Homebrew and 3rd Party Material.   Posted by Wanderer.Group: 0
Wanderer
 GM, 9 posts
Sun 23 Aug 2015
at 19:17
Homebrew and 3rd Party Material
This thread will list Homebrew and 3rd Party material which has been approved for use.
Wanderer
 GM, 19 posts
Sat 29 Aug 2015
at 15:23
Homebrew and 3rd Party Material
This thread contains a list and descriptions (when available) of Homebrew and 3rd Party Material that has been approved for use in the arena.  I will try to categorize things to make them easier to find, and will have a list of links below (if there is enough stuff to warrant it).
Wanderer
 GM, 20 posts
Sat 29 Aug 2015
at 15:30
Homebrew and 3rd Party Material
Classes:

Epic Progressions for Tome of Battle Classes: Link

Dabbler (New Class)
This class gives you basically nothing, except a bonus feat at every level.
BAB: +0.5/level
Fort save: +0.33/level
Ref save: +0.33/level
Will save: +0.33/level
HD: d4
Skill points: 2+Int modifier
Class Abilities: At each class level, the character gains a bonus feat, which can be any non-epic feat.  Any pre-requisites for the feat must still be met.


Feats:

Epic Feats for Tome of Battle Classes: Link

Epic Vow of Poverty: Link
  • Note that you don't get Divine Rank 0
  • Also, in epic levels you no longer get a bonus feat every other level

I'm Adopted [General]
Benefit: Choose a race.  You count as either your actual race or the chosen race for the purposes of qualifying for feats, classes, casting spells, using magic items restricted by race, or taking racial substitution levels.  As an example, a dwarf who takes this feat and chooses elf could take levels in both Dwarven Defender and Bladesinger.
Special: This feat can only be taken at 1st level, and can be taken up to twice.

Penetrate Energy Immunity: [Epic]
The character is intimately familiar with this form of energy, and is able to use this energy to injure even those normally immune.
Benefit: Choose an energy type (fire, cold, acid, electricity, sonic).  Any form of attack using this energy is able to affect enemies who are normally immune to the chosen energy type.  Such attacks deal half-damage to such creatures.  Energy resistance is entirely bypassed.

Hit Them Where It Hurts: [Epic]
The character is able to place blows to deal the most damage, even against those seemingly without weaknesses.
Benefit: A character with this feat has a 25% chance to score sneak attacks and critical hits against creatures normally immune (such as undead and constructs).  Against opponents with the armor fortification enchantment (or moderate, or heavy fortification), the chance for normal damage is reduced by 25%.
Special: This feat may be taken up to twice.  If taken twice, it grants a 50% chance for critical hits and sneak attacks to affect creatures normally immune, and reduces the chance for normal damage (from the fortification enhancements) by 50%.

Basically an Artifact [Epic]
Some of your magic items have become legendary in their own right, nearly granting them the status of an artifact.
Benefit: Upon taking this feat, you may select 4 epic magic items (>200,000 gp value) in your possession.  This items are basically artifacts.  They are unaffected by an antimagic field, and cannot be destroyed by most means.
Special: This feat may be taken more than once.  Each time it is taken, 4 more items can be designated as basically artifacts.

You Cast Your Spells How?
The character has learned a slightly different method of spellcasting.
Benefit: A character with this feat can choose a different mental stat on which to base his spells per day.
Examples: A character with this feat could have his cleric levels grant spells per day based on Charisma, rather than Wisdom, or could have his sorcerer levels grant spells per day based on Intelligence, rather than Charisma.
Special: This may be taken more than once, and applies to a different class each time.

I Never Liked P.E. Anyway
Benefit: A character with this feat can choose a mental stat on which to base his bonus hit points, rather than basing them on Constitution.
Special: This feat cannot be used with any other feat which adjusts hp based on a stat, such as Beauty's Bounty and Faerie Mystery Initiate, essentially replacing these feats.  It can be used in combination with the Arcane Lord epic destiny feature, but this feat and the epic destiny feature must be based on different mental stats.

Miser with Magic
You are able to use less magical power to cast your spells.
Benefit: When you cast a spell, you can attempt to retain most of the spell energy, allowing you to retain the spell (slot), to be cast again.  The more powerful the spell, the less likely you are to succeed in this attempt.  The chance of failure is equal to 5% x spell level.  So, if attempting to retain a 1st level spell, you only suffer a 5% chance of failure, but if attempting to retain a 9th level spell, you suffer a 45% chance of failure.
Special: You may attempt to retain a total number of spell levels per day equal to your character level (50 for the PCs, at least initially).




EPIC SPELL: HEAL [Epic]
Prerequisites: Epic level
Benefit: As a swift action, the character can heal himself of disease and injury.  The character is completely cured of all diseases, blindness, deafness, hit point damage, and temporary ability damage.  Poisons in the character’s system are neutralized so that no additional damage or effects are suffered. Use of the feat also offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the character’s abilities, including effects caused by spells. Only a single application of the feat is needed to simultaneously achieve all these effects.
The character can also heal permanently drained ability scores and remove negative levels and drained levels, by spending one extra action point.  See Special.
Special: Use of this feat costs the character 2 action points.  This feat is equally beneficial to undead, as it does not rely on positive or negative energy to achieve the effects.
Normal: Without this feat, you will die sooner.

EPIC SPELL: CONTINGENT TRUE RESURRECTION [Epic]
Prerequisites: Epic level
Benefit: This feat is activated as a reflexive free action by a character’s body immediately after his death.  The character is restored to life and complete vigor, with full hit points, and no loss of prepared spells. The condition of the remains is not a factor. So long as some small portion of the character’s body still exists, it is returned to life.  Negative effects are removed as if benefiting from the Epic Spell: Heal feat.
Special: Use of this feat costs the character 5 action points.  This feat is equally beneficial to undead, as it does not rely on positive or negative energy to achieve the effects.
Normal: Without this feat, when you get killed you normally stay dead.

EPIC SPELL: REFLECT [Epic]
Prerequisites: Epic level
Benefit: As a swift action, the character can shield himself from attack.  Attacks targeted against the caster rebound on the original attacker. Each use of the Epic Spell: Reflect feat is effective against one type of attack only: spells (including psionics and spell-like effects), ranged attacks, or melee attacks.  A point of reflections is created when this feat is used, and the character decides which attacks will be reflected.
Special: Use of this feat costs the character 1 action point per attack to be reflected.
Normal: Without this feat, you should probably avoid getting hit.

EPIC SPELL: TRUE SEEING [Epic]
Prerequisites: Epic level
Benefit: As a swift action, the character can gain super vision.  The character can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, see onto the Ethereal Plane (but not into extradimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 300 feet.  This sight lasts for the duration of the fight.
Special: Use of this feat costs the character 2 action points.
Normal: Without this feat, you have your normal vision.

EPIC SPELL: DISPEL MAGIC [Epic]
Prerequisites: Epic level
Benefit: As a swift action, the character can dispel magic (and psionics) on his foe.  Each spell is subject to this effect, and has a 50% chance of being dispelled.  Alternately, the character can target his opponent’s magic items (including weapons and armor).  If targeted against a single visible item, the item has a 75% of being affected.  If targeted to affect all of the opponent’s items, each has only a 15% chance of being affected.  The powers of magic items affected by this feat are suppressed for 1d4 rounds.
Special: Use of this feat costs the character 2 action points.
Special: A character can un-suppress one of his magic items immediately, by spending 1 action point.
Normal: Good luck using a normal dispel magic spell.

EPIC SPELL: SUMMON MONSTER X [Epic]
Prerequisites: Epic level
Benefit: As a standard action, the character can summon a monster to help him.  This acts as a summoning spell, but is not affected by spells or effects which would normally warp or prevent the use of summoning spells.  The list of monsters that can be summoned using this feat still need to be added.
Special: Use of this feat costs the character an amount of action points, based on the monster summoned.  See the table for costs.
Normal: You have to fight by yourself.

This message was last edited by the GM at 06:57, Mon 30 Nov 2015.

Wanderer
 GM, 21 posts
Sat 29 Aug 2015
at 15:32
Epic Progressions
Epic Prestige Classes: The BAB and Base Save Bonus progressions for the epic prestige classes are listed below.
  • Agent Retriever: BAB +1, Fort +0.5, Ref +0.5, Will +0.33
  • Divine Emissary: BAB +0.75, Fort +0.5, Ref +0.33, Will +0.5
  • Epic Infiltrator: BAB +0.75, Fort +0.33, Ref +0.5, Will +0.33
  • Guardian Paramount: BAB +1, Fort +0.5, Ref +0.33, Will +0.5
  • High Proselytizer: BAB +0.75, Fort +0.5, Ref +0.33, Will +0.5
  • Legendary Dreadnought: BAB +1, Fort +0.5, Ref +0.33, Will +0.33
  • Perfect Wight: BAB +0.75, Fort +0.33, Ref +0.5, Will +0.33
  • Union Sentinel: BAB +1, Fort +0.5, Ref +0.33, Will +0.33
  • Void Disciple: BAB +0.75, Fort +0.33, Ref +0.5, Will +0.33

Wanderer
 GM, 37 posts
Thu 17 Sep 2015
at 17:12
Epic Destinies
In addition to the ones listed on the original article, the below homebrew epic destinies have been approved for use.

High Mage
Eternal Seeker
  • The epic destiny is changed, in that reality revision does not have an XP cost.

Sublime Master
  • The epic destiny is changed, to clarify that Sagacious Learning only applies for the next 10 initiator levels.
  • Also, note that you need to have access to 9th level maneuvers at 20th level in order to qualify for this epic destiny.

This message was last edited by the GM at 06:41, Wed 14 Oct 2015.