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Forbidden intersection of light and dark [multiclass]

Prerequisites: 1 level in either lumen sage, or umbra witch, and


be descended from either a celestial being (If umbra witch), or a
tainted being (if a lumen sage)
Benefits: You can take levels in both lumen sage and umbra
witch. In addition, you ignore gender requirements for both
classes. In addition, if you have Devout witch and Solemn sage
as feats, you gain heaven revelations as well, at the cost of a
curse. Should you somehow acquire spellcasting, you add the
spells from your mysteries to your spellcasting list
automatically. You gain the heaven revelation at 20th level.
Special: A male character with this feat would be a lumen sage,
and would not need to sell their soul to hell. A female character
with this feat would be an umbra witch, and would not need to
sell their soul to heaven. This feat allows the owner to pull on
the essential link between heaven and hell. Also, this feat allows
the sage to break the vow to only use their holy glaive, but only
to use the special demon arms they craft themselves.

Devout witch
Prerequisites: 1 or more levels of umbra witch
Benefits: You gain the revelations of an oracle of your level, but
can only pull from the lunar mystery, and you gain a single
curse, with no benefits from your curse. You do gain the final
revelation at 20th level

Solemn sage
Prerequisites: 1 or more levels of lumen sage
Benefits: You gain the revelations of an oracle of your level, but
can only pull from the solar mystery, and you gain a single
curse, with no benefits from your curse. You do gain the final
revelation at 20th level

Glaive of sun and moon


Prerequisites: Forbidden union of dark and light, holy glaive
ability.
Benefits: One half of your greatsword becomes attuned to
moonlight instead of sunlight. It functions as a lunar blade
(gaining a +1 enchantment anytime the weapon would go up a
rank), and the entire weapon gains the benefits of a lunar sun
blade (following normal rank gaining). In addition, they gain
bonus arcane combat feats. At third level, they gain smoking
shadow style. At 6th level, they gain banish light. At 9th level,
they gain reaching shadow. At 12th level, they gain bound
shadow weapon. At 15th level, they gain sight-stealing strike

Astrological devotion
Prerequisites: Any arcane spellcasting class
Benefits: You gain the following domains: Lunar, moon, solar,
sun, heavens, falling stars, boreal, radioactivity, space, time, and
one other domain whose thematic fitting the character can
successfully prove to the DM. The character gain 1 extra domain
slot. However, as the drawback to this, all of the characters
spellcasting, invoking, and other methods of using magic are
now bound to a Cosmic amulet. This amulet replaces any
focus for the caster, but must be had in order to use any form of
magic. Without it, the caster cannot use any invocations, spells,
supernatural maneuvers, etc.

Find some way to use the powers of lunatone, solarock, and


unknown pokemon
LUMEN SAGE

Prerequisites: Male

Lumen sages are an organization of men who guard over the


world with their opposites, the Umbra witches. Their powers
come from light, the sun, and paradiso. To assist in their duties
as sages, the lumen men train in all manner of skills. Combat
and magic of course, but also alchemy, herbology, acrobatics,
chemistry, medicine, anatomical knowledge, as well as various
occult and metaphysical exercises. They use mediums (Such as
feathers) to conjure powerful angels, fight with an mystical
combat style unique to the sages, and wield potent magical
weapons and focuses
Saving Throws
Maneuv Stance
Leve Base For ers Maneuvers s
l Attack Bonus Ref t Will Special Known Readied Known Invocations
1st +1 +2 +0 +2 Sage training, occult senses, 3 3 1 1
maneuvers, invocations, holy
glaive

2nd +2 +3 +0 +3 Incredible mind, incredible 3 3 1 2


body, myriad secrets of the
sun,

3rd +3 +3 +1 +3 Beast within (canine), 4 3 1 3


lightspeed, conjure angels

4th +4 +4 +1 +4 Purgatorio step, sage of the 4 3 2 4


people

5th +5 +4 +1 +4 Gatekeeper, sage flight 5 4 2 5

6th +6/+1 +5 +2 +5 Beast within (Avian) 6 4 2 6

7th +7/+2 +5 +2 +5 Barrier, alchemy 6 4 2 7

8th +8/+3 +6 +2 +6 Rune arm legacy 7 4 3 8

9th +9/+4 +6 +3 +6 Beast within (swarm) 7 4 3 9

10th +10/+5 +7 +3 +7 Infinite climax mode, 8 5 3 10

11th +11/+6/+1 +7 +3 +7 Enochian chant 9 5 3 11

12th +12/+7/+2 +8 +4 +8 Beast within (serpent) 9 5 4 12

13th +13/+8/+3 +8 +4 +8 Mundane crafter (craft magic 10 5 4 13


arms and armor)

14th +14/+9/+4 +9 +4 +9 Bright burning avatar (basic) 10 5 4 14

15th +15/+10/+5 +9 +5 +9 Bright burning avatar 11 6 4 15


(advanced)

16th +16/11/+6/+1 +10 +5 +10 Bright burning avatar (expert) 12 6 5 16

17th +17/12/+7/+2 +10 +5 +10 The beast that devours the 12 6 5 17


sun

18th +18/13/+8/+3 +11 +6 +11 Solar imposition 13 6 5 18

19th +19/+14/+9/+4 +11 +6 +11 Conjure Jubileus 13 6 5 19

20th +20/+15/+10/+ +12 +6 +12 Right eye of the world 14 7 5 20


5
Weapon and armor proficiencies: A lumen sage is proficient in
all throwing weapons, their holy glaive, and light armors

Maneuvers lists: Can pull from solar glaive, hearts key, white
raven, diamond mind, and devoted spirit for his martial
maneuvers.

Invocations: Gains an invocation at each level

Occult senses: A Lumen sage can see the things as they truly
are, and pick up on the things mortals fail to notice. At 1st level,
the lumen sage gains the ability to see into purgatorio. This
means that outsiders using invisibility (but not greater forms) are
visible to their eyes, and they are immune to the Hide from
mortal eyes ability. However, outsiders using this ability appear
to be made of water, and gain the benefits of a blur spell (which
true seeing does nothing against). At 2nd level and every even
level thereafter, the lumen sage gets a single Detect spell of 0-
1st level as an at-will ability.

Sage training: A sage is required to uphold standards of


knowledge and learning that the lumen sages pride themselves
on. To be a lumen sage requires knowledge of alchemy, science,
medicine, anatomy, magic, religion, and many other subjects.
Upon entering the class, the lumen sage picks three skills from
the following list, and these skills are ever at level+3 from then
on: craft (any), knowledge (any), heal, and profession (any)

Holy glaive: A lumen sage gains a powerful weapon to strike


against their foes and protect themselves. Unlike their witch
sisters, sages prefer to take a single potent melee weapon, using
their magical arts for ranged attacks. At 1st level, the lumen sage
is granted their holy glaive. This glaive is a golden and jeweled
double blade. Its base stats are that of a double greatsword.
However, it can be broken into a pair of bastard swords. The
sage gains two-weapon fighting to capitalize on the unique
benefits of this weapon. Due to the training necessary required
to use this weapon, and special vows, the lumen sage is capable
of using no other magical melee weapons besides the glaive.

At 3rd level, the lumen sages holy glaive gains the benefits of
both the sunseeker and the blade of phys. The weapon
automatically gains a new rank in both at levels 6, 9, 12, 15, and
18. Additionally, they gain font of power style.

At 6th level, the lumen sage gains the energy blade beam feat.

At 9th level, the lumen sage gains the unrelenting force strike
feat

At 12th level, the lumen sage gains the moonlight blade feat

At 15th level, the lumen sage gains the greater energy blade
beam feat

Incredible mind, incredible body: A Lumen sage gains a number


of beneficial side effects from their intense physical and mental
training. They gain the extreme training feat, improved unarmed
strike, natural heavyweight, and endurance.

Myriad secrets of the sun: A lumen sage gains special benefits


from their metaphysical training. A lumen sage fourths the
weight of any object they lift, counts as a creature two sizes
larger for purposes of determining carrying capacity, can lift
unbalanced objects without bending or breaking them, can catch
falling creatures without injuring them, ignores encumbrance
penalties, doesnt age, and gains a constant adapt body, avoid
planar effects, and jump spell on themselves. In addition, the
lumen sage can store their weapons and gear inside their clothes,
as per a handy haversack, and can change their clothing as per a
hat of disguise with a moments thought (a swift action)

Beast within: The lumen sage is taught a metaphysical art that


allows them to transform themselves into various animals. At 3rd
level, the sage can transform themselves into a canine. This form
has all the standard abilities, save they no longer possess the
ability to speak, all their gear melds into their form and is
unreachable (Thought it may be visible cosmetically), and they
gain the following changes: Their speed triples, they gain a
single bite attack (1d6+1.5xstrength damage), and their jump
bonus doubles. At 6th level, they gain an avian form. This is
similar to above, but they gain a fly speed of double their land
speed (perfect maneuverability), and a single claw attack
(1d4+str mod). At 9th level, they gain the ability to take the form
of a swarm when dodging attacks. This grants them the evasive
swarm invocation. And finally, at 12th level, they gain the
serpent form. In this form, they gain a bite attack
(1d6+strength), a poison attack (DC 10+half hd+con mod,
dealing damage as a ravage of the players choice with equal or
lower DC), and a swim speed of 60ft.

Conjure angels: A sage is never far from help, being able to


conjure the angels of paradiso to assist them in battle. The sage
gains the ability to use summon esper 1 at will. At 6th level, this
upgrades to summon esper 2. At 9th level, summon esper 3, at
12th, summon esper 4, at 15th, summon esper 5, and at 18th,
summon esper 6. In addition, the sage gains the ability to spawn
beautiful feathers that can be used as darts. These darts are +1
holy weapons, becoming +2 holy weapons at 9th level, +3 holy
weapons at 12th level, +4 holy weapons at 15th level, and +5 holy
weapons at 18th level.

Lightspeed: At 3rd level, when a lumen sage dodges an attack


using swarm form, evasion, mettle, etc. or an attack misses their
AC by 5 or less, the lumen sages magic allows them to enter a
state of magical euphoria. This grants them the ability to act as if
hasted for 5 rounds. However, a sage can also activate light
speed any time she wishes. This version however, only affects
objects and environmental features, functioning as per time stop.
During this second version of light speed, allies and enemies can
move freely. This second version of light speed is usable wis
mod/day.

Purgatorio step: At 4th level, the sage learns to cross over into
the otherworld to fight their foes without bringing harm to their
charges. This functions as plane shift, but only allows the sage to
travel to purgatorio. In purgatorio, the sage is visible only in
their reflection to the common folk. In purgatorio, the real world
can only be affected to a certain limit. Humanoids are immune
to harm from the creatures of purgatorio, though they can be
moved. Smells and sounds carry between the two. Objects and
creatures of types besides humanoid can be destroyed and
harmed between the realms.
Sage of the people: Sages have always been able to use their
reputation to sway their flocks. The sage gains the benefits of
the common reputation feat, but doesnt need to expend gold for
it, instead it levels each time they gain a level. In addition,
commoners and experts are one step friendlier towards a sage.

Gatekeeper: As a swift action, by focusing their will and


gesturing, the sage can use a spell that works as a combination
greater dispel magic and knock spell. This only works on
magical and mundane barriers.

Sages flight: As a swift action, the lumen sage can extend or


retract great wings. These wings are designed according to the
sages wishes, but are always grand and beautiful. In addition to
the wings, the sage gains a shimmering plumed tail of golden
feathers. They gain a fly speed of 90ft (good)

Barrier: A number of times per day equal to the sages wisdom


modifier, the sage can produce a hemispherical globe of
invulnerability effect. However, this globe is weaker than the
spell, and after taking damage equal to or greater than 10Xthe
sages level+wisdom mod, the barrier shatters the next turn.

Alchemy: Through herbology, a lumen sage can concoct special


lollipops that allow her to utilize special effects. This functions
as both augmented alchemy, and mundane crafter (brew potion),
save the potions are in the shape of lollipops.
Runearm legacy: Due to their focus, the sage gains the ability to
craft runearms and talismans, gaining both craft Runearm
legacy, and the ability to craft special talismans

Infinite climax mode: When faced with great foes, a Lumen sage
does not back down. When fighting a foe with greater HD than
the sages own, they come under the benefits of divine power as
a cleric of their caster level, save the bonus lasts until they are
defeated or the foe is slain/defeated, or the encounter otherwise
ends.

Enochian chant: By chanting in the sacred language of angels,


he can grant himself and up to 1 ally per level healing. Chanting
is a full round action that precludes taking a 5ft step. For each
turn the sage and his allies chant, they gain fast healing 10.

Mundane craftsman (craft arms and armor): As the feat

Bright burning avatar: From 14th level to 16th level, the sage
becomes more and more a prophet of paradiso and a true child
of the sun. At 14th level, they gain the radiance touched template,
immunity to light based damage and light based status effects, a
single turning attempt usable as a greater turning, and basic
access to the sun domain as if it were a sphere. At 15th level, they
gain the half sun elemental template (terrors of athas
sourcebook), advanced access to the sun sphere. Finally, at 16th
level, the sage gains the sun incarnation template (terrors of
athas) and expert access to the sun sphere.

The beast that devours the sun: Conjure the great angel Solgaru,
the angelic beast that devours the sun. Solgaru can be
summoned 1/day, and is an exemplar legendary wolf with the
radiant touched, half sun elemental, and sun incarnate templates.
Its elemental affinity is to fire and positive energy.

Solar imposition: At 17th level, the sage gains the ability to call
the sun 1/day. Doing so has the following effects: For 1 mile
around them, daylight conditions persist. All darkness effects in
the area that are lower than 8th level are destroyed. 9th level or
higher darkness effects have their durations decreased by 2
steps. Light effects in the area have their durations doubled. The
area is flooded with warm, natural sunlight (making this ability
feared by wraiths, vampires, drow, etc.). This ability lasts 1 hour,
or until dispelled or the sage chooses to release it.

Conjures Jubileus the creator: This spell requires massive effort


on the part of the sage, and can only be used 1/month. Jubileus
takes the form of an empyrean angel paragon, with paragon of
the shield, paragon of the dawn, paragon of the rose, and
paragon of the sword. Jubileus is a 30CR creature, strikes
unarmed (at the same bonus and damage), and is colossal+ in
size. However, she can be summoned for only an hour each
month, and while she is summoned, her sage is imprisoned
inside her body to conjure her.

Right eye of the world: At 20th level, the Lumen sage becomes
the right eye of the world. This title grants the sage a form of
enlightenment, as well as marking them as one of the mortals
charged by the gods with watching over the world. 3/day, the
right eye can manipulate reality, replicating lesser miracle.
However, this is upgraded to normal miracle if the action is for
the sole purpose of protecting the flow of humanity (DM decides
what exactly applies, but protecting a museum of history from
destruction, saving someone who could majorly contribute to the
world in a positive way, and other uses generally are acceptable.
UMBRA WITCH

Prerequisites: Female

Umbra witches are an organization of women who guard over


the world with their opposites, the Lumen sages. Their powers
come from darkness, the moon, and the inferno. To assist in their
duties as witches, the umbra women train in all manner of skills.
Combat and magic of course, but also alchemy, herbology,
acrobatics, chemistry, medicine, anatomical knowledge, as well
as various occult and metaphysical exercises. They use mediums
(Such as hair) to conjure powerful demons, fight with an
acrobatic combat style unique to the witches, and wield potent
magical weapons and talismans.
Saving Throws
Maneuver Stance
Leve Base For s Maneuvers s
l Attack Bonus Ref t Will Special Known Readied Known Invocations

1st +1 +2 +0 +2 Wicked weave, witch 3 3 1 1


training, occult senses,
maneuvers, invocations

2nd +2 +3 +0 +3 Beautiful mind, incredible 3 3 1 2


body; myriad secrets of the
lesser darkness

3rd +3 +3 +1 +3 Beast within (feline), 4 3 1 3


witchtime

4th +4 +4 +1 +4 Witch walk, purgatorio step 4 3 2 4

5th +5 +4 +1 +4 Gatekeeper 5 4 2 5

6th +6/+1 +5 +2 +5 Beast within (avian) 6 4 2 6

7th +7/+2 +5 +2 +5 Barrier, alchemy 6 4 2 7

8th +8/+3 +6 +2 +6 Craft talisman 7 4 3 8

9th +9/+4 +6 +3 +6 Beast within (swarm) 7 4 3 9

10th +10/+5 +7 +3 +7 Infinite climax mode 8 5 3 10

11th +11/+6/+1 +7 +3 +7 Umbran armor 9 5 3 11

12th +12/+7/+2 +8 +4 +8 Beast within (Serpent) 9 5 4 12

13th +13/+8/+3 +8 +4 +8 Craft devil arms 10 5 4 13

14th +14/+9/+4 +9 +4 +9 Mysterious selenic witch 10 5 4 14


(basic)

15th +15/+10/+5 +9 +5 +9 Mysterious selenic witch 11 6 4 15


(advanced)

16th +16/11/+6/+1 +10 +5 +10 Mysterious selenic witch 12 6 5 16


(expert)

17th +17/12/+7/+2 +10 +5 +10 The beast that calls the 12 6 5 17


moon

18th +18/13/+8/+3 +11 +6 +11 Umbral prominence 13 6 5 18

19th +19/+14/+9/+4 +11 +6 +11 Call queen sheba 13 6 5 19

20th +20/+15/+10/+ +12 +6 +12 Left eye of the world 14 7 5 20


5
Weapon and armor proficiency: All simple and martial weapons,
plus 4 exotic weapons, and light armor

Martial initiator: Can initiate maneuvers from Lunar flight,


carnal blossom, black rain, masked moon, and dancing goddess
maneuvers

Invocations: Can take invocations

Occult senses: An Umbra witch can see the things as they truly
are, and pick up on the things mortals fail to notice. At 1st level,
the lumen sage gains the ability to see into purgatorio. This
means that outsiders using invisibility (but not greater forms) are
visible to their eyes, and they are immune to the Hide from
mortal eyes ability. At 2nd level and every even level thereafter,
the umbra witch gets a single Detect spell of 0-1st level as an
at-will ability.

Witch training: A witch is required to uphold standards of


knowledge and learning that the umbra witchs pride themselves
on. To be an umbra witch requires knowledge of alchemy,
science, medicine, anatomy, magic, religion, and many other
subjects. Upon entering the class, the umbra witch picks three
skills from the following list, and these skills are ever at level+3
from then on: craft (any), knowledge (any), heal, spellcraft, and
profession (any)

Wicked weave: The umbra witch uses her hair as a medium to


form fists, feet, and hands to serve her. These hands are made
from a mystical medium that conducts the witchs natural
magics. This is usually the witchs hair, but can be strands of
aether, cloth, ribbon, etc. The magic flowing through them
hardens them and enlarges them, allowing them to serve as
potent weapons. They gain the ability to conjure these limbs to
serve them as per the unarmed strikes of a body 2 sizes larger.
These limbs can also be conjured to lift things, functioning as if
the witch was 2 sizes larger (factoring in her other abilities).
They also gain a single ability from the hairbinder class, but
applied to their wicked weave instead of their hair lash. At 3rd,
6th, 9th, and every 3rd level thereafter, they gain another
hairbinder ability. At 9th and 18th level, their wicked weaves
effective size category increases. In addition, their wicked
weave gains +1 worth of enhancement every 2 levels, which can
be traded out for special benefits, and can deal slashing,
piercing, or bludgeoning.

Beautiful mind, beautiful body: An umbra witch gains a number


of beneficial side effects from their intense physical and mental
training. They gain the extreme training feat, improved unarmed
strike, natural heavyweight, and endurance.

Myriad secrets of the moon: An umbra witch gains special


benefits from their metaphysical training. An umbra witch
fourths the weight of any object they lift, counts as a creature
two sizes larger for purposes of determining carrying capacity,
can lift unbalanced objects without bending or breaking them,
can catch falling creatures without injuring them, ignores
encumbrance penalties, doesnt age, and gains a constant adapt
body, avoid planar effects, and jump spell on themselves. In
addition, the umbra witch can store their weapons and gear
inside their clothes, as per a handy haversack, and can change
their clothing as per a hat of disguise with a moments thought (a
swift action)

Beast within: The umbra witch is taught a metaphysical art that


allows them to transform themselves into various animals. At
3rd level, the witch can transform themselves into a feline. This
form has all the standard abilities, save they no longer possess
the ability to speak, all their gear melds into their form and is
unreachable (Thought it may be visible cosmetically), and they
gain the following changes: Their speed triples, they gain a
single bite attack (1d6+1.5xstrength damage), and their jump
bonus doubles. At 6th level, they gain an avian form. This is
similar to above, but they gain a fly speed of double their land
speed (perfect maneuverability), and a single claw attack
(1d4+str mod). At 9th level, they gain the ability to take the
form of a swarm when dodging attacks. This grants them the
evasive swarm invocation. And finally, at 12th level, they gain
the serpent form. In this form, they gain a bite attack
(1d6+strength), a poison attack (DC 10+half hd+con mod,
dealing damage as a poison of the players choice with equal or
lower DC), and a swim speed of 60ft.

Conjure demons: A witch is never far from help, being able to


conjure the demons of inferno to assist them in battle. The witch
gains the ability to use summon esper 1 at will. At 6th level, this
upgrades to summon esper 2. At 9th level, summon esper 3, at
12th, summon esper 4, at 15th, summon esper 5, and at 18th,
summon esper 6. In addition, the witch gains the ability to
summon the instruments used to torture and hunt witches during
the witch hunts. This is normally identical to a normal summon
esper attack, save the conjured tool is an immobile construct,
and anytime the witch kills a victim with a torture attack, they
can make a free intimidate vs. all foes that can see them, and the
spell counts as if it were a weapon with the ludicrous gibs
enchantment (the witch is NEVER splattered by this gore)

Witch time: At 3rd level, when an umbra witch dodges an attack


using swarm form, evasion, mettle, etc. or an attack misses their
AC by 5 or less, the umbra witches magic allows them to enter a
state of magical euphoria. This grants them the ability to act as if
all enemies within sight were slowed for 5 rounds. However, a
witch can also activate witch time any time she wishes. This
version however, only affects objects and environmental
features, functioning as per time stop. During this second
version of witch time, allies and enemies can move freely. This
second version of witch time is usable int mod/day.

Purgatorio step: At 4th level, the witch learns to cross over into
the otherworld to fight their foes without bringing harm to their
charges. This functions as plane shift, but only allows the witch
to travel to purgatorio. In purgatorio, the witch is visible only in
their reflection to the common folk. In purgatorio, the real world
can only be affected to a certain limit. Humanoids are immune
to harm from the creatures of purgatorio, though they can be
moved. Smells and sounds carry between the two. Objects and
creatures of types besides humanoid can be destroyed and
harmed between the realms.

Witch-walk: When a witch is exposed to the light of the full


moon, she can witch walk. When witch walking, the witch can
walk as if using the dread vampires version of spider climb on
any surface, including those that normally couldnt support her
weight, with no difficulty.

Alchemy: Through herbology, an umbra witch can concoct


special lollipops that allow her to utilize special effects. This
functions as both augmented alchemy, and mundane crafter
(brew potion), save the potions are in the shape of lollipops.

Craft talisman: Gains mundane crafter (craft wondrous item)

Craft devil arm: Gains mundane crafter (Craft arms and armor)

Infinite climax mode: When faced with great foes, an umbra


witch does not back down. When fighting a foe with greater HD
than the witchs own, they come under the benefits of divine
power as a cleric of their caster level, save the bonus lasts until
they are defeated or the foe is slain/defeated, or the encounter
otherwise ends.

Umbran armor: Gain an ironman 163 heavy combat android,


except for the following changes. The umbran armor is large
size, the eject core ability is traded for a 1/encounter use of the
escape pod spell (only when the umbran armor detonates). This
armor can be summoned 1/day, and lasts until destroyed or until
it is exploded. It can then be conjured the next day. It has max
hp.
Mysterious selenic witch: The umbran witch of 14th-16th level
becomes a true herald of darkness, and a servant of the moon. At
14th level, the witch gains the bloodcursed lycanthrope template
(Canine, predatory cat, bird of prey, and rodden forms). The bird
of prey only counts when they take their bird form from beast
within, as do canine and predatory cat. Rodden is the form used
for serpent form, trading both claws for a second poison type. In
addition, they gain basic access to the moon domain as if it were
a sphere. At 15th level, they gain the selenic creature template
and advanced access to the moon sphere. At 16th level, they gain
the lunar progeny template, and expert access to the moon
domain.

Umbral prominence: At 17th level, the witch gains the ability to


call the moon 1/day. Doing so has the same effect as the eclipse
spell, save the area is also bathed in the cool light of the full
moon. This ability lasts 1 hour, or until dispelled or the sage
chooses to release it.

The beast that calls the moon: Summon Lunala, the great bat
demon which calls the moon 1/day. Lunala is an exemplar
legendary bat, with the selenic, lunar progeny, and jinx
templates. Its affinity is to both negative energy and magic.

Conjure queen Sheba: This spell requires massive effort on the


part of the witch, and can only be used 1/month. Sheba takes the
form of an infernal duke pit fiend, with master of magic,
deathmastery, and hellfire breath. Jubileus is a 30CR creature,
strikes unarmed (at the same bonus and damage for claws, bite
attack being replaced with a kick, and tail slap with a headbutt),
and is colossal+ in size. However, she can be summoned for
only an hour each month, and while she is summoned, her witch
is imprisoned inside her body to conjure her.

Left eye of the world: At 20th level, the Umbra witch becomes
the left eye of the world. This title grants the witch a form of
enlightenment, as well as marking them as one of the mortals
charged by the gods with watching over the world. 3/day, the left
eye can manipulate reality, replicating lesser miracle. However,
this is upgraded to normal miracle if the action is for the sole
purpose of protecting the flow of humanity (DM decides what
exactly applies, but protecting a museum of history from
destruction, saving someone who could majorly contribute to the
world in a positive way, and other uses generally are acceptable.

Consider taking gun-kata monk style abilities, being they fit so


well, and use the roof runner, roof walker, roof droper set of
abilities for the acrobatics
https://dnd-
wiki.org/wiki/Gunkata_Monk_(3.5e_Alternate_Class_Feature)

Housepets (Christmas comic and newest one)


Flist
U18chan
E621 (newest foxXmungo pic)
That boomer kid
Fabulous bizzare spirit
Pose expertise
Ring of shooting stars
Astrologer
Angels of paradiso
Moonblessed
Solstream

Have apollos witch swarm form be luna moths, and his sage
swarm form be bees

Turn the enigmatist class into a magic item, and ask dad if
Apollo can find it eventually.

Look at the high astrologist class from relics and rituals II, on
my pdf file

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