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Elemental Isle Nihl

Iron Heroes

Your Mastery level (M) for purchasing any feats before the dashed line is as follows. Current level divided by 2, round up. I.e. Level 17 character has a M of 9, a Level 1 character has a M of 1. Some races or Base classes will increase you M for certain feat trees, since these race/class combo’s are synergistic either mechanically or aesthetically. You must always purchase the initial feat before purchasing any other feats, some expansions or parts thereof require you to have purchased an earlier expansion to make full use of their abilities. If a feat tree does not have an initial feat then you may take any of those feats whenever you are able to. Recommended maximum is 3 feat trees.

Abilities marked with  come from Tome of Battle.
Terminology – Saves refers to Fortitude, Reflex and Will. A saving throw refers to a d20 roll made at the end of each turn to negate persistent effects. A roll of 10 or higher indicates success.
Maneuvers: Strike, Boost, or Counter Strike: Standard Action; Boost: Swift Action; Counter: Immediate reaction; Stance: Swift action to switch. Aura’s have a radius of 6 squares (30ft). Unless otherwise noted you may only have one Stance and one Aura active at any time.
Abilities marked in red have their uses refreshed after an encounter. Those marked blue are refreshed after an extended rest (Daily). Purple stands for passive abilities and green can be used indefinitely (At-will).

Prototypes

{Fighting Style – Power/Fire} [Key Stats – Str, Cha, Dex] This Hand of Mine is BURNING RED! It’s fierce cry tells me to defeat you!
Requires – Improved Unarmed Strike
Initial – Fiery Fists, (Maneuver, Free Action) 1/Encounter +1d6 fire damage for the round; Burning for your life!
Ex 2 – Burning Brand, +1/Encounter Fiery Fists Ex 4 – Searing Slash(Boost), Searing Charge (Strike)
Ex 5 – Lingering Inferno(Strike), Improved Grab, Burning Shadow (Boost)
Ex 6 – Fiery Assault (Stance), Inferno Blade (Boost); Decisive Strike What did you expect when a man puts his entire soul into his fist!? (Strike)
Ex 8 (Req Ex 6)- Flaming Ball of Death (Strike), Sunset Uppercut, Hyper Mode (Only when bloodied, below 50% HP)

Ex 9 – Take this! My love, my anger, and all of my sorrow!
Choose a manuever gained through this tree, deal an additional +50 damage with it. Usable twice a day, only when bloodied (below 50% HP). +100 damage in Hyper Mode.

Burning for your life – You may regain any one maneuver in this tree by expending an amount of HP equal to 10xExpansion level (10HP for initial, 90HP for Ex9)
Burning Brand – Whenever you use a fire maneuver add Dex Fire damage as well as gaining a +1 square increase in reach until end of turn. The reach increases by an additional 3 squares in hyper mode, as well as ignoring the fire resistance of the target(s)
Burning Shadow – Mirror Image effect, create Dex clones. Make an OA against a foe that hits the wrong target. During Hyper mode, whenever a foe hits one of your shadows they take M fire damage.
Decisive Strike – In any round in which you make no more than one unarmed strike move the enemy one additional step down the C.T. This does not stop you from chaining it together with other attacks, i.e. flaming blades of death. The unarmed strike must be the last attack made, which makes Two Weapon Fighting a very enticing option. Halve their damage threshold when in Hyper mode.
Sunset UppercutYour first strike was not enough to fully defeat your opponent, however, you’ve honed your reflexes so that after your devastating charge you make an immediate strike on his unguarded flank.
At the end of a successful charge make an additional attack at your highest BAB. Maximize your fire damage dice if they are bloodied. Hyper mode – Maximize your normal damage as well, both attacks are considered decisive strikes.
Hyper Mode – Your burning manly soul enter into a state of peak adrenaline and fervor. Hyper mode lasts for only one round, (unless dramatic effect deems otherwise) during that round you gain DR M/Epic. Also, any fire maneuvers you initiate that round add double the normal amount of extra dice. Other abilities will have notations on what bonuses happen during hyper mode.
Flaming Ball of Death – Ranged Touch attack, 2xMd6+Charisma Bonus (2xMd12 + 3xCharisma Bonus in Hyper Mode) Fire Damage.

Immortal Fist (Fighting Style – Power/Finesse)
Initial – Imp. Unarmed Strike, Water Splitting Strike, Stance
Ex 2 – Sweep, Stunning Fist, Flying Kick, & Grappler or Master Tripper
Ex 4 – Superior Unarmed Strike, Stone Shattering Palm, & Falling Star or Soaring Throw
Ex 6 – Dance like a butterfly sting like a bee, Snapkick, Roundhouse
Ex 8 – Quivering Palm or Fist of an Angry God, Remove the Earth from their feet

Water Splitting Strike – You may treat your unarmed attacks as piercing, or slashing instead of bludgeoning.
Stance – Choose a stance, in any stance if you are not wearing armor you add your wisdom bonus to your Passive Defense. Horse – Add Con to checks resisting bullrush, trip, & grapple. Cobra – Avoid one AoO or readied attack per round. Crouching Tiger – Make an additional attack at the end of a charge. Hidden Dragon – +1d6 Sneak Attack. Monkey – Use a twohanded weapon in one hand at a -2 penalty.
Sweep – You may make a free trip attempt after a successful attack once per round.
Flying Kick – Whenever you charge you deal two extra dice of damage.
Stunning Fist – On attack that deals damage, Str vs Fort, Success: Target is stunned; Failure: Target is dazed.
Grappler – You do not provoke AoO’s when grappling, you may make a free grapple check after a successful attack once per round. Add Con to damage when grappling. Counts as Improved Grapple for qualifying purposes.
Master Tripper – You do not provoke AoO’s when tripping. You may use Dex instead of Str for trip attempts. Counts as Improved Trip for qualifying purposes.
Superior Unarmed Strike – Your unarmed damage improves with your mastery. M=4 1d10, M=5 2d6, M=6 2d8, M=7 2d10, M=8 2d12, M=9 3d10, M=10 3d12, M=11 4d10, M=12 4d12.
Stone Shattering Palm – Your unarmed attacks are considered adamantite.
Falling Star – Add two dice of damage when you pin a foe.
Soaring Throw – On a successful trip you may slide the target Str or Dex squares.
Dance like a butterfly sting like a bee – Whenever an opponent misses you in melee combat, make an immediate counterattack, on a hit you add dex to your normal damage and then double it.
Snapkick – When making an unarmed attack you may make an additional attack that round at your highest base attack bonus. You take a -2 penalty on attacks for the round. This can be used during a standard action.
Roundhouse – When making an unarmed attack you may choose to have your attack hit all adjacent enemies targeting Ref instead of Defense but only dealing half damage.
Quivering Palm – On an unarmed attack that successfully deals damage, Wis vs Fort Success: Reduce the targets HP by his bloodied score. If he is already bloodied he makes a saving throw, if he fails then he dies. The target slides down 3 steps on the C.T. regardless.
Fist of an Angry God – Str vs Ref, Success: Deal quadruple damage and reduce your reserve pool by half; Failure: Make an attack rolls as normal and empty your reserve pool.
Remove the Earth from their feet – When using the Roundhouse feature you may choose to knock prone all opponents you hit (not necessarily damage).

Grandstander {Fighting Style – Social/}
Initial – Bravado, Victory Pose
Ex 2 – Flashy Move, Smashing Display
Ex 4 – Turning Point, Rile the Crowd, Telling Blow, Under Dog
Ex 6 – Momentum, Down but not out, Champions Endurance
Ex 8 – Fight till the end, Aetherspam
Ex 9 – Final Strike, Foil (Counter)

Bravado – You are adept at making people think you’re stronger than you actually are. Make a performance check at the beginning of the encounter against the enemies spot checks. If you succeed foes recieve a -Cha (Max of M) penalty to hit you. If you fail, then you receive a penalty to defense equal to your charisma bonus.
Victory Pose – Gain M hit points whenever you finish an encounter (and win in some remote way), double the hp if you are not in the bloodied status.
Flashy Move – You have 2 options with this ability. Strike – You may roll a performance check instead of a standard attack roll, however, you recieve a -M penalty on your damage. You take a -3 penalty on the attack roll every additional time you use it in the encounter. Matador’s Defense – As an immediate action you may make a performance check in place of your active defense. You get a -5 cumulative penalty each time you attempt this.
Rile the Crowd
Smashing Display – Gain a cumulative morale bonus +1 hit/damage whenever you score a critical hit or defeat a foe with flashy move.
Telling Blow – +M to hit on critical threats also deal maximum weapon damage on criticals.
Under Dog – +1 to rolls against someone higher level than you. Turning Point
Momentum – Activates after Turning Point. +M to a consecutive attack after a successful strike. +M damage on critical hits.
Down but not out – If knocked below 0 HP you regain hitpoints from your reserve pool to a maximum of 1/2 of your maximum.
Champion’s Endurance
Fight till the end – You can continue fighting well into the negative HP’s until you reach 1/2 your maximum hit points.
Aetherspam – You’ve honed your flashy moves so that they’re more than just a show. You no longer receive the -M to damage penalty, nor do you receive an attack penalty for repeated usage as your experience has lended you a diverse variety of moves.
Final Strike – Make one final (standard) attack before you enter the cold sleep. The attack gains +M to hit and damage and is an automatic critical.
Foil – You cancel an non-passive ability of one of your opponents.

Damn Lucky (Inspired by Felica’s awesome 3.5 Rogue Kage Caddock)
#Luck Points (LP) /Day = M
Initial – Better Lucky than Good (CS) Transform a natural one into a critical hit 1LP.
Ex 2 – More Luck than Skill (CS) Add M to skill level 1LP, 1/Scene; +1 critical threat range (cumulative does not double)
Ex 4 – Advantageous Avoidance (CS) Spend 2 luck points as an immediate action to negate a successful attack roll.
Ex 6 – Master of Disaster & Ricochet
Ex 8 – Unbelievably Lucky +3LP, +6 on saves whenever you still have one LP for the day. Reroll any one saving throw per encounter for 1 LP; +1 critical threat range (cumulative does not double). Ex 10 +4 LP +2 critical threat range (cumulative does not double); (Req. Ex 8)- Automatically confirm all critical hits. Natural 1’s do not apply to you. Any attack that would reduce you to 1 or fewer HP instead reduces you to 1, at the cost of 2 Luck points. Spend 7 Luck points, all of your allies are considered to critically succeed on all actions for this round.

Master of Disaster – Anytime an an enemy fails to confirm a critical hit against you, you may turn your next attack against that opponent or an adjacent target into a critical threat, where the attack roll is to confirm it.
Ricochet – If you critical on a ranged attack you can immediately make another attack against any opponent within range, with a -5 to their defense.

Expert Body Control
Initial – +1 Fort, +1 HP a lvl
Ex 2 – +1 Melee attacks and damage
Ex 3 – Resist Poison +10
Ex 4 – You may spend two swift actions to move one step up the C.T.
Ex 5 – +1 Ref, +2 Passive defense, extra swift action
Ex 6 – DR 2/-, +5 Damage Threshold

Force of Nature – Empowerment & Summoning
Berserkers, Hunters, & Harriers have a +1 M for this feat tree
Initial – Nature’s bounty (Accelerated healing in earthy settings), Totem spirit (gain bonus depending on animal) or Animal companion
Ex 2 – 1/Encounter Wild surge +2d4 (to single physical stat), Brush step
Ex 3 – Summon Aspect of nature, Pitfall, Wall of thorns Improved Animal Companion;
Ex 4 – Wild surge +2d4 (to all physical stats), Greater Totem Spirit
Ex 5 – Earthquake, whirlwind, or sunburst once a day each, Amplify (Boost)- triple damage of another’s non physical attack.
Ex 6 – Release the beast (shape change into some awesome legendary animal that you chose as your totem), Wild Surge +2d4 (All Physical stats of allies as well)
Ex 7 – Elemental Swarm, Legendary Animal Companion
Ex 8 – Avenger (Gain rage and boost existing rage, regen 10, rusting grasp, natural weapons, crit multiplier +2);
Ex 9 – Return to the primordial (Save or die vs multiple targets as they break down into their basic elements)
Ex 10 – Horizon walker,

Diviner Weapononry {Legacy}
Weapon Masters and Archer’s have a +1 M for this feat path.
You bear a mysterious ancient weapon, with sufficient devotion it’s possible to unlock it’s power and secrets. The numbers listed at the end of an expansion indicate the maximum (non-enhancement) bonus the object can receive, once chosen you may not change the property so you may want to wait to choose the effects.
Initial – Forge the Pact
Ex 2 – Constant Ally, +1
Ex 4 – Enhance property; +1
Ex 6 – Resonance or Overlimit (Boost); +2
Ex 8 – Legendary (Req Ex 2), +3
Ex 10 – Artifact (Req Ex 8), +4

Forge the Pact – Your Diviner is yours and your alone, only you recieve the benefits it confers. Anyone attempting to take your diviner recieves a negative level for every Ex feat you’ve taken. So long as you live the Diviner cannot be broken. You’re diviner is treated as a +1 weapon.
Constant Ally – Once per day if an attack would reduce you to 0 or fewer hitpoints you are instead reduced to 1hp as your diviner just saved your life.
Enhance Property – Enhance the property of the weapons enhancement, such as stronger fire, faster returning property, better defending ability.
Resonance – Any weapon you strike with your Diviner that is of a lower enhancement than your own AND not a Diviner itself, must make a fort save (DC 10+M) or be rendered inert for the encounter. When two Diviners clash in this way, the owners are stunned and the Diviners are unable to function for the rest of the scene.
Overlimit – Usable only when bloodied. Supplement your normal attack with a custom special ability.
Example: ReinGlyph – Your weapon glows and trails light causing a shimmering distortion when you attack. After a series of slashes a pattern glows in the air before bursting in an explosion of power. Mechanics – Deal additional damage based on the number of successful attacks this round. 1-2 attacks 5 damage, 3-4 +15 damage, 5 +25 damage, 6 +40 damage, 7 60 damage.
Legendary – Overcome DR/Epic and Hardness. Your Diviner becomes especially potent at destorying structures, expect to be able to topple towers and cut down walls. When you strike an opponent with half your hitdice or less, they must make a fort save (DC 10+M+Wis bonus) or be incapacitated.
Artifact – All kinds of crazy powers and stuff.

Elemental Scion – Use the forces of the elements for a varity of purposes. Inital choices are Water, & Wood. Access to others elements requires an appropriate backstory.
Genasai have a +1 M for this feat tree
For those of you familiar with the Golden Sun franchise, think of the Scion as abilities like Push or summoning. Whereas the champion would be the manifestation of attack abilities like Ragnarok, Quake Sphere or Gaia.
Offensive – Fire, Lightning, Sound
Hybrid – Air, Metal
Defensive – Earth, Ice
Support – Water, Wood

Initial – Minor – Nifty things like woodland stride or bonus to swim speed, or endure elements. If you have the appropriate trait (i.e. forest born for a wood animist) when purchasing this feat, you also gain a sense enhancement, such as Earth granting tremor sense or fire giving thermal vision. Also you are able to enhance preexisting elements.
Ex 2 – Lesser – Energy substitution for personal elements. I.e. a Celestial bloodline Fire scion can swap out the electricity damage from Celestial lightning for fire.
Ex 4 – Medium – Can produce elemental effects with little to none of the prerequisite element nearby in most cases. No tree summoning in a volcano mind you. Ex. A wood animist forms a barrier of wood to stall the people chasing the party, while the earth elementalist strikes the ground after sensing a cavernous area underneath to escape to.
Ex 6 – Major – Can make powerful effects like soundlance, or icestorms.
Ex 8 – Mastery – Congrats kid you’re a master of the elements.
Ex 10 – Incarnate

Elemental Champion Use powers to enhance your combat ability.
Man at Arms, Berserkers, and Genasai have a +1 M for this feat path.
Example Champion: Sound based music themed
Initial – Theme Song, Harmony
Ex 3 – Bass and Treble, Figaro
Ex 4 – Silencio, Crescendo
Ex 5 – Symphonic Destruction, Cannon
Ex 6 – Theme Song Remix, Rapid Tempo
Ex 7 – Requiem, Baritone and Alto
Ex 8 – Solo, Ensemble
Ex 9 – Grand Finale

Theme Song {Stance) – Add M to your performance checks. You may have only one stance modifer up at a time. Gain Sonic Resistance +M. Allies recieve a +1 morale bonus on saves within 10 squares.
Harmony – You weave a beautful form of bladework through the air, add 2 points of sonic damage on your attacks
Bass (Stance modifier) – You cover yourself in a sheathe of low frequency sound, only certain weapons attuned to it easily penetrate it. Gain DR M/Adamantite
Treble (Stance modifier) – Your Sonic damage affects targets 2 squares from your strike.
Figaro – Whenever you attack with only one type of weapon consecutively, gain +4 to hit. i.e. Longsword, longsword works but longsword then dagger does not.
Silencio – Range 2xM Burst M; Int or Wis vs Will Success: Nullify sound in a radius. Save ends.
Crescendo – Sonic damage from harmony increases by 2 for every successful hit you land. As soon as you miss the damage resets to 2 as well as at the start of your next turn.
Symphonic Destruction – If you land 3 hits on one target in a round they take an additional 15 points of sonic damage. For every hit beyond 3 there is an additional 5 points of sonic damage dealt. i.e. 6 hits = 30 sonic damage.
Canon – Just like the canon in music, you foe will recieve an damage this round identical to the damage he recieved in the previous round. Fortitude save negates.
Theme Song Remix – You may have 2 stance modifers active. Also you may change your modifiers as a swift action during combat. Allies recieve +3 morale bonus on your choice of either saves, defence, or attacks.
Rapid Tempo (Stance modifier)- You gain an extra attack at your highest base attack bonus for both your off hand and main hand.
Requiem – A sombre melody reminds your fallen allies of their irreplacable role. All allies within 10 squares are resurrected with HP equal to your Performance check.
Baritone – Int or Wis vs Fort Success: Slowed.
Alto
Solo – Take an additional standard action this turn.
Ensemble – Choose an ally, you may add their successful hits to the same target to the number of hits counted for Symphonic Destruction.
Grand Finale – Crazy stuff

Metal Example
Initial – Biting Steel – +M to metal weapon damage
Ex 2 – Gain throw anything, and returning property on weapons
Ex 6 – Metal Storm – M/2 attacks at full base attack bonus, Razor edge – Metal weapons gain wounding property

Whip dancer {Fighting Style – Defense}
Initial – Improved Disarm
Ex 2 – When wielding a whip or whipblade you recieve a +M to your active defense. 1/Encounter Falling Swallow form (counter) you may replace your active defense with a perform (dance) check.
Ex 3 – You may move and attack as part of one action (see spring attack).
Ex 5 – Anytime an opponent misses you in combat, you gain a free disarm check against them. Also, you may make an athletics skill check whenever you attack, for every 5 points you are above 10 add +1d6 damage to your attack, make only one roll for all attacks.
Ex 6 – Whirlwind weave – As a full round action you may make 2 attacks against all targets in your threatened range. If you wish to target only enemies you receive a -4 on all attacks.
Ex 8 – Anytime you succeed in disarming someone, you may make an immediate counterattack against them. Add the base weapon damage of the disarmed weapon to your normal attack. Ex 10 – Increase the number of attacks per targets of Whirlwind Weave by 2, as well as allowing an immediate disarm attempt after each successful attack. Also you may make a bluff check opposed by their sense motive, if you succeed they are considered flatfooted for this attack.

Blitz/Iaijutsu {Fighting Style – Finesse}- Activates when your initative is 10 points higher than your targets, or when the target is flat-footed.
Requires – Improved Initiative, or other suitable initiative booster (Blooded or thug for instance)
Initial – Blitz +1d6
Ex 2 – Blitz +1d6
Ex 3 – Lightning Blade – add your Cha bonus to initiative
Ex 5 – Initial Surge – +Md6 Blitz in the first round of combat.
Ex 6 – Iai Strike (Part of Standard Attack)- Make a concentration check, deal additional blitz damage for every 5 points you are above 10. I.e. you roll a 15, +1d6 blitz damage, roll a 33 +4d6 blitz damage.
Ex 7 – You may convert sneak attack damage into blitz damage. Void Strike – You may add your Charisma bonus to blitz dice.
Ex 8 – One blow, two hits – You may make two attacks as a standard action. (Works with Iai Strike)
Ex 9 – Iai focus – +2xM to your Iai check.


Feats for Feat’s sake
M – Mastery Level

Dash (Light armor only, Medium gets half bonus)
Harriers have a +1 M for this feat path.
Initial – +10 Feet
Ex 2 – +10 Feet
Ex 4 – +15 Feet, 5x Run speed
Ex 6 – Shift 2 squares instead of 1.

Death From Above (Requires flight speed)
Ex 4 – Whenever you make a diving charge double the damage.

Agile Shield Fighter (Armor)
Ex 2 – You do not lose your shield bonus to AC when performing a shield bash. Also, when fighting with a shield in your offhand you only recieve a -2 penalty to attacks for both the primary and offhand.

Alchemist
Ex 4 – Grenadier (+2 damage per die on alchemic splash projectiles)
Ex 5 – Admixture (Combine two elements into one attack)
Ex 6 – Potent Brew (Increase damage of alchemic splash by one category)

Hero Abilities (Power)
Initial – Vigor – +4 HP, +1 HP/lvl
Ex 3 – Guts – M*10 % chance of getting back up with Con score hp when knocked into negatives.
Ex 5 – Pierce wards, Flicker of Destiny – Gain double fate points –
Ex 7 – There isn’t only one thing I want to protect. Everything which matters to me, I’ll protect at the cost of my life. – +1 to rolls when an ally is bloodied. +5 if three or more allies are bloodied. Resets when an ally drops to 0 or lower.
Ex 9 – Transcendent Hero, No Limit – +6 to a single stat scene long, add level to damage.



New Traits Pinnacle Reaction Time – 5d4 for initiative OR You may use immediate actions without it hampering your swift actions for the next turn and you roll 2d10 for initiative.

Dream Gazer – Through your dreams you are given glimpses of the future, however, dreams are not always easily remembered clearly if at all. Once per day for every 5 levels you may recall a glimpse of the future to aid you, be it in decision making, knowing to avoid a fatal blow, or knowing the outcome of a sequence of events.

Tactical Genuis – +3 on Tactics rolls

Highly skilled – Choose one: Your max ranks for a skill is increased by 2, or your max ranks for a skill group is increased by 1.

Dilettante – Choose a Skill group your class does gain access to, you now have access to it.