Classes

Outsider

Greater Gods are the gods of gods, creators and annihilators of entire pantheons. A God can never advance to become a Greater God unless he manages to defeat and kill the Greater God of his own pantheon (or is promoted by his Greater God). This restriction does not apply for those who have advanced into the Godhood classes through the Plane of Trials. A Greater God keeps the weakness he had as a God, and it is an almost impossible task to figure out what this weakness is and exploit it without being defeated first. There is only one Greater God in any Pantheon, and he knows the weaknesses of all the Gods below him.

Pantheon:
A Greater God can create his own Pantheon at level 1. At this point, he can promote 4 Gods, 16 Demigods and 80 Paragon beings. He can double this number every Greater God level if he so chooses.

Creation:

As a Greater God grows stronger, he can create more and more until he reaches the point where he can create his own planets and planes of existence. At this point, he must either do so and emigrate his Pantheon there or wage war upon any Greater Gods currently sharing his current plane of existence.

Fighting a Greater God:
Surviving a Greater God encounter grants 50k xp pr. demigod level + 500k xp pr. God level + 5 mill xp. pr Greater God lvl.
Defeating a Greater God grants 1k xp pr. HD + 100k xp pr. Demigod lvl + 1 mill xp pr. God lvl + 10 mill xp pr. Greater God lvl + 1 xp pr. hp.
Killing a Greater God grants 1 mill xp pr. Demigod lvl + 10 mill xp pr. God lvl + 100 mill xp pr. Greater God lvl.
This xp is only granted if you face a fully fleshed Greater God fighting at full strength with an intention to kill.

A Greater God advances through 20 levels, at which point he is absorbed into the cosmos and becomes part of all things. Once you become a Greater God, you stop gaining xp by conventional means. Instead, you get 1% xp every year for as long as you have followers. In, addition, you can choose powers which increase your xp gain.

Every level as Greater God grants:
+10 hit/AC/dmg (physical attacks)
+1 on all ability scores
+10 Caster levels
+10 DR/all
+10 SR/all
+50% MR
+1000 hp (no con bonus)
+10.000 followers

In addition, each level offers its own abilities as well as the chance to chose a Greater God power:

1 Create Pantheon, Create any Relic
2 Locate: Anything/-one anywhere
3 Create: any HD creature
4 Kill: Any being anywhere or any Demigod on same plane.
5 Ignore Immunities of Gods
6 Create: Any species
7 Sense: 100 km + Gods and Demigods of your Pantheon (as well as their followers, holy objects and shrines)
8 Kill: Any Demigod anywhere or God on same plane
9 Create: Planets
10 Create: Prime Material Planes with surrounding planes of existence
11 Sense: The whole Prime Material Plane + the Pantheon plane
12 Kill: Any God anywhere
13 Grant a Demigod Power to your lvl 30 followers (those who accept it can never enter Plane of Trials)
14 Ignore Immunities of Greater Gods
15 Sense: All surrounding planes of existence you have created
16 Kill: Any species
17 Grant a God Power to your lvl 40 followers (those who accept it can never enter Plane of Trials)
18 Kill: Destroy any planet
19 Promote: Promote 1 God into a Greater God. This removes you from your own Pantheon, and is the second last step towards being One with the Universe.
20 Sense: The Cosmos. you become One with all things. Congratulations. You won the game.

Kill: The killing of beings (and destruction of planets) with the Kill ability is restricted to beings in your own Pantheon/Creation/Planet/World/Plane/Prime Material Plane.

Greater God Powers, pick freely from the list, 1 power pr. lvl and each power can be chosen only once (the first 100 of these are the same as the Demigod and God powers, but they are cumulative with those, [unless marked with*]):

1: Current HPX10
2: +100% MR
3: +100 natural AC
4: +100 DR/all
5: +100 SR
6: +50 all saves
7: +25 all ability checks
8: Immune to all non-magical energy dmg*
9: +100 fast healing
10: +50 regeneration
11: Immune to critical hits*
12: Immune to non-epic spells*
13: Immune to non-epic weapons*
14: Immune to natural attacks and natural/magical abilites of non-demigods*
15: Immune to all natural and magical (non-epic) diseases and curses*
16: Immune to all poisons*
17: All dmgX10 (all kinds of dmg)
18: +100% spell penetration
19: +100 hit
20: Bypass +100 DR
21: +2 standard actions pr. round
22: +50 DC on saves
23: +25 DC on ability checks
24: Free action: Dispel any non epic magic in any location you can sense*
25: +10 crit range
26: Cast any 1-9 wizard spell at will (except wish and minor wish)*
27: Cast any 1-7 priest spell at will*
28: +2 arms
29: +20 initiative
30: Triple Base movement
31: Bypass critical immunity up to and including demigods*
32: Gaze attack (any 2nd Ed MM)
33: Voice attack (any 2nd Ed MM)
34: Breath weapon (any 2nd Ed MM)
35: Heal all dmg given to followers within 100m at the start of each round*
36: Extra Domain – grant minor domain to followers
37: Ability to cast Miracle unlimited times daily as a standard action.*
38: Any armor – yourself and all followers can wear any kind of armor and shields*
39: Grow permanent wings and fly at X3 ground speed*
40: Bonus Feats: You gain 5 epic feats and your followers gain a lvl 3 bonus feat
41: MR: Your followers gain +1% MR pr. lvl
42: Permanent 20 feet poison aura, save (DC 24) or die, your followers gain lvl 1 immunity to poisons*
43: Ability to cast ancient Curse unlimtited times daily as a standard action*
44: Personal Weapon – immediately gain V slots of chosen weapon and your followers gain the ability to chose it as a personal weapon and specialize in it and gain hit rating with it as a warrior.*
45: Spell penetration – followers gain +1% spell penetration pr. lvl
46: Gain 100.000 followers
47: Immune to all damage and effects caused by one chosen non-demigod individual
48: +X2 crit dmg on all kinds of crits (including spell crits)
49: Impervious to one kind of magical energy damage
50: +20 caster levels
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51: Cast any Epic Spell at will
52: Cast Wish at will with no negative effects
53: Followers gain +1 hit pr. lvl
54: Bypass Critical Immunity up to and including Gods
55: Instantly Resurrect any dead follower within 100m at the start of each round
56: Any weapon – immediately gain III slots in all weapons and your followers are proficient with all weapons.
57: Reduce the MR of any non-demigod opponent within 100m by half.
58: Permanent 900 feet aura of dimensional anchor (if anyone tries to enter or leave magically or supernaturally you may elcet to permit or allow it to happen)
59: Able to act after dimension door/teleport etc.
60: +50% resistance against Psionic powers
61: Ignore up to 50% resistance against your psionic powers
62: Cast any priest Quest-spell at will (Tome of Magic)
63: Followers gain +1 on all saves pr. lvl
64: Supress all supernatural, spell-like and magical abilities in any one non-demigod opponent within 90 feet at will.
65: One extra at will action pr. round
66: +2 move actions pr. round
67: Followers can cast any lvl 1 priest spell unlimited times daily
68: Followers can cast any lvl 1 wizard spell unlimited times daily
69: Immunity: Overcome your one weakness and shift it into something else
70: Always be aware of the weakness of your fellow Gods
71: Grant immunity to the location talents of other Gods and Demigods to one item/creature/being pr. God level (making yourself immune counts as one)
72: Grant immunity to the Kill ability of Gods of lower level as yourself to one creature/being pr. God level
73: Remove another God(s) from play for up to 10.000 years. This is a one time deal and all its Demigods, Paragon beings and lvl 20+ followers will instantly know it was you (but not how you did it) and who helped you. After 10k years, the God(s) will break free unless freed somehow sooner (or maybe even killed). Note: The Greater God of the Pantheon will also know what you did, as will any Gods in the Pantheon unaffected by your actions. Performing this action will also drain you of one God level pr. God removed.
74: ALL damage receieved can be regenerated and magically healed
75: Your damage dealt cannot be regenerated or magically healed
76: Extra domain – grant major domain to followers
77: Bonus Feats: you gain 4 epic feats and you followers gain a lvl 9 bonus feat
78: Followers gain +1 natural AC pr. lvl
79: Bonus Feats: You gain 3 epic feats and your followers gain a lvl 20 bonus epic feat.
80: Extra Domain – grant major domain to followers
81: Immune to all damage and effects caused by one chosen demigod
82: Promote 10 extra Paragon creatures
83: Promote 2 extra Demigods
84: +5 str/dex/con/int/wis/cha
85: +20 on one ability score
86: +5 wp
87: +10 nwp
88: Followers get a bonus NWP every even levels
89: Gain a buffer HP pool of 1 pr. follower you have. This buffer is not counted when you get 10X your current HP, it cannot be healed/regenerated in any way, and for every 1 dmg you take until the pool is gone, one of your followers die. Example: You have 10k hp and 100k followers. You choose to get the buffer, and you now have 110k maximum hp. If someone damage you for 20k dmg, 20k of your followers die and you now have 90k maximum hp. Only when your hp drops below 10k (and all your followers are dead), can you start healing your damage taken. This buffer will also increase if your number of followers increases.
90: Gain a bonus on all kinds of dmg output of 1 pr. 1k followers you have. This bonus is not counted when you get 10X all dmg, but it is added afterwards…as a bonus. This bonus will change as your number of followers change.
91: +1 bonus AC pr. 1k followers you have. This bonus will change as your number of followers change.
92: +1 bonus hit pr. 1k followers you have. This bonus will change as your number of followers change.
93: +1 bonus spell penetration pr. 1k followers you have. This bonus will change as your number of followers change.
94: +1 bonus MR pr. 1k followers you have. This bonus will change as your number of followers change.
95: +1 bonus DR/all pr. 1k followers you have. This bonus will change as your number of followers change.
96: +1 bonus SR/all pr. 1k followers you have. This bonus will change as your number of followers change.
97: +1 bonus fast healing pr. 1k followers you have. This bonus will change as your number of followers change.
98: +1 bonus spell penetration pr. 1k followers you have. This bonus will change as your number of followers change.
99: Followers live twice as long as others of their race and lvl 20+ followers don’t die of old age and don’t get penalites from aging.
100: Bonus Feats: You gain 2 epic feats and your followers gain a bonus epic feat at level 15.
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101: Holy War: Your followers declare war on the followers of another Greater God. Every side kills 1d10 followers pr. 1k followers you have every day until one side wins. Choosing this ability also grants you 100.000 followers just before the war begins.
102: Immune to Epic Spells
103: Immune to Epic Weapons
104: Every day your follower count decreases, there is a 10% chance that you will gain the same amount of new followers by the next day.
105: Half damage from all physical damage (in addition to any previous damage reductions)
106: Half damage from all magical damage (in addition to any previous damage reductions)
107: Holy Defense: If another Greater God declares Holy War upon you, you only lose half the usual number of followers daily. Choosing this ability also grants you 50.000 new followers.
108: Holy Bloodthirst: Your followers kill +50% of the usual number during Holy War
109: Epic Followers: Your followers gain powers at lvl 22, 24, 26, 28 and 30. These powers are any non godhood powers you possess, and you sacrifice your own powers in order to give them to your followers.
110: Sneaky followers: Your followers receive 30 rogue points at lvl 1 and 15 more pr. lvl
111: Skilled followers: Your followers advance their hit rating as fighters do.
112: Specialized followers: Your followers can specialize in the weapon you are most skilled with.
113: Arcane followers: Your followers gain arcane spells the same way as wizards or sorcerers.
114: Tough followers: Your followers receive CON bonuses as fighters do, and gain +1 CON at lvl 9
115: Musical followers: Your followers get the same bardic abilities as standard bards.
116: Instant Prayer: If a follower prays to you for guidance for 1 round (full round action), you may bestow +1 hit/dmg/AC/saves for 1 turn if he succeeds a DC 20 religion check.
117: Battlecry: If a follower shouts a battle cry in your name (free action), you may bestow +2 hit/dmg to him and all his friendlies within 30 feet for 1 turn if he succeeds a DC 20 CHA check.
118: Short prayer: If a follower prays to you for 1 turn, he may be granted Greater Protection from Evil, Good, Lawful or Chaotic (+5 AC and saves) for 1 hour if he succeeds a DC 25 religion check.
119: Medium prayer: If a follower prays to you for 1 hour, he may be granted +10 initiative the following day if he succeeds a DC 30 religion check.
120: Long prayer: If a follower prays to you for 24 hours, he may be granted a Wish (with the appropriate reprecussions) if he succeeds a DC 35 religion check. Only one Wish will be fulfilled every level or year, whichever comes last (ie. you cannot be granted 5 wishes if you advance 5 levels in a 12 month period, and you also do not get 5 wishes if you stay lvl 1 for 5 years).
121: Small Sacrifice: If a follower sacrifices 10 gold worth (the ritual takes 1 round), he will receive a +5 bonus on all encounter reactions for 1 turn.
122: Medium Sacrifice: If a follower sacrifices 100 gold worth (the ritual takes 1 turn), he will receive a +5 bonus to an ability score of his choice for 1 hour.
123: Big Sacrifice: If a follower sacrifices 1.000 gold worth (the ritual takes 1 hour), he will receive a 24 hour Sanctuary (DC 30).
124: Ultimate Sacrifice: If a follower sacrifices 50.000 gold worth (the ritual takes 24 hours), a loved one (spouse, child, other family member, hencheman, PC or close NPC) will be brought back to life at the location of the sacrifice immediately after. No remains are needed, but the soul must be available for resurrection. This can only be done once pr. level or year, whichever comes latest.
125: Soul Sacrifice: Your followers may sacrifice the souls of other people to you. This is an utterly evil act, and will leave the victims unable to ever be resurrected again. The ritual takes 1 hour and can only be performed if the Greater God is Evil. The ritual cannot be performed more than once every month (during a full moon), and grants the follower 10% XP to the next level, as well as 5% for all spectators. Because of this ability, the Greater God receives 1% XP every year as long as he has more than 250.000 followers.
126: Celibacy: If the Greater God is Good, a follower can decide to live in celibacy. As long as the follower lives this way, he is granted immunity to mind-based spells. This ability is permanently removed after his first sexual encounter and cannot be reinstated ever again. It is possible to choose celibacy and gain the ability if you have had sexual encounters before the decision. but once the vow is broken, it is forever ruined
127: Human Sacrifice: If the Greater God is Evil, a follower may sacrifice humanoids (the ritual takes 1 turn) and receieve a +1 bonus to dmg pr. lvl/HD of the sacrifice on all spells cast for 24 hours. These bonuses are not cumulative, and once someone has been sacrificed, another sacrifice is not possible until the bonus runs out.
128: Fast leveling: You gain 1 more Greater God level for every one of your followers who complete the Demigod Ascendant trial in Plane of Trials.
129: Soul Bargaining: Followers can sell their soul to their Greater God if the god is Evil. If they do, raise Dead and resurrection etc. will not work on them (since the Greater God will have claimed their souls already). In return, those who choose to sell their souls will get 3 wishes, +3 on one ability, +2 spells pr. spell level daily and get to choose 1 spell pr. spell level which can be cast once a day at 200% potency. The Greater God receives 1% XP every year as long as he has more than 500.000 followers.
130: Soul of Neutrality: Followers of a Neutral Greater God can shift the encounter reaction of neutral creatures by one category (mindless creatures not included) upon a successful charisma check (DC 20).
131: Pacifists: If the Greater God is Neutral or Good, the followers cannot initiate combat against other living beings. In return, they gain +1 natural AC pr. lvl and +1 free parry every round. if they fail to live up to this standard, the benefits are lost for at least 1 month and they also have to Atone.
132: Additional Low Powers: Your followers get additional low powers at lvl 1, 3, 5 and 7.
133: Adittional Medium Powers: Your followers get additional medium powers at lvl 9, 11 and 13.
134: Additional High Power: Your followrs get additional high powers at lvl 15 and 17.
135: Additional Grand Power: Your followers get an additional grand power at lvl 19.
136: Crusade: Your followers will amass an army and wage war against the country of your choice. You can make them wage new wars every 5 years. Each Crusade lasts for 4 years (travel time included, both to and from the destination, so if it takes 2 years to travel there, they won’t have time to actually do any warfare). 1d100% percent of your followers will participate every time, and 1d10% of the defending army will die every month during the war. For every defender that dies, 2 of your followers will die. If they manage to kill off all defenders, they will establish a new kingdom there in your name (50% of the crusading followers will settle down while the rest go home). Your religion will be the official religion, and 25% of the surviving population will convert (50% of the population in a country will be part of the defending army when any followers of a Greater God come crusading).
137: Your followers do not need to memorize their spells, but use the ones best suited to the situation.
138: Your followers who reach lvl 20 can no longer die from old age.
139: Your followers gain access to a new sphere every time they get a new spell level until they have access to all spheres. They must choose minor and major spheres every other time.
140: All spells that your followers cast of a certain major sphere are maximized.
141: Your followers get a CHA modifier to the save DC of spells in the same way a sorcerer does.
142: Your followers gain access to one wizard school of their own choice. All spells of this school are Intensified.
143: Your followers increase one ability score by 1 every 4 levels (it must be the same ability score every time).
144: Your followers use d12 for hit points, and they roll new dice every level.
145: Your followers gain access to a Plane of your choice at level 15 and a second Plane at level 20 (City of Union and other restricted Planes not included).
146: Your followers do not need to have ability scores of 25 in order to pick Epic Feats which requires ability scores of 25.
147: Your followers start gaining feats at lvl 1, but get new feats only every third level until level 15 (They get 1 new feat at lvl 1, 3, 6, 9, 12 and 15. From lvl 16 they get new feats every level, just like everyone else.).
148: Bonded Mount: Your followers gain a bonded mount in the same way as AD&D 2nd Edition Paladins.
149: Your followers can own wear a maximum of 3 magical items, but all spells are free actions.
150: You are impervious to all damage and effects from any source (including other Greater Gods). In essence, you are indestructible. However, half of your followers die immediately and you die if all of them perish later on (unless you have advanced to a lvl 20 Greater God meanwhile – and become one with the cosmos). If your HP/AC/etc. is tied to your follower count, you will take damage/effects from loss of followers.
151: You gain +1% XP every year for as long as you have followers. This ability can be chosen several times.

The Shaolin monks used to have a presence in both Vest and Den Gylne Keiser Rike, but all the monasteries in Vest were burned to the ground a few years ago. The monks had been a thorn in the side for the emperor for quite some time, but none of his attempts to link them to the rebels were fruitful. That is, until an upstart wizard became the leader of one of the magic schools in the empire in return for ratting out a Shaolin monastery for being traitors against the emperor. A military campaign was launched against the monks in the name of said wizard, and hundreds were killed. Today, that wizard is known as Mokferuso, the most powerful Dragon Mage in the history of time, and a supposed epitome of Goodness. If people only knew….

Priest Class

Requirements:
Any non-evil Neutral alignment
INT 13
WIS 13
CHA 16

Required NWPs and WPs:
Anatomy
Zen Ceremony
Zen
Jiu Jutsu II

Bonus NWPs and WPs:
Dim Mak I

Hindrances:
Cannot Turn Undead
Can only wear leather armor
Shaolin Monks live in secluded monasteries most of the time, unless they are on some kind of mission on behalf of their order. Adventuring for the sake of adventuring is frowned upon, and seldomly accepted.
If you ever want to leave your monastery to adventure on your own, you need to defeat your masters in the courtyard on your way to the gate – or die.
The only sphere Shaolin Monks originally have access to it Healing, but all those spells are maximized.

Benefits:
The Shaolin Monks are renown for their wisdom and people often seek them out for guidance. This results in a +5 bonus on all encounter checks with other people.
Due to their extensive combat training, Shaolin Monks can specialize in any exotic weapon, and have hit rating advancement as fighters.

Lvl    Abilities
1    Shaolin Meditation
2    Shaolin Skin
3    Shaolin Speed
4    Bonus WP
5    Shaolin Studies
6    Bonus major priest sphere of your choice
7    Shaolin Strikes
8    Bonus WP
9    +1 Movement Action
10    Enlightenment
11    Bonus minor priest sphere of your choice
12    Bonus WP
13    Freedom of Movement
14    WIS bonus to AC
15    INT bonus to AC
16    Bonus WP
17    CHA bonus to AC
18    Bonus major priest sphere of your choice
19    +1 standard Action
20    Greater Enlightenment

Shaolin Meditation (Ex): If a Shaolin Monk meditates for one full round and enters combat within the next turn, he only takes half damage from all physical attacks during the battle (but still take full damage from other physical damage, such as falling down, falling rocks, etc.)
Shaolin Skin (Ex): +1 natural armor pr. 2 lvls.
Shaolin Speed (Ex): +1 movement and +1 Initiative pr. 3 lvls.
Shaolin Studies: Bonus Feat every 5 lvls.
Shaolin Strikes: +1 attack every 7 lvls.
Enlightenment (Ex): Permanent Comprehend Languages and Read Magic, +1 CHA/INT/WIS
Greater Enlightenment (Ex): Permanent True Seeing and Tongues, +1 CHA/INT/WIS

The Martial Artists of Vest all belong to one of eight different styles, each paying tribute to the characteristics of an animal. Being a martial artist also means protecting your village against dangers and participating in tournaments which in turn might serve to raise your personal social standing in the Vest society.

Fighter Class

Requirements:
STR 18

Benefits:
Your first proficiency slot on your totem style is free.
You learn how to use the Iron Bar, a devastating weapon.

Hindrances:
You cannot advance beyond level 3 until you have learned the special attack of your style, something which requires you to solve a task given to you from your master. A lot of martial artist leave the class in pursuit of another fighter class after giving up their quest. A typical quest involves making your way to a temple in the jungle where a real live animal of your style will attack you, dealing only subdual damage. This animal can only be damaged by your style’s special attack and will only receive subdual damage from it. Every round the animal attacks you (using the special attack of your style, so add +1 hit/dmg pr HD of the animal), you get a DC 35 WIS check to discover the secret of the attack. Once you have discovered it, you must succeed at DC 35 INT check to be able to use it against the animal. You get one check every round you try. Usually, this leaves people beat up and hurt for days and weeks until they finally succeed. Which is why most people give up entirely. Every time you are knocked unconcious, the animal will disappear and not reappear until the next day.

Lvl    Abilities
1    Iron Bar Proficiency, Totem Style
3    Style Special Attack
5    Iron Bar Specialization
10    Iron Bar Expert
12    Improved Special Attack
15    Iron Bar Master
20    Iron Bar Artist

Iron Bar Proficiency: Able to wield and use the Iron Bar, a two-handed iron pole weighing 50 kg. Although anyone with at least 18 STR is able to pick it up and strike someone with it for 1d10 dmg, only martial artists learn the maneuvers which turns it into a deadly weapon on the battlefield. Your movement is reduced by 6 while carrying an Iron Bar. Attacking with it is a full-round action.
Totem Style: You start your journey as a martial artist and get your first proficiency slot in the style you are studying. There are 8 styles, and each is stronger than one while weaker than another. Tiger beats Mantis, which beats Snake, which beats Leopard, which beats Bear, which beats Monkey, which beats Eagle, which beats Crane, which beats Tiger. Your totem style is cumulative with Martial Arts WP, and grants either +3 hit, dmg or AC pr. slot you designate to it. Once you choose hit, dmg or AC, you must stick to that for all your new slots, too.
Style Special Attack: This is your style’s trademark, and you cannot learn it without completing a quest given from your master. This attack is a standard action and deals lethal damage instead of subdual. In addition, you get +1 hit/dmg pr. lvl performing this attack. If you strike the style you prey upon, your hit/dmg bonus is doubled. If you strike the style which preys on you, you get no bonus. Trying to counter such a strike is harder than countering other kinds of attacks, so the DC is increased by 1 pr. lvl. The style you prey upon has it’s DC increased by another +1 pr. lvl, and the style which preys on you parries it like normal attakcs (DC = your hit + 12).
Iron Bar Specialization: The Iron Bar now deals 2d10 dmg. Attacking with it is a Standard Action.
Iron Bar Expert: The Iron Bar deals 3d10 dmg, and the attack is a Whirwind attack. Movement penalty reduced to 3.
Improved Special Attack: You special attack now also get hit/dmg bonus from DEX.
Iron Bar Master: The Iron Bar deals 4d10 dmg and you get an AoO on everyone who enters a square you threaten.
Iron Bar Artist: The Iron Bar deals 5d10. No movement penalty. You can now also perform a movement action in addition to the standard action (but not perform 2 movement action). During the movement action, you will automatically attack everyone within reach (even friendlies).

Aikido Masters have taken a much deeper dive into the art of Aikido than those with but a few dedicated slots in the proficiency. This has allowed them to unlock its offensive and damaging capabilities. But luckily, they tend to keep to themselves to avoid drawing too much attention to themselves or their art. And when cornered, most prefer to simply avoid their opponent’s blows instead of turning him into mince meat.

Fighter Class

Requirements:
Any Neutral alignment
DEX 15

Bonus NWP:
Tumbling

Bonus WP:
First slot of Aikido

Hindrances:
No added hit or dmg from STR when using Aikido.
Cannot wear any armor.
Cannot use weapons, with a few exceptions.

Level    Abilities
1    Novice
2    Unarmed Strike (same as 3.5 Ed monks)
3    Ki Strike (same as 3.5 Ed monks)
4    Able to use Aikido offensively to push opponents 5 feet pr. 4 levels in any direction
5    Practitioner
6    +1 free Aikido slot
7    +1 free AoO against those who move into a square you threaten
8    INT bonus to hit when using Aikido
9    Able to use Aikido offensively to deal dmg with allowed weapons (no STR hit/dmg bonus) or hands (still no STR hit/dmg bonus)
10    Fighter
11    Evasion
12    +1 free Aikido slot
13    Able to use Aikido offensively to Trip opponents
14    +1 free AoO against those who move into a square you threaten
15    Master
16    WIS bonus to hit when using Aikido
17    Improved Evasion
18    +1 free Aikido slot
19    Able to use Aikido offensively to Throw opponents
20    Grand Master

Novice: +1 natural AC pr. lvl, 1 free counter against all melee attacks.
Practitioner: +1 initiative pr. 5 lvls, 1 free counter against all missiles, able to wield a Bokken sword (a wooden practice sword which deals 1d6 dmg when used normally) or a Cane (1d4 dmg).
Fighter: Able to fight normally when prone, can Trip opponents instead of pushing them (DEX check DC 20 to avoid being tripped, end up on the ground if save is unsuccessful), able to wield a Fan (1d2 dmg, adds +2 hit if used with Aikido).
Master: Abble to Throw opponents (DEX + 1d6 feet away) instead of pushing them – this deals 1d6 impact dmg pr. 10 feet. Also able to start teaching Aikido NWP to others.
Grand Master: Able to Hurl (DEX + 2d6 + lvl feet away) opponents for 1d6 impact dmg pr. 10 feet. Can now accept Aikido Novices.

Sumo wrestlers originate from the empire of Vest, where they enjoy a life of fame and luxury. But their life is not just all show and games – they can also be deadly opponents if they want.

Regardless of how weak a sumo wrestler is before he begins his career, his strength will soon rise to astronomical heights as he levels up. But his dexterity will sadly suffer, as will his weight and movement rating.

Fighter class

Requirements:
CHA 15

Hindrances:
Can only learn bludgeoning melee weapons and bows (must be strength bows or they will break)
Cannot wear any armor unless it has been designed specifically for the sumo wrestler. Once he levels up, the armor must either be modified or it won’t fit anymore.

Benefits:
One of the highest ranking social classes of the Vest society.
Impervious to subdual damage.
Treated as a large creature with 4 legs during Overbearing.
A sumo wretler is considered to be armed at all times and all his attacks deal lethal damage (of course, they can choose to deal subdual damage during tournaments, shows and contests – unless they have a reason not to).

Lvl    Abilities
1    Sumo Wrestling, Sumo Lifestyle
2    +1 STR, -1 DEX
3    +1 DR/All
4    +1 STR, -1 DEX
5    +1 DR/All
6    +1 STR, -1 DEX
7    +1 DR/All
8    +1 STR, -1 DEX
9    +1 DR/All
10    Sumo Charge, +1 STR, -1 DEX
11    +1 DR/All
12    +1 STR, -1 DEX
13    +1 DR/All
14    +1 STR, -1 DEX
15    +1 DR/All
16    +1 STR, -1 DEX
17    +1 DR/All
18    +1 STR, -1 DEX
19    +1 DR/All
20    Sumo Slam, +1 STR, -1 DEX (this is the last level where STR and DEX is modified)

Sumo Wrestling: The only unarmed combat style a sumo wrestler can learn, is sumo wrestling. but what a great fighting style it is! Sumo wrestling deals 1d4 lethal bludgeoning damage, and every slot you gain gives you +1 attack/hit/dmg with your hands. Whether you push, punch, pound, swing or hammer away with those fists of yours, you do a truckload of damage! sumo wrestlers are the only ones who can learn this fighting style, and it is the only known fighting style which Jiu Jutsu cannot be used to counter.

Sumo Lifestyle: +10 kg bodyweight pr. lvl, -1 movement pr. 30 kg gained. +1 society point pr. lvl. If you ever leave the sumo wrestler class, your lifestlye sticks with you, causing you to gain more weight while losing more movement. And alas, your hard gained STR will recede by 1 point EVERY level until it is back at where it started before you became a sumo wrestler. Your DEX, however, will not increase.

Sumo Charge: If you charge someone during the first round of combat, you can take 2 movement actions, followed by a full round action of Sumo Wrestling attacks.

Sumo Slam: You can sacrifice all your attacks but 1 in order to make a single Sumo Slam attack as a standard action (if you are able to perform more than 1 standard action in a round, you can still only do one Slam every round). The Sumo Slam attack deals Crushing/Structural damage, and you gain +1 hit pr. attack you have sacrificed as well as all the damage the other attacks would have caused. This means that a sumo wrestler who has 10 attacks who all do 1d4+20 (just an example) dmg, can sacrifice 9 of his attacks to perform a single crushing slam which has a +9 bonus to hit and a 9d4+180 bonus to dmg.

Talona is the only known evil demi-god who follows the Eight Immortals. Therefore, even though his followers are often assumed to be demon worshippers, they are not. But they would probably be persecuted a lot more, was it not for the fact that The Black Fangs of Talona have specialized in giving advice to rulers and important persons, as well as keeping them alive by checking their food and drink for poison.

Requirements:
Any Evil
INT 15

Required NWPs:
Religion
Statecraft
Diplomacy

Bonus NWPs:
Poisons

Hindrances:
Cannot Turn Undead
If the priest has a CHA of 12 or greater, he must tattoo himself in the face with demonically hideous patterns and images to be treated as having no more than CHA 11.

Weapons allowed:
All swords, maces and hammers, and a ceremonial dagger especially prepared with poison chambers.

Armor allowed:
Any

Major Spheres:
Combat
Necromancy
War
Chaos
Guardian
Summoning

Minor Spheres:
All
Charm
Protection

Lvl    Abilities
1    Accustomed to Poison
3    Identify pure poisons by smell
5    Identify poisons in drinks by tasting
7    Identify poison in food by tasting
10    Disease Touch
12    Hold Touch

Accustomed to Poison (Ex): +4 bonus on saves vs poison. If save is successful, poison has no effect. If fail is saved, poison has same effect as it would if a normal person saved successfully. Able to save against poisons which offer no save.

Disease Touch (Su): As a free action, the priest can cause a horrible, flesh rotting disease in any living being by touching it. The skin decays and turns green before pieces of flesh start falling off until the victim dies. Save vs Death DC 20 or lose 1 CON daily until death. This ability has unlimited uses daily.

Hold Touch (Su): as a Free Action, the priest can paralyze a target by touch. Save vs Paralyze DC 24, or be paralyzed for 1 turn.

The members of the Black Sand Clan are all orphans who are brought up at the secret headquarter of the clan and only released into the world when they are ready to start serving the Clan by assassinating all and any targets the Clan is hired to deal with.

Multiclass fighter/rogue/wizard/priest class

Requirements: Any Lawful

Bonus: Black Sand Assassins are proficient with all exotic weapons, and have +1 hit/dmg/crit range/crit dmg with all exotic slashing weapons.

Hindrances: You can never leave the class. Nor can you combine it with any other classes, since it occupies all 4 class types.

Major spheres: Any 4 spheres (pick yourself). No minor spheres.

Level    Abilities
1    Assassin Strike
2    Speed
3    Sharp Strikes
4    Shadow Walk
5    Strong Magic
6    Hail of Stars
7    Evasion
8    Whirling Blades
9    Puncturing Strikes
10    Improved Speed
11    Crippling Strikes
12    Improved Shadow Walk
13    Stronger Magic
14    Improved Hail of Stars
15    Fast Reflexes
16    Improved Whirling Blades
17    Improved Evasion
18    Armorpenetrating Strikes
19    Bypassing Strikes
20    Critical Vorpal Strikes

Assassin Strike (Ex): Backstab bonus is applied to the first attack of every round, +1 hit/lvl on that first strike.
Speed (Ex): +2 movement rate every other level
Sharp Strikes (Ex): Cut a limb on a critical hit on slashing attacks.
Shadow Walk (Ex): No movement penalty while using MS/HS
Strong Magic (Su): Your magic ignores half the MR of your target.
Hail of Stars (Ex): Standard Action: Throw 1d4+1 pr. 4th lvl small darts (each dealing 1d4 dmg) on every eligible target within 30 feet. You get one target pr. 4th level.
Whirling Blades (Ex): +1 attack on all slashing weapons
Puncturing Strikes (Ex): Your slashing attacks ignore half the DR of your target.
Improved Speed (Ex): +1 movement action
Crippling Strikes (Ex): The damage from your slashing attacks cannot be healed by Fast Healing or Regeneration.
Improved Shadow Walk (Ex): Undetectable while using MS/HS. Magical detection does not work, neither does Scent or Dragon Senses.
Stronger Magic (Su): Your magic ignores half the SR of your target.
Improved Hail of Stars (Ex): The stars deal an additional 1d4 dmg, and the radius doubles to 60 feet.
Fast Reflexes (Ex): +4 initiative, +4 on all DEX checks.
Improved Whirling blades (Ex): All your attacks are Whirlwind attacks.
Armorpenetrating Strikes (Ex): Your slashing attacks ignore the armor of your target.
Bypassing Strikes (Ex): Your slashing attacks ignore all magical protection (such as blur, etherealness, stoneskin, barkskin, etc.)
Critical Vorpal Strikes (Ex): Your slashing attacks beheads opponents on critical hits and deal regular critical hits to those who are normally immune to critical hits.

A Marksman is considered to be proficient in all ranged weapons, including throwing axes, ballista, catapults, cannons, etc. The first ability a marksman learns is Marksmanship, and all later abilities are only useable in concert with the Marksmanship ability.

Fighter class

Lvl    Abilities
1    Marksmanship
3    Damage is +1 die category
5    +50% range
7    +1 crit range
9    +50% range
11    +1 attack
13    +1 additional damage die
15    +50% range
17    +X1 crit damage
19    +50% range

21    +1 attack
25    +50% range
30    +50% range
31    +1 attack
35    +50% range
40    +50% range
41    +1 attack
etc.

Marksmanship (Ex): Full round action. Regardless of how many attacks the marksman usually has, he only gets 1 attack/arrow every round when using Marksmanship (no effects/bonuses/abilities/etc. can circumvent this). At level 11, he gets a 2nd attack, and a 3rd at level 21, 4th at lvl 31 etc. Using the Marksmanship ability adds +1 dmg pr. level to the shot, and he will never miss his target (which means that he will always hit what he aims for – as long as he can see it, but invisible opponents must be seen and ethereal creatures still have a 50% chance of being missed if the weapon isn’t Ghost touch, etc). Called shots for additional damage is not allowed when using Marksmanship. The Marksman still rolls the die to see if he scores a critical hit, and a natural 1 is still a miss.

From level 20, the Epic Sharpshooter’s hit rating with his personal weapon increases by 2 every level instead of 1, and his regular hit rating increases by 1 every level. In addition, every third level (lvl 23, 26, etc.), the Epic Sharpshooter gets to choose one ability from the following list (abilities marked with * can be chosen several times):

1: *+1 Initiative, +1 hit rating on ranged attacks and +1 arrow on One man firing squad
2: One man firing Squad can be performed every round, and there is no cooldown period.
3: If an Epic Sharpshooter is flanking his target, his backstab bonus is applied to the first shot of every round.
4: The hit penalty on Sniper Shot is removed, and WIS scores above 18 will help increase the chance to hit further (as pr. 3.5 Ed rules). No need to observe the target in advance, and one shot can be fired every round as a full round action. The minimum distance a Sniper Shot can be fired from is 30 feet.
5: *Personal weapon damage is even one die category higher. Die categories are as follows: 1d4, 1d6, 1d8, 1d10, 1d12, 2d8, 1d20, 2d12, 3d10, 4d10, 5d10, etc.
6: Sniper Shot will not automatically reveal the location of the Epic Sharpshooter. Instead, he needs a new MS/HS roll for every shot taken, with a -50% penalty pr. shot. Hide in Plain Sight cannot be used in the same round as Sniper Shot.
7: WIS bonus to hit rating is applied to all ranged attacks, and the WIS bonus to Sniper shot is doubled.
8: *+100% range and arrow damage on Sniper Shot.
9: Able to use any melee weapon, not just small ones.
10: INT bonus to hit rating.

On any material plane there can only be one Legendary Swordsmith with a single apprentice. The road to becoming one is a long trip, and the apprentice can never outlevel the master as long as the master lives. Due to a history of backstabbing apprentices, most swordsmiths have learned not to accept any assistants at all, with the result that the secrets of the swords are easily lost. If no Legendary Swordsmith exists in your world, those who seek to become one must succeed a Legendary Swordsmith check DC 20+current level in order to figure out the secrets which unlock the new abilities. If at any point, you fail the check, you can no longer advance as a Legendary Swordsmith. At that point it might be a good idea to hire an apprentice, since those with a master don’t need a check to advance until they reach a level which their master hasn’t attained yet. Strangely enough, most masters seem to suffer unfortunate accidents at this point for some reason.

Unique Class
Fighter Class
Requirements:
STR 18
WIS 18

Alignment:
Any

Bonus NWP:
Legendary Swordsmithing (WIS) (only useable by Legendary Swordsmiths)

Required NWPs:
Weaponsmithing
Artistic Ability; Weaponsmithing
Meditation
Alchemy Base
Alchemy Advanced
Chemistry
Endurance
Display Weapon Prowess
Laijutsu
Mind over Matter
Goldsmithing
Silversmithing
Teaching

Lvl    Ability
1    Craft First Sword
2    Cut Missiles
3    Power Strike
4    Double STR bonus to damage
5    Craft Second Sword
6    Cut Rock
7    Cleave
8    Sword Expertise
9    DEX bonus to hit
10    Craft Third Sword
11    Cut Iron
12    Armorcutter
13    Great Cleave
14    Weapon Crusher
15    Craft Fourth Sword
16    Cut Anything
17    +X2 Crit damage
18    Double base damage
19    Shield Braker
20    Craft Fifth Sword
21    Bypass Stoneskin
22    +4 Initiative
23    Triple STR bonus to damage
24    Improved Weapon Crusher
25    Craft Sixth Sword
26    Bypass DR
27    +4 Crit Range
28    Double DEX bonus to hit
29    Improved Armor Cutter
30    Craft Seventh Sword
31    Bypass Immunity to Critical Hits
32    Sharpness (cuts limbs on critical hit)
33    Cut Spells
34    Improved Shield Breaker
35    Craft Eight Sword
36    Vorpal (behead on a critical hit)
37    Triple DEX bonus to hit
38    Triple base damage
39    Ghost Touch
40    Craft Ninth Sword

Signature Sword:
The legendary swordsmith’s signature sword is one of 9 swords the swordsmith creates. Every 5th level, the swordsmith is able to create a new sword with the characteristics of all previous levels(Crafting a new sword takes 28 consecutive days).
In addition to these traits, all of his signature weapons also share the following abilities:
1-handed swords have a base damage of 1d12/1d20. 2-handed swords have a base damage of 2d10/3d10.
+1 hit/dmg pr odd lvl of swordsmith at the time of creation (however, for the creator it functions as +1 pr. every lvl, and its bonuses continue to grow as the swordsmith level up)
Although these swords are never magical and cannot be enchanted in any way, they still damage those who are impervious to physical damage (ie. they damage everyone regardlessly).
What kind of sword you decide to create is entirely up to yourself. But if your first sword is one type of sword, all following swords must be of the same type. Also, whenever a Legendary Swordsmith creates a new sword (for instance a Sixth Sword), any previous Sixth Sword from the same material plane will disappear forever. The swords made by Legendary Swordsmiths are not affected by the detection abilities of even Greater Gods.
Note: A Tenth Sword is rumored to exist somewhere in the multiverse. It might be just a rumor, but then agains – it might not.

Cut Missiles: Able to parry missiles

Power Strike: Sacrifice up to all the sword’s hit bonuses to gain damage bonuses. This works the same way as the Power Attack feat.

Cut Rock: Able to cut through stone. Deals as much (structural) damage to stone as bludgeoning weapons and deal double damage against stone creatures (such as stone golems).

Sword Expertise: Sacrifice up to all the sword’s hit bonuses to gain AC bonuses. This works the same way as the Improved Combat Expertise feat.

Cut Iron: Deal structural damage to iron and deal double damage to iron creatures (such as iron golems).

Armorcutter: Cuts through (ignores armor). Normal armors are damaged and lose 1 AC pr. hit. Magical armors are not damaged.

Weapon Crusher: Breaks normal weapons which try to parry a critical hit. Magical weapons get a save, with a +1 bonus to the roll pr. magical bonus and ability. Epic weapons are not affected.

Cut Anything: Deal structural damage to anything and deal double damage to all creatures which are not made of flesh and bones (undeads have bones, so you deal regular damage to them).

Shield Breaker: Breaks normal shields which try to parry a critical hit. Magical shields get a save, with a +1 bonus to the roll pr. magical bonus and ability. Epic shields are not affected.

Improved Armor Cutter: Magical armors are damaged and lose 1 AC pr. hit (magical bonuses are lost first). Epic armors are not affected.

Improved Weapon Crusher: Breaks magical weapons which try to parry a critical hit. Epic weapons get a save, with a +1 bonus pr. level of the wielder. Artifacts and relics are not affected.

Cut spells: Able to parry single target spells directed at wielder.

Improved Shield Breaker: Breaks magical shields which try to parry a critical hit. Epic shields get a save, with a +1 bonus pr. level of the wielder. Artifacts and relics are not affected.