This story has been made so that it sticks as closely to the rules of Dungeons & Dragons 3.5 edition as possible. If you’d like to use elements of this story in your home game, here’s some game information for you.
Most material used is in the D&D 3.5 Player’s Handbook, Dungeon Master’s Guide, and Monster’s Manual, which, collectively, can be found in the D&D 3.5 Systems Reference Document (SRD). Other sourcebooks and modules were used, and may be identified with abbreviations, as follows:
UA – Unearthed Arcana
CA – Complete Arcana
CW – Complete Warrior
CAdv – Complete Adventurer
PHB2 – Player’s Handbook 2
SC – Spell Compendium
SS – Savage Species
LM – Libris Mortis
FB – Frostburn
MIC – Magic Item Compendium
BoVD – Book of Vile Darkness
BoED – Book of Exalted Deeds
AEG – Arms & Equipment Guide
FRCS – Forgotten Realms Campaign Setting
F&P – Faiths and Pantheons
CoSQ – City of the Spider Queen
FC1 – Fiendish Codex I – Hordes of the Abyss
MM2 through MM5 – Monster Manual 2, 3, 4, and 5, respectively
MF – Monsters of Faerun
SBG – Stronghold Builder’s Guidebook
DotU – Drow of the Underdark
EPH – Expanded Psionic Handbook
CP – Complete Psionic
CoR – Forgotten Realms: Champions of Ruin
St – Stormwrack
Third-party sourcebooks under the SRD:
BoEF – Book of Erotic Fantasy
CGtF – The Complete Guide to Fey
A&A – Arms and Armor 3.5
UMI – Ultimate Magic Items
BoT – Book of Templates 3.5
ItS – In the Saddle
UEG1&2 – Ultimate Equipment Guide, Volumes 1 & 2
MUE – More Ultimate Equipment
Wiki – dandwiki.com
NBoF – Netbook of Feats
CB – Chainmail Bikini
+2 CL to Overcome SR
This blade was forged from iron mined on the Plane of Shadow, and quenched in the blood of creatures from that deadly plane, infusing it with the essence of shadow. It was the personal weapon of the Dark Queen, a Twiceborn Nymph who became a feared warlord in the northern lands. The cause of her rage against the 'civilized' races is unknown, but it is believed that before she made this blade the Dark Queen tried, and failed, to find her way through the Plane of Shadow, seeking a connection to the world her soul was originally from. Failing in this attempt, she turned her wrath upon the people of the world, and, for over a hundred years, this blade was continually infused with the Dark Queen's essence as she sacrificed countless souls to it, causing the blade to grow ever more powerful throughout her reign.
During the Great Troubles, she was attacked by the goddess Selune in a duel. The Goddess of the Moon was tricked by the God of Lies, Cyric, into believing that the Dark Queen was the mortal incarnation of the Goddess of Shadow, Shar, and was somehow responsible for the Great Troubles. Cyric revealed his true nature to Selune during the battle when Malar sought to intervene in the battle. Cyric and the Dark Queen were killed in the ensuing brawl, and both Selune and Malar's mortal avatars were gravely wounded.
With the Dark Queen's death, her blade disappeared for a long time, though rumors persisted of it appearing in different locales. During one of the Orc Wars, the blade was confirmed to still be in existence when it was briefly wielded by the Doomsinger, Brakthik Ruinsoul during the failed campaign in the Moonwood.
Soul's Violation does not appear to be an intelligent weapon, but those who have come across it will swear that it still carriers a shard of the Dark Queen's power and hatred for the people of this world. The blade carries a powerful curse. Only a female Twiceborn may wield it safely. All others receive three negative levels and take 3x damage of all types while wielding the blade. An uncomfortable chill surrounds the blade, dropping the temperature in its presence by 10F.
+3 DC for Enchantment Spells
Epic Beguiler
HD: d6
Class Skills (6+INT): Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Magic Device.
21th: -
22th: -
23th: Advanced Learning
24th: Bonus Feat
25th: Cloaked Casting (+3 DC)
26th: -
27th: Advanced Learning
28th: Bonus Feat
29th: -
30th: Cloaked Casting (+4 DC)
Epic Soulbow
HD: d10
Class Skills (4+INT): Autohypnosis, Climb, Concentration, Craft, Hide, Jump, Knowledge (Psionics), Listen, Move Silently, Profession, Spot, Tumble
11th: +3 Mind Arrow
12th: -
13th: -
14th: Mind Arrow Enhancement (+4 bonus)
15th: +4 Mind Arrow
16th: -
17th: -
18th: Mind Arrow Enhancement (+5 bonus)
19th: +5 Mind Arrow
20th: -
Frostchylde Wardancer
Requirements:
Base Attack Bonus: +10
Skills: Perform (Dance) 10 ranks, Tumble 10 Ranks
Feats: Improved Unarmed Strike
Special: Patron Deity (Auril) or access to the Cold Domain
Special: Must kill a creature of her ECL or greater with cold damage.
HD: d8
Class Skills: Balance, Climb, Escape Artist, Hide, Jump, Knowledge: Nature, Knowledge: Religion, Listen, Move Silently, Perform, Sleight of Hand, Swim, Tumble
Skill Points: 4 + INT
Class Features
Frostfell Combatant: The Frostchylde Wardancer's class level stacks with Battle Dancer or Monk levels (choose one) to determine AC bonus, and unarmed damage.
Cold Resistance (Ex): The Frostchylde Wardancer gains Cold Resistance 10.
Child of Winter (Su): At 2nd level, the Frostchylde Wardancer gains a supernatural connection to the ice and snow. Snow and ice are treated as normal terrain. +5 sacred bonus to Balance checks to keep from falling on ice.
Frozen Fury (Su): At 3rd level, the Frostchylde Wardancer's unarmed and melee weapon attacks become infused with supernatural cold, dealing +1d6 cold damage (as Frost property). She can suppress or activate this effect at will.
Bonus Speed (Ex): The Frostchylde Wardancer gains a +10 ft bonus to speed at 4th level. This stacks with similar class effects. She gains another +10 ft bonus to speed at 8th level. She loses this ability when wearing armor, or when carrying a medium or heavier load.
Evasion (Ex): The Frostchylde Wardancer gains Evasion at 5th level. If they already had Evasion from another source, they gain Improved Evasion instead. She loses this ability when wearing armor, or when carrying a medium or heavier load.
Frostblood (Su): The Frostchylde Wardancer's connection to the cold freezes impurities that would harm her, making her immune to nonmagical poisons and diseases.
Frostchylde (Ex): At 7th level, the Frostchylde Wardancer becomes perfectly adapted to the cold, gaining the Cold subtype. They are immune to Cold damage and gain vulnerability to Fire (+50% damage).
Eternal Frost (Ex): At 9th level, a Frostchylde Wardancer no longer takes penalties from aging, and cannot be magically aged. Penalties already incurred remain, bonuses still accrue, and she still dies of old age when her time is up.
Fimbulwinter (Sp): At 10th level, the Frostchylde Wardancer's connection to the cold becomes so great that they gain the ability to cast Fimbulwinter as a spell-like ability (CL 20) once per month.
Icedawn Invoker
Warlocks are not uncommon on the edges of civilization. When mortals make pacts with beings beyond the mortal realm, that mark upon their soul can transfer down to their children, often resulting in a warlock’s abilities. Some churches despise, and attempt to ‘purify’ these people, but the Frostmaiden’s church is not among those. All are welcome to honor the Lady of Winter, and serve her. Some warlocks following the Frostmaiden have learned to mold their abilities in Her image. This provides them with greater focus, but losing some of their warlock abilities along the way. In addition, they forever give up the ability to use spells like Fireball, even if they have them from another class.
Requirements:
Base Attack Bonus: +5
Special: Patron Deity (Auril)
Special: Eldritch Blast 3d6
Special: Must have slain an enemy of Auril with magic.
HD: d6
Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge: Arcana, Knowledge: Nature, Knowledge: Planes, Knowledge: Religion, Profession, Sense Motive, Spellcraft, Use Magic Device
Skill Points: 2 + INT
Class Features
Invocations: Icedawn Invoker levels stack with Warlock levels for the purpose of determining invocations known, invocation level, caster level, and eldritch blast damage.
Hellrime Blast: At 1st level, the Icedawn Invoker gains Hellrime Blast as a bonus invocation.
Forbidden Flame: At 1st level, the Icedawn Invoker forsakes the use of fire for anything except cooking food. They may not use Fire spells or abilities, even from another class, or from items, and may not light any fire save for cooking. An Icedawn Invoker who violates this oath loses all class abilities and may not progress in this class until they atone.
Frostfire (Sp): At 2nd level, the Icedawn Invoker can invoke Frostfire. These icy flames deal no damage, and otherwise act as the Faerie Fire spell, with a caster level equal to their Invocation caster level. They can use this ability 3 times per day.
Igloo (Sp): At 3rd level, the Icedawn Invoker can create a large magical igloo once per day. This effect is identical to the Tiny Igloo spell, allowing up to 1 Large, 3 Medium, or 12 Small creatures to exist inside it. The caster level equals her Invocation caster level.
Cold Fire (Sp): At 4th level, the Icedawn Invoker gains the Cold Fire spell as a spell-like ability, useable at will. Caster level equals their Invocation caster level.
Icedawn's Gift (Su): At 5th level, Auril blesses the Icedawn Invoker, granting them a +4 Profane bonus to Charisma.
Blade Defense [Fighter]
You have mastered the art of defending yourself with a blade.
Prerequisite: Weapon Focus (any one blade weapon)
Benefit: You can only get the benefit of this feat with a blade-type weapon you have Weapon Focus in. When fighting defensively you gain an additional +2 dodge bonus to Armor Class. When using the total defense action you get an additional +4 dodge bonus to Armor Class. These bonuses are in addition to the normal benefits of the chosen defensive tactic.
Special: Blades include the bastard sword, falchion, greatsword, longsword, rapier, scimitar, short sword, and two-bladed sword. A fighter can select this feat as one of his bonus feats.
Brawn [General, Fighter]
Prerequisite: STR 13, Brute
Benefit: When calculating melee attack bonus, treat STR as two points higher than it actually is.
Improved Brawn [General, Fighter]
Prerequisite: BAB +6, STR 15, Brute, Brawn, Improved Brute
Benefit: When calculating melee attack bonus, treat STR as four points higher than it actually is. This does not stack with Brawn.
Brute [General, Fighter]
Prerequisite: STR 13
Benefit: When calculating damage inflicted, treat STR as two points higher than it actually is.
Improved Brute [General, Fighter]
Prerequisite: BAB +6, STR 15, Brute, Brawn
Benefit: When calculating damage inflicted, treat STR as four points higher than it actually is. This does not stack with Brute.
Divine Bulwark [Divine]
Prerequisite: Divine caster lvl 15, Wis 13+, Cha 13+
Benefit: You add either your WIS or CHA mod (chosen when you take this feat) to AC as a deflection bonus, and add it as a resistance bonus to all saving throws. This bonus cannot exceed your divine caster level.
Normal: Retain your normal defenses.
Femme Fatale [Archetype]
You are a tempting goddess of seduction, and you know and use it to the fullest potential.
Prerequisite: Must be a female, Cha 15+, Any Non-Good
Benefit: See below
Special: If you ever stop qualifying for this feat, you can trade it for another archetype feat that you meet the prerequisites of.
Archetype Feat Bonuses are based on HD.
1 HD: A femme fatale gains a +4 bonus to all charisma-based checks against creature sexually attracted to her. This bonus increases by +1 for every 2 HD above 1 she has.
3 HD: A femme fatale is an expert backstabber. She gains 1d6 points of sneak attack damage. Sneak attack damage granted by this feat stacks with other sources.
8 HD: A femme fatale is able to use charm person (extraordinary ability) as an immediate action at will. (Caster level equals HD)
15 HD: Whenever a femme fatale uses or casts charm person it is instead treated as charm monster, additionally her charm spell now bypasses spell resistance and immunities to mind-affecting spells.
Shield Mastery [General, Fighter]
You are especially proficient in blocking attacks with your shield.
Prerequisite: Shield Proficiency, BAB +1
Benefit: When using a buckler, light shield, or heavy shield, you may choose one opponent. Against this opponent, you gain a +2 dodge bonus to AC. You may select a new opponent each round. You may not use this feat if you are flanked.
Special: You also gain the benefit of this feat when using a tower shield if you have Tower Shield Proficiency, but only if you are not using it for cover.
Shield Edge Deflection [General, Fighter]
You have learned to use your shield to stop touch attacks.
Prerequisite: BAB+4, Shield Mastery
Benefit: When wielding a shield you have Shield Mastery for, your shield’s AC bonus counts against touch attacks from corporeal opponents.
Normal: Shield AC bonus does not count against touch effects.
Special: You cannot use this feat if flat-footed or otherwise denied your DEX bonus to AC.
Unearthly Luck [Fey]
Prerequisites: Fey Type
Benefit: As a supernatural ability, you may add your CHA bonus to all saving throws.
Unerring Weapon [Fighter]
You possess masterful control over your weapon and perform precise strikes with it.
Prerequisite: Int 12, Weapon Focus with weapon, Weapon Specialization with weapon, BAB +12
Benefit: When you strike a critical hit with your selected weapon, you automatically confirm the critical without the need for a die roll.
Special: Unerring Weapon may be taken as a fighter bonus feat.
FAITH WOUNDING
Necromancy
Level: Blackguard 1, cleric 1, paladin 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
You place your hands on your loyal acolyte and silver-black radiance discharges from your hands. Necrotic wounds spread across his chest.
When laying your hand upon a creature, you channel negative energy that inflicts 8 points of damage +1 point per caster level (up to +5). The spell works only on a creature that worships the same deity as you. A target with no deity or a different deity from yours is unaffected by the spell, even if the target would normally be harmed by negative energy. This unusual spell is typically given to clerics of gods with undead amongst their ranks, as it heals them, though it has seen some use amongst wicked clerics who seek to assess the ‘purity’ of supposed followers’ beliefs.
Emblazoned Shield – This shield is emblazoned with the holy symbol of a particular deity. Followers of that deity can use the shield as a holy symbol. +150 gp to base item.
Sacred Armor – Sacred armor is usually inlaid with valuable materials, and always features at least one holy symbol set into its chest. While it conveys no intrinsic special benefits, it is always a masterwork item, and reduces the base cost of enchantments by 10% if performed by a member of the same faith. +300 gp to base item.
Sacred Weapon – Considered holy by a given religion, consecrated while being made. Masterwork item that offers a non-magical +1 morale bonus to attack and damage rolls when wielded by a member of the same faith. Does not stack with other morale bonuses from divine spells. Counts as a holy symbol if wielder has Weapon Focus feat. +500 gp to base item.
Blessed Weapon – Weapon is permanently treated as under Bless Weapon spell, but does not gain an enhancement bonus. +500 gp to base item.