invoke the Firemind
Evocation/Divination (Izzet)
Izzet Arcane Caster 5
Casting Time: 1 round
Components: V, S, Izzet
Range: See text
Duration: See text
Spell Resistance: Yes and None, see text
Saving Throw: Reflex and None
When you cast this spell, you may choose one of two modes. The first, and probably most likely used version, deals 1d8/two caster levels of fire damage at medium range to all creatures within a 20ft radius spread. Any creature caught in its radius may make a Reflex save for half damage. If that creature fails, the caster gains the ability to recall a cast spell (as a pearl of power) of 1d4th level. This spell must be recalled within an hour after Invoke the Firemind has been cast.
The second usage of Invoke the Firemind works very much like the commune spell, but has no XP cost and only one question may be asked. Niv-Mizzet reserves the right to completely ignore the caster.
Brightflame
Evocation/Conjuration (Fire, Healing, Boros)
Boros Arcane Caster 7
Casting Time: 1 standard action
Components: V, S, Boros
Effect: Ray
Target: One creature
Duration: Instantaneous
Saving Throw: None and Will half (harmless for this effect only)
Spell Resistance: Yes
Brightflame is the secret of the accomplished Boros arcanist, who melds her mastery over chaos into beneficial effect for herself. On a successful ranged touch attack, the target takes 1d8 fire damage per two caster levels (max 10d8). Brightflame has another effect, though- it inherently has the Boros ability Radiance, and chains itself to other legal targets as long as they are no more than 30ft apart. Those who are subject to the chaining effect may make a Reflex save for half damage. The caster, however, recieves a like amount in healing (1d8/2 caster levels, plus 1d8/ four levels for secondary targets of the radiance effect).
Lightning Helix is the mark of a Boros arcanist who has begun her studies is mixing the blasting with the beneficial. On a successful ranged touch attack, the target takes 3d6 damage- but the caster heals 3d6 damage.
Glimpse the Unthinkable (Dimir)
Enchantment/Necromancy (Dimir)
Dimir Arcanist 9
Casting Time: 1 standard action
Components: V, Dimir
Range: Touch
Target: Creature touched
Saving Throw: Will half
Spell Resistance: Yes
Glimpse the Unthinkable is one of the most horrid spells a Dimir mage can cast, at least in the opinion of an opposing mage. On a successful melee touch attack, the target loses 10 spell levels randomly chosen from the target's available spells. A successful Will save reduces this to only five spell levels.
(Note. Undead casters are deliberately not immune to this effect; thus, it is not mind-affecting.)
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.
At only 3d6 damage, Lightning Helix feels like a second level spell, not a third level spell (it's only slightly Scorching Ray when you only get one ray, and once you get more than one from Scorching Ray it is suddenly worse). Given that only Boros can cast it, you might want to make it feel powerful instead of the really weak feel it has right now.
Glimpse the Unthinkable feels extremely hard to use. While it's powerful when it goes off, 10 spell levels isn't all that much for a very high level caster (which you'd be fighting when you can cast 9th level spells) and melee touch attacks are kind of a big "crappy spell" sign for high level casters. I'd make it an 8th level spell and target at short range. I have to be honest, I'd probably prefer Spell Turning over that and Spell Turning is a 7th level spell.
The art of biomantic mastery is a tough one to master, but Simic mages manage to pull it off. When you cast this spell, all targets gain the benefit of a polymorph spell, changing into a form of their choice (HD cap: 15 or your caster level, whichever is lower). Each target gains one supernatural ability (if any) of their chosen form, and gains a +4 enhancement bonus to Strength and Dexterity.
This spell functions as reaving dispel (Complete Mage?) with the following change: instead of gaining the benefit of spells dispelled by Overrule, you heal 5hp/spell level of spells dispelled this way. Any excess healing take the form of temporary hit points that last for an hour.
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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{Magic: The RPG}
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
"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 might need to edit the spell a bit..
updated! Changed it into a super Prismatic Ray.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
"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.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
"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.
And then the universe implodes.
"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.
Highmen (Medium Humanoid)
This enigmatic and reclusive race of people have formed civilization in remote places of the world; mountainous coastal regions and islands where they are insulated from outside threats and allowed to live their lives in tranquility. The highmen most resemble humans, though taller, and with more striking, austere features. The highmen are a people of serenity and reflection, and they live long lives, even by the reckoning of some of the races with the most longevity. Though their climate and territory has dictated some portion of their culture and diet, much of the highman life revolves around the sun and its patron Ossiniel, a deific seraph who, in their lore, created them to bring light to a world of darkness. The highmen acquire a measure of sustenance from sunlight, and become vulnerable in its deficiency. The highmen empire is highly structured and split into three castes - the warrior, the priest and the mage - and these castes typically dictate the highman's role in society. Highmen are slightly weaker on average than humans in terms of brute strength, but use especially heavy weapons as a form of discipline. Though the highmen are not celestials, they seem intrinsically linked to the powers of holiness and display some unusual features. Golden hair, eyes and skin is the most common grouping of traits, but there are also some with silver-white or even pearlescent coloring.
Highmen Traits (Ex):
"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.
At this point, there's a large composition of information I have written about the race, but I figured people would prefer the short and sweet version.
Now, to popularize it.
Level
11th
Ignore arcane spell Failure 35%
+1 Level to existing Arcane Spellcasting class
12th
Channel Spell 6/day
Bonus Feat
13th
Ignore Spell Failure 40%
+1 level to Spellcasting Class
14th
Channel Spell 8/day
Bonus Feat
15th
Ignore Spell Failure 45%
Swift Channel
+1 Level to Spellcasting Class
16th
Channel Spell 9/day
Blade
17th
+1 Level to Spellcasting Class
18th
Channel Spell 10/day
Spell
19th
+1 Level to Spellcasting Class
20th
Blade and Spell
BaB and Saves: Follows Epic Progression
d8
Skill points: 2+Int Modifier
Blade: Once per day per two levels of SpellSword (max 10) as a swift action a Spellsword may make an extra attack at his highest attack bonus (this effect does not stack with effects like haste)
Spell: Once per day per two levels of SpellSword (max 10), whenever a spell is channelled by a Spellsword he may sacrifice a spell slot equal to the spell being channeled in order to grant it any of the following metamagic feats: Extend, Empower, Maximize. each effect is selected independently for each spell being channeled
Blade and Spell: A Spellsword has reached such mastery of both the art of the blade and the art of magic that he gains the following benefits:
A Spellsword's Blade can now make two attacks at his highest Base attack, and they are free actions (this effect still does not stack with haste effects, effects that allow full round actions such as belt of battle can only allow for a single attack, if this is used after the effect of the Belt of Battle you only get one attack)
A Spellswords Spells are stronger than usuall, a Spell sword may now sacrifice any number of spell slots whose total is equal to the spell being channeled (0 level spells count as 1/2 level), in addition a Spellsword may sacrifice another slot of equal or higher level in order to grant the spell a bonus of half his class level for overcoming Spell Resistance.
thats all i could come up with in such a short notice.... its strong bu only in its final levels... the templating is a little janky because im not used to templating PrC's... asside from that this seems fair right?
edit:
have it done now... lets see if this works
A Divine Longsword who some say was blessed by Mielikki herself, she has lied in deep sleep awaiting for the chosen of Mielikki with enough power to wield her
Weapon Stat
Adamantine Longsword
Ego:21
Personality: Vain, and Haughty, is very temperamental and has on over inflated opinion of herself, and will make this known to anyone.
Cha:20 Wis:20 Int:18
Speech, Telepathy
Lesser Powers
Bane: Aberrations
Bane: Outisders
Bane: Undead
Greater Powers
+8 to existing Divine Spellcasting class
This is the basics, over all price is 160.000gp im pretty sure i did something wrong here so im expecting AoK to drop by and give it a rewrite
Hatos
The Center
Greater Diety
Symbol: Scale of Ivory and Onyx intertwined.
Homeplane: Pocket Plane
Alignment: Neutral
Portfolio: Balance, Chaos, Law, Evil, Good, Oppisites
Worshippers: Not a whole lot
Cleric Alignments: N, NG, NE, LN, CN
Domains: Law, Chaos, Good, Evil, Balance, Air, Earth, Fire, Water
Favoured Weapon: Long Sword
Hatos (hay-toes), a deity of the center way, appears as a young pilgrim wearing simple clothes. He believes that all the multiverse should be in balance and that extremes are a danger.
Dogma:
Hatos believes that the multiverse started as a perfect mass of neutrality and that we should try to do our best to keep it neutral. He is fine with other alignments existing as long as they do not attempt to force their ways on others.
Cleric Training:
Clerics are expected to have performed an act of true chaos (likely major vandalism), true law (likely bringing in a wanted criminal), true good (likely helping someone in need) and true evil (likely killing someone for their own gain) and still choose the center path. If a person has done at least one of each of these acts, intentionally or unintentionally, agents of Hatos will begin attempting to track them down and teach them the ways of Hatos.
Light through the Darkness
You understand that even the most vile thing might need to be done for the betterment of all.
Prerequisite: Non-Good alignment, base will save +4
Benefit: Spells and effects that are keyed to alignment effect you as if you were good, as well as your actual alignment. For example, you become immune to spells effecting non-good creatures, you could wield a Holy weapon without fear of gaining a negative level, and you could take feats despite good alignment prerequisites.
Maddening Order
You understand the maddening contradictions of the laws you strive to fell.
Prerequisite: Non-Lawful alignment, base will save +4
Benefit: Spells and effects that are keyed to alignment effect you as if you were lawful, as well as your actual alignment. For example, you become immune to spells effecting non-lawful creatures, you could wield an Axiomatic weapon without fear of gaining a negative level, and you could take feats despite lawful alignment prerequisites.
Dark Heart
You understand that the road to hell can be paved with good intentions.
Prerequisite: Non-Evil alignment, base will save +4
Benefit: Spells and effects that are keyed to alignment effect you as if you were evil, as well as your actual alignment. For example, you become immune to spells effecting non-evil creatures, you could wield a Unholy weapon without fear of gaining a negative level, and you could take feats despite evil alignment prerequisites.
Ordered Chaos
You understand the inevitability of chaos.
Prerequisite: Non-Chaotic alignment, base will save +4
Benefit: Spells and effects that are keyed to alignment effect you as if you were chaotic, as well as your actual alignment. For example, you become immune to spells effecting non-chaotic creatures, you could wield a Anarchic weapon without fear of gaining a negative level, and you could take feats despite chaotic alignment prerequisites.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
Prerequisites: Ability to turn or rebuke undead, sneak attack +2d6, Knowledge: Religion 6 ranks, Hide 5 ranks, Move Silently 5 ranks, ability to cast 2nd level divine spells
Benefit: Your rogue and cleric levels stack for your effective turning level. In addition, for every three cleric levels you possess, you gain an additional +1d6 sneak attack. You must still follow the beliefs and ethos of your deity.
Prerequisite: Hexblade's curse class feature.
Benefit: You may use your curse an additional two times per day.
Prerequisites: Dex 17, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Focus, Two-Weapon Defense (alternatively, Twin Sword Style if using FRCS regional feats)
Benefit: When you use this feat, you may sacrifice any number of your normal attacks for the round. In exchange for this, if an enemy attempts to hit you, you may make an opposed attack roll at normal bonuses. If you win, you effectively parry the attack. You may only use this a number of times per round equal to the number of attacks you chose to forgo at the start of your turn.
Special: A fighter may choose this as a fighter bonus feat.
"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.
FIrst of lets begin with the Epic Destiny Feat (note you dont have to use this for your games, you could always rework it so that its an RP event and not a feat you must take)
You have a destiny beyond that of other adventurers.
Prerequisite: 21st level, any other requirements listed in the epic destiny's description.
Benefit: Choose an epic destiny. You gain that epic destiny's benefits at 21st, 24th, 27th, and 30th level. When you have this feat, you do not gain additional feats at 24th, 27th, or 30th level.
The power of magic items lures you, and you learn to command them with great ease. When you hold an item, you can trace the paths of the magic that formed it, and understand it like no one else -- not even its creator, unless the creator also is an artifact lord -- is able to. The more you use magic items, the closer your connection to them, and you gain the ability to protect them and even place your very soul within them. Eventually, even artifacts consider you their master.
Requirements: 21st level.
Artifact Lord Level Benefit 21st Impossible activation, charge item 24th Disjunction ward 27th Soul transfer 30th Artifact dominion Impossible Activation (Ex): At 21st level, you disregard effects that prevent you from activating magic items. For example, you can speak a command word even when silenced, or activate a mental command item while dominated or unconscious. This does not apply to items for which you don't meet the requirements, but you automatically get a result of 20 on all Use Magic Device checks.
In addition, you never provoke attacks of opportunity for activating a magic item.
Charge Item (Ex): At 21st level, you get the most out of your magic items. Once per day as a swift action, you can add one charge to an item that has charges or get an extra use out of an item that has a limited number of uses per day. If the item has multiple functions that have charges (such as a staff) or multiple functions that have a number of uses per day, you choose which one to increase or restore.
Disjunction Ward (Su): At 24th level, magic items you possess are protected against magical disjunction. If an effect (such as Mordenkainen's disjunction) would cause an item you hold, wear, or have on your body to become nonmagical, you can choose to negate that effect (for your items only) and to cause the effect's caster (if within line of effect) to suffer the effect himself. This feature also offers some protection to items you own, but don't have with you. An item you own that is not being worn or held by someone else gets a bonus on its saving throws equal to half your level.
Soul Transfer (Su): At 27th level, you can transfer your soul to an item when you die. This ability functions once per day. When you are reduced to 0 hit points, choose a magic item you possess. Your body blazes with cold blue light, then transforms into adamantine as the object becomes your soul's new home. As the object you have a fly speed of 30 feet (perfect), though if you transfer into an item your body's wearing, you won't be able to move. You can cast spells in this form, activate the item, and attack with it if it's a weapon (or similar item). Anything you do using this item functions as it normally would, and you still count the bonuses for magic items your body's wearing.
In this form, you can be attacked only as an item, not a creature (mind-affecting effects are an exception). If the item is destroyed, you die.
Artifact Dominion (Su): At 30th level, you can call upon the power of various artifacts. An artifact called by artifact dominion appears, assists you briefly, then returns to the location from which it came. Choose three of the options from the list below. You can activate each effect once per day as a swift action. If at any time you possess one of these artifacts, you gain one extra use of the listed effect (and the artifact dominion effect doesn't prevent you from using the artifact normally).
Book of Exalted Deeds: You can use this effect only if you are lawful good, neutral good, or chaotic good. For 1 hour, you cast good spells and use good abilities at +2 caster level. During this time, you can also make a melee touch attack that deals 1d6 points of damage per character level to an evil creature.
Book of Vile Darkness: You can use this effect only if you are lawful evil, neutral evil, or chaotic evil. For 1 hour, you cast evil spells and use evil abilities at +2 caster level. During this time, you can also make a melee touch attack that deals 1d6 points of damage per character level to a good creature.
Olidamarra's Dice: Choose a creature within 20 feet (or yourself). Roll 1d6 and consult the table to determine the effect upon the creature. There is no saving throw.
Roll Result 1 -1 penalty on attacks, saves, and checks for 1 hour 2 -4 penalty to AC for 10 minutes 3 +1 morale bonus on attacks and on saves against fear for 10 minutes 4 Gain effects of blur for 10 minutes 5 +1 insight bonus on all attacks, saves, and checks for 1 hour 6 Gain effects of freedom of movement for 1 hour Sphere of Annihilation: Duplicate the effects of disintegrate, caster level 20.
Staff of the Magi: You gain spell resistance equal to 10 + your level for 1 hour, and you're invisible (as the greater invisibility spell) for 5 rounds.
Immortality of Metal and Stone: With your destiny complete, you can rest in a new form that can survive for eons, through any sort of calamity. You disperse your essence into artifacts of your own design. Perhaps you transfer fragments of your persona to twelve amulets that wait to be picked up by the next generation of epic heroes. Or you could become an adamantine vessel that travels the skies, using supernatural senses to seek out danger and end it. Maybe your bones become artifacts, imbuing those who come upon them with some of your power. And if your next campaign is a 4th Edition game, you can use the artifact rules (in the Dungeon Master's Guide) to model your character's new incarnation.
When powerful forces desire to end the world or to snuff out existence, you will be there. With power that is destined to be under your command, you can fight off any threat. There is no danger you cannot face, and on the battlefields where the fate of everyone and everything is decided, you will stand victorious. You can fight the most powerful of creatures -- those regarded as invincible by almost everyone.
Requirements: 21st level.
Blade of Ragnarok Level Benefit 21st Unbreakable body, weapon of ruin 24th Slayer's fury 27th Unstoppable tenacity 30th Destiny strike Unbreakable Body (Ex): At 21st level, you gain damage reduction 5/--. Unlike most damage reduction, this stacks with all other DR. You automatically succeed on saving throws when you take massive damage.
Weapon of Ruin (Su): At 21st level, your attacks have abilities that let them bypass some damage reduction. You gain the aligned strike (corresponding to your alignment), epic strike, and magic strike qualities (Rules Compendium, pages 100-101).
You can also emulate a material or damage type on all your attacks. Only one can be in effect at a time, and changing it is a move action. The effect is continuous. You can treat your attacks as bludgeoning, piercing, slashing, adamantine, cold iron, or silver (with no damage penalty).
You also gain the ability to make a Sense Motive check (opposed by the target's Bluff) to determine the damage reduction type (but not amount) of a creature you can see.
Slayer's Fury (Su): At 24th level, you gain the ability to make devastatingly accurate attacks. Twice per day as a swift action, you gain a +20 luck bonus on all attack rolls you make on your current turn, and your critical hit range is doubled. Furthermore, you suffer no miss chance on the attacks and can re-roll any 1 you roll on an attack or damage roll.
Unstoppable Tenacity (Ex): At 27th level, you can fight when you should be dead. You don't die when you reach -10 hit points. Instead, you die when you have negative hit points equal to half your full normal hit points.
Furthermore, you can keep fighting when you are below 0 hit points. When reduced to -1 or fewer hit points, you automatically become stable and can choose to keep fighting. If you keep fighting while below 0 hit points, you take a -1 penalty on attacks, saves, and checks.
Destiny Strike (Su): At 30th level, you can make attacks that strip away the defenses of powerful enemies. You can use this ability three times per day. Before making an attack, you can declare it to be a destiny strike (a free action). If you hit, the DM lists all of the following the hit creature possesses: damage reduction, fast healing, immunities, miss chance (including from incorporeality), regeneration, resistance to energy, spell resistance, and turn resistance. You can suppress one of those benefits for 3 rounds. If it has multiple types of immunities or resistances, choose only one. The DM lists only the types, not the amounts. For example, the DM would tell you a monster has fast healing, fire resistance, and spell resistance, not that it has fast healing 23, fire resistance 10, and spell resistance 35.
The Long Wait of Immortality: Your destiny quest has been fulfilled. Most likely, you fought off an evil that could have destroyed your world, your plane, or all of creation. Your work done, you pass into hibernation in an unknown place, sleeping until you are needed once more. You've become a legendary, godlike figure. The one who is prophesied to return when needed once again. When another threat arises that is as powerful as the last, you might rise to stop it . . . but you might need to be awakened. A group of adventurers could seek you out to tap into the deep well of your martial power. And perhaps your new character can be one of these brave souls.
Over the course of adventuring, you have attained some small degree of inherent divine power. This initial spark is different from what divine spellcasters tap into, because it comes from within, not through worship or from the great deeds you have accomplished. As you travel through this epic destiny, you gain a small following of worshipers, which grows with each level until you become a full-fledged deity, and enhances your inherent divine power.
Note that the demigod epic destiny does not use the demigod traits outlined in Deities and Demigods. This is to keep the demigod's abilities more in line with the rest of the party, and for simplicity's sake.
Requirements: 21st level.
Demigod Level Benefit 21st Divine spark, death denied 24th Regenerative touch 27th Divine surge 30th Miracle Divine Spark: At 21st level, you gain either a +1 inherent bonus to each of two ability scores or a +2 inherent bonus to one ability score.
Death Denied: At 21st level, you become resistant to attacks that would instantly kill you. You gain a +5 luck bonus on saving throws against necromancy effects and saving throws against massive damage. If you roll a 1 on one of these types of saving throws, you can re-roll the die. If you succeed on a save against a necromancy spell, you suffer no effect, even if you would normally suffer a partial effect.
Regenerative Touch (Sp): At 24th level, you gain the ability to use regenerate at will (caster level 20).
Divine Surge (Su): At 27th level, you can restore yourself to fighting form. Once per day as an immediate action, you can use this ability to restore yourself to full maximum hit points and gain the benefit of greater restoration.
Miracle (Sp): At 30th level, you can use miracle once per day. You choose what happens, using your own divine power instead of making a request of a deity. You must still pay any XP and component costs required by the miracle spell. Use your character level to determine the caster level.
Divine Immortality: When you reach the end of your destiny quest, you become a true deity (if a minor one). Perhaps you create your own divine domain and portfolio, or perhaps a deity you had a close connection with gives you a piece of his power in respect for your incredible service. You might want to design a divine portfolio, holy symbol, and other trappings of your own faith before the campaign ends, and share those with the group when you finish your destiny quest. When you reach godhood, the adventuring life seems quaint compared to the power you wield. Your character's need to travel and battle mortal threats is finished, but her influence on other adventurers might not be. Perhaps the deity you've become will even be a major player in your next campaign.
Over many eons, in many bodies, with many names, you have adventured and conquered. In an endless cycle of death and rebirth, you have attained the name "hero" in many lands and many incarnations. When you die, you always return again, as a new hero. You might be very different in each form, but a common thread binds one soul to all these manifestations. You learn to draw on the strength and resolve of your past selves to fight off death itself.
Requirements: 21st level.
Eternal Hero Level Benefit 21st Continual resurrection, death denied 24th Quickening 27th Eternal renewal 30th Nexus of many lives Continual Resurrection: At 21st level, you gain the ability to return from the dead. At dawn each day, if you are dead, you are restored to life (as true resurrection). You can set a place where you want to be resurrected. (You must be standing in that place when you make the choice.) When you are resurrected, you can choose to be resurrected in the place you choose or in the place you died. You can choose a new location for your place of resurrection once per level.
Death Denied: At 21st level, you become resistant to attacks that would instantly kill you. You gain a +5 luck bonus on saving throws against necromancy effects. If you succeed on a save against a necromancy spell, you suffer no effect, even if you would normally suffer a partial effect.
You gain a +10 luck bonus on saving throws against death attacks and saving throws against massive damage. If you roll a 1 on one of these types of saving throws, you can re-roll the die.
Quickening: At 24th level, your body begins to heal at an amazing rate. At the start of your turn, you gain a number of temporary hit points equal to your level. If you already have any temporary hit points when you gain these temporary hit points, they do not stack -- use only the higher value.
Eternal Renewal (Su): At 27th level, you gain the ability to immediately come back from death's door. When you take damage that reduces you to below 0 hit points (even if you go below -10 hit points), you can use this ability as an immediate action. You go to 0 hit points, then regain a number of hit points equal to half your maximum hit points. You can use this ability twice per day, increasing to four times per day at 30th level.
Nexus of Many Lives: At 30th level, you can tap into the power of one of your past incarnations. You can use this ability once per day. When you do, choose which incarnation to activate and use the effect listed. Upon gaining this class feature, you must choose a weapon type for the warrior incarnation, the arcane spell for the arcanist incarnation, the divine spell for the disciple incarnation, and up to three options for the traitor incarnation.
The Warrior (Su): Make a full attack as a standard action. For the purpose of this attack, you have a +25 base attack bonus, a +11 Strength modifier, and a magic weapon with up to a +8 enhancement bonus and special properties equaling up to a total +5 bonus equivalent (you must choose the weapon's bonus and properties when you gain this epic destiny feature). You can apply any spells affecting you or feats you have to these attacks.
The Arcanist (Sp): Duplicate the effect of any 7th-level arcane spell from any class list. Your caster level is equal to your character level for this spell. While casting this spell, you do not suffer arcane spell failure, you automatically succeed on Concentration checks, and you gain a +10 bonus on caster level checks to overcome spell resistance.
The Disciple (Sp): Duplicate the effect of any 7th-level divine spell from any class list. Your caster level is equal to your character level for this spell. While casting this spell, you automatically succeed on Concentration checks and you gain a +10 bonus on caster level checks to overcome spell resistance.
The Traitor (Sp): Duplicate the effect of any 8th-level evil spell from any class list. This can include spells that can attain the evil descriptor if used in certain ways, such as summon monster spells, but must be cast as the evil version if used in this way. When you use the traitor manifestation, you might become evil if you are not already. Make a Charisma check (DC 20) after you use the manifestation. If you fail and are good, change the good axis of your alignment to neutral. If you are not good or evil, change neutral to evil. Your caster level is equal to your character level for this spell. While casting this spell, you automatically succeed on Concentration checks and you gain a +10 bonus on caster level checks to overcome spell resistance.
Immortality in Rebirth: Despite your ability to avoid it, you will eventually face death. It might be from a foe too powerful to overcome, but whom you might face again in another life. Or, you might have finished your destiny quest and realized your work is done in this body and it is time to move on. In either case, your soul returns to its true essence, and you experience, briefly, knowledge beyond all mortal ken. Then, you find yourself once again in a new body. Does this manifestation know anything about its past lives now or will it learn more later on? Does this form resemble the last or are they far different? All these might be questions to explore with your next character.
Your connection to nature has always been strong, but now it grows deeper still. Wherever you go, your essence infuses the landscape all around you, and you are likewise affected by your surroundings. You can manifest the power of the weather and call upon all the animal and plant life of the terrain to defend you or strike your foes. The strength of stone, the fluidity of water, and the life force of the trees are all a part of you. In time, it becomes difficult to separate you from the land, as it and your soul merge into one.
Requirements: 21st level, wild shape class feature
Force of Nature Level Benefit 21st Boon of nature 24th Improved boon of nature 27th Storm suffusion 30th Environment shape Boon of Nature (Su): At 21st level, you gain a continuous benefit that gets better in certain types of environments. You have access to two of the different boons listed below (chosen when you acquire this class feature), and can swap out boons as a swift action. The benefit applies in both your normal form and when wild shaped (or otherwise in an alternate form).
Boon of Life: At will, you can use a swift action to heal a creature within close range (25 ft. + 5 ft./2 levels). This effect cures a number of points of damage equal to half your character level. While you are in an area where plant growth is pervasive (such as a forest or meadow), you have fast healing 10.
Boon of Stone: You have DR 3/adamantine while this boon is active. If you have the ability to wild shape into an elemental, you can wild shape into any elemental with the earth subtype (within the normal size and HD restrictions). If you're in an area where stone is common (such as a mountain or stone-walled structure), you can trigger a minor tremor as a swift action. The range is long (400 ft. + 40 ft./level) and affects any creature standing on the ground within a 30-foot-radius spread. An affected creature must make a Reflex save (DC 20 + your Wisdom modifier) or fall prone.
Boon of Storms: At will, you can use a swift action to tap into the power of lightning or wind. You can call down a streak of lightning against a creature within medium range. It requires a ranged touch attack to hit and deals 1d6 points of electricity damage per two character levels. If you have the ability to wild shape into an elemental, you can wild shape into any elemental with the air subtype (within the normal size and HD restrictions). If you're under an open sky, you gain concealment (20% miss chance) while this boon is active.
Boon of Water: While this boon is active, you gain DR 3/magic and resistance to fire 10. If you have the ability to wild shape into an elemental, you can wild shape into any elemental with the water subtype (within the normal size and HD restrictions). While you are in an aquatic environment, you gain the benefits of freedom of movement and water breathing.
Improved Boon of Nature: At 24th level, you gain access to one additional boon of nature.
Storm Suffusion (Su): At 27th level, you take on the form of an immense storm when you are in danger of dying. When you are reduced to 0 hit points or fewer, you become a storm. This duplicates the effects of a storm of vengeance, with the radius of the effect centered on the square where you were. Use your character level for the caster level and your Wisdom modifier for the ability bonus. This effect lasts for 5 rounds (it's not dismissable when used this way), at which time you return to your natural form at 0 hit points and become stable. You can use this ability once per day.
Environment Shape (Su): At 30th level, you can assume the form of the terrain around you when you wild shape. When you do so, choose one of the forms listed below that is applicable in your current environment. You fuse with the terrain, taking up a 15-foot cube of space within the terrain type you choose (this cube must be adjacent to you when you change shape). This makes you fill the same amount of space as a Huge creature, and attacks against you can target any square in that space (though you don't take any of the modifiers for being Huge).
You can "move" at your normal speed, though you're actually moving your essence from one part of the environment to another. Consequently, this movement doesn't provoke attacks of opportunity.
Unlike with other uses of wild shape, your physical ability scores do not change and gear you wear still functions, though you can't activate items. If you are targeted by a spell that would affect the terrain (such as transmute rock to mud or whirlwind), you get a Fortitude saving throw. If you fail, you return to your natural form in a square adjacent to the space you occupied as the terrain.
Form of Life: You must be in an area where plant growth is pervasive. You gain the benefits of boon of life (see above). You can make a grapple check as a swift action that doesn't provoke attacks of opportunity. You can use a slam attack as a swift action or a standard action. You can use control plants and entangle at will, as supernatural abilities.
Form of Stone: You must be in an area where stone is common. You gain the benefits of boon of stone (see above). You gain a melee touch attack that knocks the target prone. You can use this attack as a swift action or a standard action. You can use earthquake as a supernatural ability, using your character level as the caster level. You can do this once while in this form (returning to normal form, then using wild shape to return to form of stone allows you to use earthquake again). You can also cast spells with the earth descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher.
Form of Storms: Only while under an open sky, you gain the benefits of boon of storms (see above), plus the following additional features. You gain a slam attack that deals 2d8 (plus your Strength modifier) points of damage and knocks the target back 20 feet. You can use this slam attack as a swift action or a standard action. You can use call lightning storm as a supernatural ability while in this form. This is an at-will ability, but you can have only one in effect at a time. You can also cast spells with the air or electricity descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher.
Form of Water: You must be in an aquatic environment. You gain the benefits of boon of water (see above). You gain a slam attack that deals 2d10 (plus your Strength modifier) points of damage and knocks the target back 10 feet. You can use this slam attack as a swift action or a standard action. You can use waterspout (Spell Compendium 236) as a supernatural ability, using your character level as the caster level. This is an at-will ability, but you can have only one waterspout active at a time. Unlike the normal spell, this waterspout has a 10-foot radius and can suck in Large and Huge creatures. You can also cast spells with the water descriptor normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels higher.
Immortality of the Earth and Planes: Your life force pulses with the rhythms of the natural world, and in time you can no longer tell which is which. Your essence flows from place to place in the world, and from plane to plane. You see many things, but care little for events that don't harm the plants and animals of the planes. Over the eons, your name becomes forgotten -- heard only in the rustle of leaves, the crash of thunder, and the babbling of brooks.
Legends of your exploits have traveled the world, but they seem so unreal that most consider your very existence a rumor. An enemy might, if he's lucky, catch a glimpse of you in the shadows before he feels your blade in his back. Those who bring the fight to you find you an elusive opponent -- almost impossible to keep in one place or to hit effectively. Being a mythic shadow means you won't get all the glory you deserve, so you'll have to take comfort in being the one person who knows how good you really are.
Requirements: 21st level
Mythic Shadow Level Benefit 21st Improved precision damage, phantom visage 24th Spectral stride 27th Spurn death 30th Shadow strike Improved Precision Damage (Ex): At 21st level, any attack you make that gets extra precision damage (because you're able to strike a vital spot with an ability such as the rogue's sneak attack, ninja's sudden strike, or scout's skirmish) becomes more powerful. Increase the size of your precision damage dice by one step.
Phantom Visage (Su): At 21st level, you are under a constant greater invisibility effect. You can suppress or resume this effect as a swift action.
Spectral Stride (Su): At 24th level, you gain the ability to move through solid objects. Doing so requires you to have a 10-foot running start. Additionally, you treat these objects as difficult terrain (each square of movement counts as 2 squares, each diagonal square counts as 3), and you can't end your movement inside a solid object. This movement provokes attacks of opportunity normally, but you have concealment (20% miss chance) against such attacks.
Spurn Death (Su): At 27th level, you can usually avoid being killed or disabled. If you would be reduced to 0 hit points or fewer by an attack or die from massive damage from an attack, you can use an immediate action to attempt to spurn death. You have a 50% chance to avoid all damage from the attack.
Shadow Strike: At 30th level, your attacks with weapons, natural weapons, or unarmed strikes become touch attacks.
Immortality in the Shadows: Many characters who achieve their epic destinies leave the world, but you might not want to. Ageless and always concealed from sight, you can find out many things you're not supposed to know. There are still so many places to go and things to see that you might not tire of earthly delights for some time. Occasionally, you might even hear a story about yourself and your exploits. Perhaps you'll even spread a few rumors of your own. There's something satisfying about watching tales of your legendary deeds grow and become well-known legends, and if there are a few exaggerations here and there, who does it hurt? When the bards sing tales of your first adventures, even if you're actually 3 feet shorter than they say and you didn't really kill 800 orcs with one swing of your blade, it still feels like old times. In time, as your tale becomes taller and taller, you can no longer remember whether you're a real person, or just an old story.
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Ryttare Kelasin Luna Orelinalei
Soulmaster- Hit Dice: d10
Skill Points: 4+Int modifier
Class Skills: Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), and Tumble (Dex)
Prerequisites:
Multiple throw class feature
Psychic strike +5d8
Autohypnosis 24 ranks, Concentration 24 ranks, Knowledge: (Psionics) 10 ranks
Feat: Psionic Meditation
1st-Improved Shape Mind Blade (simple, standard action), +1d8 psychic strike
2nd-Mental Bastion
3rd- Soul shield
4th-Mind Blade Mastery (+2 hit/dmg, martial, move action), +1d8 psychic strike
5th- Physical Bastion
6th- Soul armor
7th-Mind Blade Supremacy (+2 hit/dmg, free action), +1d8 psychic strike, Psychic Crush 1/day
Improved Shape Mind Blade: At 1st level, you gain the ability to shape your mind blade into the form of any simple weapon you are familiar with. Additionally, you may reshape your mind blade as a standard action, rather than a full-round action. The weapon deals damage as appropriate to its size and type.
Mental Bastion: As an immediate action, you may expend your psionic focus to make a Concentration check rather than a Will save. Among other benefits, this means that while using this ability, you do not autofail a saving throw on a natural 1.
Soul Shield: At 3rd level, your mastery over the secrets of the mind expands. You can form a shield in much the same way as you form your mind blade. This shield has the animated property (see DMG) and grants a shield bonus equal to your class level. As normal for the animated property, it remains floating for five rounds. You may, as a move action, attempt to extend the animation for an additional five rounds by making a Concentration check (DC 25, +2 for each time you have extended the duration).
Mind Blade Mastery: At 4th level, you gain a +2 to attack rolls and damage rolls with your mind blade. You also gain the ability to shape your mind blade into any martial weapon you are familiar with, as a move action rather than a standard action.
Physical Bastion: This ability functions just like Mental Bastion, except it applies to Fortitude and Reflex saves instead.
Soul Armor: As long as you are psionically focussed, you have the ability to manifest and maintain a suit of armor formed from the same mental energy as your mind blade and soul shield. This armor has an armor bonus of +5, with an enhancement bonus equal to your class level. This armor imposes no armor check penalty, has no maximum Dex, and no arcane spell failure chance.
Mind Blade Supremacy: You gain the ability to manifest your mind blade with the speed of thought. You may form it as a free action instead of a move action, which means, among other things, that if you find its current form lacking (because of damage reduction or something else) you may switch its form in between attacks.
Psychic Crush: As a full round action, at 7th level you gain the ability to perform a psychic crush once per day. Your mind blade must be charged with psychic energy (as for psychic strike) to use this ability. You make a single attack at your highest base attack bonus; if you hit, your target takes no physical damage...but takes a penalty to any one mental ability score equal to your Wisdom score minus one. The traget gets a Fortitude save (DC 19+ your Wis modifier) to halve the penalty.
"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.
Otherwise, really good job.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Fortitude save DC 19+ your Wis for half. As with psychic strike, doesn't work on creatures immune to mind effects or that have no mind to speak of.
"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.
They will have a guild descriptor; these spells are Guild only and cannot be grabbed by those of another guild.
Invoke the Firemind
Evocation/Divination (Izzet)
Izzet Arcane Caster 5
Casting Time: 1 round
Components: V, S, Izzet
Range: See text
Duration: See text
Spell Resistance: Yes and None, see text
Saving Throw: Reflex and None
When you cast this spell, you may choose one of two modes. The first, and probably most likely used version, deals 1d8/two caster levels of fire damage at medium range to all creatures within a 20ft radius spread. Any creature caught in its radius may make a Reflex save for half damage. If that creature fails, the caster gains the ability to recall a cast spell (as a pearl of power) of 1d4th level. This spell must be recalled within an hour after Invoke the Firemind has been cast.
The second usage of Invoke the Firemind works very much like the commune spell, but has no XP cost and only one question may be asked. Niv-Mizzet reserves the right to completely ignore the caster.
Brightflame
Evocation/Conjuration (Fire, Healing, Boros)
Boros Arcane Caster 7
Casting Time: 1 standard action
Components: V, S, Boros
Effect: Ray
Target: One creature
Duration: Instantaneous
Saving Throw: None and Will half (harmless for this effect only)
Spell Resistance: Yes
Brightflame is the secret of the accomplished Boros arcanist, who melds her mastery over chaos into beneficial effect for herself. On a successful ranged touch attack, the target takes 1d8 fire damage per two caster levels (max 10d8). Brightflame has another effect, though- it inherently has the Boros ability Radiance, and chains itself to other legal targets as long as they are no more than 30ft apart. Those who are subject to the chaining effect may make a Reflex save for half damage. The caster, however, recieves a like amount in healing (1d8/2 caster levels, plus 1d8/ four levels for secondary targets of the radiance effect).
Lightning Helix
Evocation/Conjuration (Boros)
Boros Arcanist 3
Casting Time: 1 standard action
Components: V,S, Boros
Range: 60ft.
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Lightning Helix is the mark of a Boros arcanist who has begun her studies is mixing the blasting with the beneficial. On a successful ranged touch attack, the target takes 3d6 damage- but the caster heals 3d6 damage.
Glimpse the Unthinkable (Dimir)
Enchantment/Necromancy (Dimir)
Dimir Arcanist 9
Casting Time: 1 standard action
Components: V, Dimir
Range: Touch
Target: Creature touched
Saving Throw: Will half
Spell Resistance: Yes
Glimpse the Unthinkable is one of the most horrid spells a Dimir mage can cast, at least in the opinion of an opposing mage. On a successful melee touch attack, the target loses 10 spell levels randomly chosen from the target's available spells. A successful Will save reduces this to only five spell levels.
(Note. Undead casters are deliberately not immune to this effect; thus, it is not mind-affecting.)
"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.
At only 3d6 damage, Lightning Helix feels like a second level spell, not a third level spell (it's only slightly Scorching Ray when you only get one ray, and once you get more than one from Scorching Ray it is suddenly worse). Given that only Boros can cast it, you might want to make it feel powerful instead of the really weak feel it has right now.
Glimpse the Unthinkable feels extremely hard to use. While it's powerful when it goes off, 10 spell levels isn't all that much for a very high level caster (which you'd be fighting when you can cast 9th level spells) and melee touch attacks are kind of a big "crappy spell" sign for high level casters. I'd make it an 8th level spell and target at short range. I have to be honest, I'd probably prefer Spell Turning over that and Spell Turning is a 7th level spell.
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I don't care if I was framed for murder if I only got a warning I would let it go.
I just don't want to make Glimpse too good; lowering the spell's level could be a good idea, but to what?
Also, a card that sucks in Magic, but decidedly does NOT in D&D:
Biomantic Mastery
Transmutation (Polymorph, Simic)
Simic Arcanist 8
Casting Time: 1 standard action
Components: V, S, Simic
Range: Close (25ft + 5ft./2 caster levels)
Targets: One willing creature/level
Duration: 10 min./level
Saving Throw: -
Spell Resistance: Yes
The art of biomantic mastery is a tough one to master, but Simic mages manage to pull it off. When you cast this spell, all targets gain the benefit of a polymorph spell, changing into a form of their choice (HD cap: 15 or your caster level, whichever is lower). Each target gains one supernatural ability (if any) of their chosen form, and gains a +4 enhancement bonus to Strength and Dexterity.
Overrule
Abjuration (Azorius)
Azorius Arcanist 9
Casting Time: 1 standard action
Components: V, S, Azorius
This spell functions as reaving dispel (Complete Mage?) with the following change: instead of gaining the benefit of spells dispelled by Overrule, you heal 5hp/spell level of spells dispelled this way. Any excess healing take the form of temporary hit points that last for an hour.
"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.