Ok, I wanted to start a thread that I could add things to that were unrelated to my other current projects.
Racial Classes:
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Maug monster class+2 Str, Con -
Medium Construct
Level HD BAB Fort Ref Will Special
1 1d10 +0 +0 +0 +0 Construct Traits, Rapid Repair, Alertness
2 1d10 +0 +0 +0 +0 +2 Str, +2 Dex, Spell resistance
3 2d10 +1 +0 +0 +0 Exotic Weapon Proficiency(Two bladed sword), +2 Str, +2 Int
4 2d10 +1 +0 +0 +0 Pulverize, +2 Str, +2 Cha
5 2d10 +1 +0 +0 +0 Large Size, +2 Str, +2 Dex
Skills: 8+Int(*4 at first level)
Craft, Intimidate, Knowledge(Architecture and Engineering), Listen, Profession, Spot, Survival.
Construct traitsSee Monster manual
Rapid Repair (Ex)A maug regains 1 hp for each full hour he rests. Other characters can double this with a DC 15 craft(stonemasonry) check. A maug cannot assist its own repair.
Spell ResistanceA maug has spell resistance equal to 14 + its hit die from class levels.
Pulverize(Su)Three times a day a maug can negate the hardness of a touched object for 1d4 rounds (Fortitude DC 18 negates). This power effects up to 1000 cubic feet of matter with each use. Unattended nonmagical objects get no saving throw. This attack does not provoke attacks of oppertunity.
Livewood dryad monster classLivewood Dryad
Medium Fey
+2 Dex +2 Cha
Automatic languages: Common, Elven, Sylvian.
Bonus Languages: Any
Level HD BAB Fort Ref Will Special Skills
1. 1d6 +0 +0 +2 +2 Livewood Dependent, Wild Empathy (6+Int)*4
2. 2d6 +0 +0 +3 +3 +2 Cha, +2 Wis, Minor Powers 6+Int
3. 2d6 +0 +0 +3 +3 +2 Dex, +2 Int, DR 5/Cold Iron
4. 3d6 +1 +1 +3 +3 +2 Cha, +2 Wis, Moderate Powers 6+Int
5. 4d6 +1 +1 +4 +4 +2 Dex, +2 Int, +3 Natural Armor 6+Int
6. 4d6 +1 +1 +4 +4 +2 Cha, +2 Dex, Major Powers
Class skills:
Craft, Escape Artist, Handle Animal, Hide, Knowledge (Nature), Listen, Move Silently, Profession, Ride, Spot, Survival, Use Rope
Livewood Dependent (Su)A Livewood Dryad is bound to a tree that can never die and as such most livewood dryads carry their tree with them in the form of an amulet or a quarterstaff. If her tree is ever more than 300 yards from her she will become sick and die within 4d6 hours.
Wild Empathy (Ex)This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.
Minor powersA dryad gains Entangle, Speak with Plants and Tree shape as spell like abilities usable 1 time a day.
Moderate PowersA dryad gains Charm person, Deep Slumber and Tree Stride as spell like abilities usable 1 time a day. In addition her uses of her minor powers increase to 3 times a day
Major PowersA dryad gains Suggestion as a spell like ability usable 1 time a day. In addition her minor and moderate powers improve. Minor powers are usable at will and moderate powers are usable 3 times a day.
Dryad powers have a caster level equal to her hd and DCs are wisdom based.
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Feats:
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Hopilite Infantry spearmasterRequires: BAB 1+, Proficiency with the longspear
You may wield a longspear in one hand without penalty. It is still treated as a two handed weapon for all other purposes. This feat also allows you to attack targets inside your reach.
Hopilite Spear and ShieldRequires: Hopilite Infantry Spearmaster.
This feat functions in the same way as Two weapon fighting with a couple of differences, you may only use a longspear and an Aspis as your weapons and there is no penalty to attack rolls on either of your attacks. This feat improves at level 10 and grants an extra attack with your offhand weapon at no additional penalty.
Hopilite shield wallRequires: Hopilite shield and spear
While you are armed with both an aspis and a longspear and are not flat footed enemies attacking you have a 50% miss chance with all attacks. You may apply this miss chance to spells that require line of effect. Additionally any ally stood immediately to your left gains 25% miss chance (blocking spells as above) and your shield bonus to their AC in addition to their own bonus (if any). If you are fighting in a formation it is possible to receive both sets of miss chance for a total of 75%.
Aspis throat smash. Requires: Proficiency with the Aspis.
As part of a charge action you may make a jump check (DC 10+ the charged target's Size. 0 for medium 1 for large etc) If this succeeds you may then make an attack roll (in addition to the one (or more) for charging) to disable your opponent with your shield. If this hits the target they are knocked prone and must take a fortitude check (DC 10+ BAB + Str) or be unable to cast spells with verbal components until the end of the fight or until they receive magical healing equal to the damage done in the attack. This attack deals normal damage for your Aspis taking into account charging bonuses.
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Equipment:
[spoiler]Martial melee
Weapons: Cost Small Medium Crit Range Weight Type
Aspis 20 gp 1d6 1d8 x2 — 15 lb. Bludgeoning
Kopis 15 gp 1d4 1d6 19-20/×3 — 4 lb. Slashing
Shields: Cost AC Dex Bonus Armor Check Spell Failure 30ft 20ft Weight
Aspis 20 gp 3 — -4 25% — — 15 lb.
Aspis:An Aspis is a large round shield designed for use in tight formations, it can be effectively used to attack as well as defend. As such it has a separate weapon entry. To effectively use an Aspis you must be both proficient with both martial weapons and shields apart from tower shields. Making an attack with an aspis is not a shield bash, it is an offhand attack. Treat the Aspis as a one handed weapon for all purposes.
KopisA Kopis is a one handed weapon with an average length of about 3 feet and an inwardly curved blade.
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Prestige Classes
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Spellwarp Sniper
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Entry Requirements Skills: Concentration 8 Ranks, Spellcraft 8 Ranks.
Feat: Point Blank Shot.
Spellcasting: Ability to cast 3rd level spells.
Special: Sneak Attack, Skirmish or Sudden Strike +1d6.
HD: d6
Level BAB Fort Ref Will Special Spellcasting
1 +0 +0 +2 +2 Spellwarp +1 of Existing spellcasting class
2 +1 +0 +3 +3 Sudden raystrike +1d6 +1 of Existing spellcasting class
3 +2 +1 +3 +3 Precise Shot +1 of Existing spellcasting class
4 +3 +1 +4 +4 Sudden Raystrike +2d6 +1 of Existing spellcasting class
5 +3 +1 +4 +4 Ray Mastery, Empower Ray +1 of Existing spellcasting class
6 +4 +2 +5 +5 Sudden Raystrike +3d6 +1 of Existing spellcasting class
7 +5 +2 +5 +5 Critical Beam (19-20) +1 of Existing spellcasting class
8 +6 +2 +6 +6 Sudden Raystrike +4d6 +1 of Existing spellcasting class
9 +6 +2 +6 +6 Critical Beam (x4) +1 of Existing spellcasting class
10 +7 +2 +7 +7 Ray Barrage, Sudden Raystrike +5d6 +1 of Existing spellcasting class
Class Skills (4+Int modifier per level): Concentration, Craft, Hide, Intimidate, Knowledge (Arcarna), Move Silently, Profession, Spellcraft, Spot.
Spellcasting.At each level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a spellwarp sniper, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spellwarp (Ex) You can alter the form of certain area spells into rays as you cast them. As a free action, you can warp a 1st-level area spell with instantanious duration and a range greater than touch. The spells level, components and damage (if any) remain unchanged. However, the spell's area entry is replaced by an effect entry of "ray".
The spell acts in all ways as a ray, and is considered a ray for the purpose of effects that modify or depend on rays (such as the other abilities of this prestige class). You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell offered a reflex save to reduce or negate its effect, the ray does not. However if the original spell allowed a fortitude or Will save to reduce or negate the spell's effect, the save still applies.
You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell though you may choose to. You can apply metamagic feats as normal to the spell as long as they can affect ray spells.
Each time you advance a level in this class, the maximum levle of spell that you can affect increases by one. For example, a 3rd-level spellwarp sniper can warp spells of up to 3rd level. A 10th-Level spellwarp sniper may warp epic spells.
Sudden Raystrike (Ex)If? you can catch an opponent when he is unable to defend himself effectively from your ray attack you can strike a vital spot for extra damage. Whenever the target of one of your ray spells is denied a Dexterity bonus to AC (Whether the target actially has a Dexterity bonus or not) you deal an extra 1d6 points of damage with your ray spell (If your ray spell does not deal hit point damage, this extra damage does not apply). At every even level this ability improves, dealing an additional 1d6 damage as shown on the table above.
Precise ShotAt 3rd level, you gain precise shot as a bonus feat. If you alreay have precise shot, you can select any other feat that has Point Blank Shot as a prerequisite, as long as you meet the prerequisites for the chosen feat.
Ray Mastery (Ex)At level 5 you gain unequaled control over your ray spells. This control manifests in two ways.
1. You can apply the damage from the sudden raystrike ability (as well as any additional sneak attack, skirmish or sudden strike damage from other souces) to ray attacks against a target within 60ft, instead of 30 feet.
2. You can deliver a coup de grace with a ray spell that deals hitpoint damage. You must be adjacent to your target to deliver the coup de grace.
Empower Ray (Ex)Beginning at 5th level a Spellwarp sniper may empower a ray spell as though with the empower spell feat, without any adjustment to the spells level or casting time. This applies to spells that are already rays and those you warp into rays. You may use this ability a number of times a day equal to your spellwarp sniper level -4.
Critical Beam (Ex)Whenever the spellwarp sniper uses a weaponlike spell (any spell that requires an attack roll and deals damage) their chances of a critical hit are increased.
At 7th level the critical threat range on weaponlike spells is increased to 19-20.
At 9th level the critical damage multiplier of weaponlike spells is increased to x4
Ray Barrage (Su)A 10th level Spellwarp Sniper may add their sudden raystrike (and Sneak attack, skirmish or sudden strike) damage to each hit of a barrage spell.
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Bladefire Valkyrie
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A bladefire valkyrie is the foremost of a deities hunters, they seek out evil in all places it hides and purges it with holy flames, Only angelic beings can realistically take this prestige class and even then they will most likely be Cleric, Paladins or Favoured Souls.
Becoming a Bladefire Valkyrie
Entry Requirements
Type: Outsider
Alignment: Any Good
Skills: Knowledge (arcana) 8 ranks, Knowledge (the planes) 4 ranks.
Spellcasting: Able to cast second level divine spells
Special: Must have acted as a judge or inquisitor, Fly speed with good manoeuvrability or better
The Bladefire Valkyrie
Hit Die: d10
Level BAB Fort Ref Will Special Spellcasting
1st +1 +2 +2 +2 Holy Order/ Divine Proclamation +1 Existing
2nd +2 +3 +3 +3 ------------------ +1 Existing
3rd +3 +3 +3 +3 Burning Fury +1 Existing
4th +4 +4 +4 +4 Know Thy Enemy +1 Existing
5th +5 +4 +4 +4 Heavens Wrath +1 Existing
6th +6 +5 +5 +5 ------------------- +1 Existing
7th +7 +5 +5 +5 Judgement +1 Existing
8th +8 +6 +6 +6 Meteor Attack +1 Existing
9th +9 +6 +6 +6 Archangels Power +1 Existing
10th +10 +7 +7 +7 Flaming Apotheosis +1 Existing
Class Skills (2 + Int modifier per level)
Class Sills: Craft, Concentration, Heal, Intimidate, Knowledge(Religion),Knowledge( Arcana), Sense Motive
Class Features
Weapon and Armour Proficiency: Bladefire Valkyries are proficient with all simple and martial weapons all kinds of armour and all Shields including tower shields.
Spells per Day/Spells Known: At each level, a Bladefire Valkyrie gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spell-casting class to which he belonged before adding the prestige class level. He does not, however, gain any other bene?t a character of that class would have gained (such as the bonus Turning Hit dice of a Cleric). If he had more than one divine spell-casting class before becoming a geometer, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Holy Order: A Bladefire Valkyrie is driven to seek out and destroy evil in all its forms. Upon taking the first level of the class the valkyrie gains the Lawful and Good Subtypes and her alignment changes to Lawful good if it wasn’t already even if her deity’s alignment does not match this.
Divine Proclamation: The Native plane of the Vakire changes to that of her gods at her first level; she loses the native subtype if she had it. However she may still be resurrected as a native creature if she could be before entering this class. The Valkyrie is bound by the orders of her god to hunt and destroy evil at any cost; so long as her goal is the destruction of evil she need never atone for her sins and may cast [Evil] spells without penalty even if she could not beforehand.
Burning Fury: At 3rd level and higher, a Bladefire Valkyrie can, as a move action, imbue any melee weapon she wields with cleansing flames. The imbued weapon deals an extra 2d6 points of Divine and Fire damage on each hit (split evenly). The effect lasts for 1 minute and may be dismissed as a free action. She can use this ability a number of times per day equal to her class level. If the weapon already has a magical effect that allows it to deal energy damage, that effect is suppressed for the duration of the elemental weapon effect. When a Bladefire Valkyrie reaches 5th level, this ability improves. The extra damage remains the same, but on a successful critical hit, the weapon releases a burst of energy that deals even more damage of the same type (for a total of 6d6). The additional damage is 4d6 points for weapons with a ×2 critical multiplier, 6d6 points for weapons with a ×3 critical multiplier, or 8d6 for weapons with a ×4 critical multiplier. At the 8th level the initial 2d6 Divine and Fire damage becomes a constant effect, it may be dispelled at will and takes a minor action to reignite but is otherwise always active At the 10th level the critical effect of this ability becomes permanent; it is dispelled and activated at the same time as the level 8 ability.
Know thy Enemy: At the 4th level the Bladefire Valkyrie gains the ability to discern lies (as the spell) a number of times equal to her Bladefire Valkyrie level per day , her effective caster level is equal to twice her Bladefire Valkyrie level.
Heavens Wrath: At the 5th level all spells cast by a Bladefire Valkyrie gain the Good descriptor, she also gains the War and Fire domains if she didn’t have them already.
Judgement: at the 7th level the Bladefire Valkyrie can call down a judgment of her deity upon a target with intelligence greater than 2. The target must take a will save against the users Bladefire Valkyrie level+10+her charisma modifier or die from the horror of their sins. This ability fails of the target has taken the sacred vow feat or has never committed a sin in the eyes of the Valkyrie’s god. This attack is a Mind affecting Good Fear Death effect. This ability may only be used once per creature and may only be used once a week per level of Bladefire Valkyrie.
Meteor Attack: At the 8th level a Bladefire Valkyrie can perform a meteor attack once a day, the Meteor attack can be preformed only when the Valkyrie is more than 10 ft off the ground. Upon using the attack the Valkyrie bursts into flames and may make a number of Fiery blast attacks equal to her HD, she may use all the attacks in one round or may spread them out over a number of rounds equal to her HD. Creatures coming within 5ft of the valkyrie whilst she is alight are set on fire for 1d4 rounds (fort negates). The Fiery blasts deal 10d6 Fire and Divine damage (split evenly). The attacks count as ranged touch attacks and have a range of 40 ft.
Archangels power: At the 9th level a Bladefire Valkyrie gains two more pairs of wings than she previously had, they are placed lower on the back than any other wings she had. This ability increases her flying speed to 3 times her base land speed grants perfect manoeuvrability and gives the Hover feat (p304 Monster manual) she counts as a size category larger than she is for determining the effects of feats that require hover.
Flaming Apotheosis: At the 10th level a Bladefire Valkyrie’s wings become as living flames, any creature touching the flames takes 1d4 Divine and Fire damage if it has hostile intentions toward the Valkyrie. The Bladefire Valkyrie gains the Fire subtype if she didn’t have it already and she gains a +5 to intimidate checks made against Evil creatures. The valkyrie’s wings act as though they had a continual flame spell cast on them.
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Other Threads:
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System-
Machines of the GodsTemplates-
Making LA worth itCreatures-
SliversElectrospark and Electrostorm GolemsNekomimiBase Class-
ScholarSoheiElemental DisciplesBlade FrenzyMonster Class-
EryniesValkyrieNymphBattle DragonGrimoire DragonPRC-
Arcane Archer[/spoiler]