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Hit Die: d12
BAB: Good
Saves: All Good
Class SkillsSkill Points at 1st Level:Skill Points at Each Additional Level: 4 + Int modifier
Lv | Class Features |
1 | Chosen weapon, Masterwork body |
2 | Domain I |
3 | Fast movement +5ft, Weapon Specialisation |
4 | Domain II |
5 | Chosen weapon (aligned strike), Immunities (disease) |
6 | Fast movement +10ft, Domain III |
7 | Perfection I |
8 | Domain IV |
9 | Fast movement +15ft, Spell resistance |
10 | Chosen weapon (materials), Domain V |
11 | Immunities (poison) |
12 | Fast movement +20ft, Domain VI |
13 | Perfection II |
14 | Domain VII |
15 | Chosen weapon (force), Fast movement +25ft |
16 | Domain VIII |
17 | Immunities (mind-affecting) |
18 | Fast movement +30ft, Domain IX |
19 | Perfection III |
20 | Apotheosis, Chosen weapon (stunning) |
Chosen weapon: A ? chooses one weapon with which he is proficient. He gains the Weapon Focus feat for that type of weapon, and it gains a +1 enhancement bonus (or equivalent) per two class levels (round down). He may further enchant the weapon as if he possessed the Craft Magic Arms and Armour feat, ignoring prerequisites other than caster level (for which he uses his class level). He may even choose unarmed strike as his chosen weapon, in which case he gains Improved Unarmed Strike as a bonus feat. At 3rd level, he also gains the Weapon Specialisation feat for that weapon. At 5th level, his chosen weapon gain alignment decriptors matching his alignment. At 10th level he may treat it as any metal for the purposes of ignoring damage reduction. At 15th level it gains the Force descriptor. At 20th level any creature struck by his chosen weapon must make a Fort save (DC = 10 + half his character level + his Wis modifier) or be stunned for 1 round.
Masterwork body: A ?'s body is treated as a suit of masterwork armour which grants a base armour bonus to AC equal to his Wis modifier. This "armour" has no maximum Dex bonus, armour check penalty or arcane spell failure, does not reduce his speed or count as armour for abilities which require the character to be unarmoured, and cannot be removed. The armour may be enchanted in the same manner as his chosen weapon (though it does not grow in power automatically as he levels). If the ? is a warforged the bonus granted by his composite plating is halved and his Wis modifier is added to it - this replaces the standard version of the ability.
Domain: At 2nd level, a ? gains access to one cleric domain. He gains the granted power of the domain and may cast each of its spells 1/day as spell-like abilities, as long as his class level is at least double the spell level. He must still provide any material or XP components normally required by the spell.
Fast movement: A ?'s base speed for all movement modes increases by +5ft at every third level.
Immunities: A ? becomes immune to disease at 5th level. At 11th level he becomes immune to poison, and at 17th level he becomes immune to mind-affecting effects.
Perfection: At 7th level, and every 6th level thereafter, all a ?'s ability scores increase by 1.
Spell resistance: At 9th level, a ? gains spell resistance equal to his class level + 11. He may raise or lower this spell resistance as a free action.
Apotheosis: At 20th level, a ? becomes a minor deity. He gains Divine Rank 0, which grants the following benefits (note that he has already gained some of the effects of divinity through his class levels, and thus they are not included).
- No longer age, and do not need to eat, drink or sleep.
- Type treated as Outsider in addition to normal type.
- Hit points from all HD are maximised (if the character's HD were already maximised for some reason, his base hp are doubled).
- Deflection bonus to AC equal to Charisma modifier
- DR 10/epic
- Immunity to transmutation effects, except ones he uses on himself.
- Immunity to energy drain, ability drain, and ability damage.
- Spell resistance increases to class level + 15
- Resistance to fire 5