http://brilliantgameologists.com
May 22, 2013, 12:46:29 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: These boards are now READ ONLY. We've started over! So don't try posting here. Go here www.minmaxboards.com
 
   Home   Help Search Members Login Register  
Pages: 1 2 3 4 »
  Print  
Author Topic: Lineage 2-based PrCs  (Read 17111 times)
0 Members and 1 Guest are viewing this topic.
Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« on: September 28, 2008, 09:55:15 PM »

My first serious attempt at homebrewing stuff...

In this topic I will post some of my Prestige Classes based on various classes found in the MMORPG Lineage 2: The Chaotic Throne.

Prestige Classes list:
Abyss Walker
Blade Dancer
Dark Avenger
Divine Protector <Paladin>
Destroyer
Element Mage <Sorcerer, Spellsinger and Spellhowler>
Elite Executioner <under rehash>
Hawkeye
Phantom Ranger
Silver Ranger
Sword Singer
Tyrant
Warlord

« Last Edit: August 07, 2010, 03:23:19 PM by Risada » Logged

Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #1 on: September 28, 2008, 09:56:40 PM »

Cross post

Dark Avenger


   
"You made the worst possible choice by choosing to run away from us..." - Karst, human dark avenger

Dark avengers are warriors specialized for close physical combat with great defensive and disruptive abilities, may of them powered by dark powers, as well as providing support for his eventual allies. They make up for the lack of offense by fighting alongside the Dark Panther, a beast specialized in fast attacks and great hunting skills, and by using various martial maneuvers.

Becoming a Dark Avenger
This class favors those that fight with a one handed melee weapon and a shield, since various of the dark avenger's abilities require a shield. Most dark avengers multiclassed into the Crusader class or picked the feats Martial Study and Martial Stance to meet the requirements.  

 ENTRY REQUIREMENTS
   Alignment: any nongood
   Base attack bonus: +6
   Feat: Improved Shield Bash  
   Skills: Gather Information 2 ranks, Intimidate 8 ranks
   Martial Maneuvers: must know at least one Devoted Spirit maneuver
   Martial Stances: must know at least one Devoted Spirit maneuver

Class Skills
The dark avenger's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Climb (Str), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), Spot (Wis)
Skills Points at Each  Level : 4 + int modifier

Hit Dice: d10

Table 1 - Class Features

                               Maneuvers  Maneuvers  Stances
   BAB     Fort   Ref   Will     Known     Readied    Known     Abilities
1. +1      +2     +0     +2        0          0         1       Shielded Combat Mastery +1, Summon Dark Panther
2. +2      +3     +0     +3        1          0         0       Armored Hunter, Shared Pain 1/day
3. +3      +3     +1     +3        0          1         0       Draining Smite 1/encounter, Threatening Presence
4. +4      +4     +1     +4        1          0         0       Shielded Combat Mastery +2, Shield Fortress Stance
5. +5      +4     +1     +4        0          0         0       Dauntless Hunter, Shared Pain 2/day
6. +6      +5     +2     +5        1          1         1       Draining Smite 2/encounter
7. +7      +5     +2     +5        0          0         0       Dark Shackles, Shielded Combat Mastery +3
8. +8      +6     +2     +6        1          0         0       Shared Pain 3/day, Aegis Fortress Stance
9. +9      +6     +3     +6        0          1         0       Draining Smite 3/encounter
10.+10     +7     +3     +7        1          0         0       Shielded Combat Mastery +4, Touch of Death


Class features

Maneuvers: at every even-numbered level, the dark avenger can add a new maneuver to his list of maneuvers  known from the Devoted Spirit, Shadow Hand and White Raven disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Dark Avenger class levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd, 6tg and 9th levels, you gain an additional maneuver readied per day.

Stances known: at 1st and 6th levels, the dark avenger can learn a new martial stance from either the Devoted Spirit, Shadow Hand and White Raven disciplines. You must meet a stance's prerequisites to learn it.

Shielded Combat Mastery(Ex): starting at 1st level, the dark avenger learns how to make the best of his shield when fighting. The dark avenger gains +1 bonus to his AC while she has a readied shield, as well as a +1 bonus on all attack rolls (this bonus applies to both shield and weapon attacks). This bonus increases by +1 for every three levels thereafter (+2 at 4th, +3 at 7th and +4 at 10th).

Summon Dark Panther(Su): starting at 1st level, the dark avenger can call upon the services of the dark panther, a reflection from the dark avenger's own soul. As a full-round action action, the dark avenger can summon the dark panther in a square adjacent to her. The dark panther start acting the same round it is summoned. The dark panther can be dismissed as a free action. The dark panther can exist indefinitely until dismissed. As the dark avenger gains more levels, the dark panther gets more powerful (see Table 2).
This is a Conjuration (Calling) effect.

Share Pain(Sp): the dark avenger uses the link with her dark panther to protect her from harm. Starting at 2nd level, the dark avenger can use a shield other spell as a spell-like ability on her dark panther. The caster level is equal to twice the dark avenger's class level. This ability is useable once per day at 2nd level, 2 times per day at 5th level, and 3 times per day at 8th level.

Armored Hunter(Ex):  the dark avenger learns how to be more mobile wearing even the heaviest armor. Starting at 2nd level, the dark avenger ignores half of her armor's armor check penalty and any penalty to her movement speed.

Draining Smite(Su): beginning at 3rd level, the dark avenger can imbue her weapon with vile energies that drain the life of those struck by it, allowing her to fight for extended time. Once per encounter, you can perform a single melee attack (or a strike maneuver) as a standard action. She deals 2 extra points of damage per initiator level on this attack. If it hits, the dark avenger gains a number of hit points equal to half the damage dealt. If this number exceeds the dark avenger's max hit points, the remaining hit points become temporary HP. Any temporary HP gained in this way lasts for 1 hour.

Threatening Presence(Su): the dark avenger exhales a dangerous air, and the enemies quickly become aware of this. Starting at 3rd level, all enemies within 30 ft from the dark avenger gains a -4 penalty to attack and damage rolls when not attacking the dark avenger.

Shield Fortress stance(Ex): at 4th level, the dark avenger learns how to change her current stance to the Shield Fortress stance. While you are in a stance from any discipline you know, you may forgo its normal benefit as a swift action to gain the effect of the Shield Fortress stance. You can mantain this ability active a number of rounds equal to 1+ you Constitution modifier (minimum 1 round). You can stop using the Shield Fortress stance and return to the stance's normal benefits as a swift action. You must wait 1d4 rounds until you can activate this ability again.
While in this stance, your shield's AC applies to your touch AC and you gain damage reduction equal to 5+ your shield's total AC (including any enhancement bonus it may have) + your Constitution modifier. This damage reduction cannot be overcome by any type of damage. If you have other kinds of damage reduction, apply only the highest value (they don't stack).

Dauntless Hunter(Ex): beginning at 5th level, the dark avenger is immune to fear (magical or otherwise) and all allies within 30 ft from the dark avenger (including the dark avenger) gains a profane bonus to saves against enchantment and mind-affecting effects equal to half her class level (rounded down).

Dark Shackles(Su): starting at 7th level, the dark avenger can manipulate shadows from the environment as well as other people to hold her enemies. Starting at 7th level, twice per day, as a standard action, the dark avenger can make all enemies within a 10 ft radius at a range of 60 feet paralyzed for 1d4 rounds unless they succeed on a Fortitude saving throw (DC 10 + the dark avenger's level + her Charisma modifier). Those who succeed become entangled for 1d4 rounds instead.

Aegis Fortress Stance(Su): at 8th level, the dark avenger learns a new way to empower her stances so she can avoid most offensive spells. While you are in a stance from any discipline you know, you may forgo its normal benefit as a swift action to gain the effect of the Aegis Fortress Stance. This abilty lasts for as long as you would maintain a stance, or as described below. You can stop using the Aegis Fortress stance and return to the stance's normal benefits as a swift action.
While you use this ability, you gain spell resistance equal to 12 + your initiator level. Additionally, whenever a spell fail to overcome your spell resistance, you can recover a single maneuver already used during this encounter (or gain a new granted maneuver if you are a Crusader).

Touch of Death(Su): at 10th level, the dark avenger learns how to harness destructive energy through her shield. Once per encounter, the dark avenger can make a single melee touch attack with her shield as a standard action. If it hits, the target is affected by a targeted Greater Dispel Magic effect (caster level equal to character level). Additionally, the target is reduced to half of its current hit points (rounded down) and is stunned for 1 round. On a successful Fortitude saving throw (DC 10 + 1/2 character level + Str modifier + the shield's enhancement bonus, if any), the target is not stunned.


Table 2 - The Dark Panther
Dark Panther
Medium Magical Beast
Hit Dice: 8d10+32 (76 hp)
Init: +9
Speed: 40ft, Climb 20 ft
Armor Class: 19 (+7 Dex, +2 natural), touch 17, flat-footed 12
Base Attack/Grapple: +8/+13
Attack: bite +15 melee (1d8+12)
Full Attack: bite +15 melee (1d8+12) and 2 claws +13 melee (1d6+9)
Space/Reach:5 ft/5 ft
Special Attacks: Improved grab, pounce, rake 1d6+9
Special Qualities: dark existance, darkvision 60 ft, low-light vision, scent, shadow claw    
Saves: Fort + 10, Ref + 13, Will + 4
Abilities: Str 20, Dex 24, Con 18, Int 10, Wis 14, Cha 8
Skills: Balance +15, Climb +13, Hide +13*, Jump +13, Listen +12, Move Silently +13, Spot +12, Survival +9**
Feats: TrackB, Alertness, Multiattack, Weapon Finesse

Dark Existence(Ex): the dark panther doesn't need to breathe, eat or sleep.

Improved Grab (Ex): to use this ability, the dark panther must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): if the dark panther charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +15 melee, damage 1d6+9.

Shadow Claw (Ex): The dark panther adds its Dexterity modifier (if positive) to all of its natural attacks, and is considered to have the Shadow Striking property (Tome of Magic pg 155) on all natural attacks.

Skills: the dark panther has a +8 racial bonus on Balance, Climb, Jump and Survival checks (only when tracking by scent) and a +4 racial bonus on Hide, Listen, Move Silently and Spot checks.A leopard can always choose to take 10 on Climb and Survival checks, even if rushed or threatened.
*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
**The dark panther gains a +8 racial bonus to Survival checks when tracking using scent.

- Creator's note: the dark panther here was created using elite array (14 Str 15 Dex 13 Con 10 Int 12 Wis 8 Cha) as a base and adding the leopard's modified stats (+6 Str, +8 Dex, +4 Con, Int -, Wis +2, Cha +0)




Class Level   Bonus HD   Natural Armor Adj.   Str/Dex Adj.   Special

     1st         +1              +0               +1         Two as One  
     2nd        +2              +1               +2         Improved Natural Weapons, Share Spells
     3rd         +3              +1               +2         Evasion
     4th         +4              +2               +3        
     5th         +5              +2               +3         Dark Devotion
     6th         +6              +3               +4         Improved Natural Weapons, Share Vision
     7th         +7              +3               +4         Improved Evasion
     8th         +8              +4               +5        
     9th         +9              +4               +5         Improved Multiattack
    10th        +10             +5               +6         Improved Natural Weapons, Two as One, Greater[/pre]

Use the dark panther's base statistics, but make the following changes:

Class Levels: the dark avenger level. It determines the dark panther's abilities.

Bonus HD: Extra ten-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the dark panther’s base attack and base save bonuses. The dark panther’s base attack bonus is the same as that of a fighter of a level equal to the dark panther’s HD. The dark panther has good Fortitude and Reflex saves (treat it as a character whose level equals its HD). The dark panther gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: the number noted here is an improvement to the dark panther’s existing natural armor bonus.
 
Str/Dex Adj.: add this value to the dark panther’s Strength and Dexterity scores.

Two as One (Ex): due to the fact that the dark panther is a reflection of her own soul, the dark panther's alignment is the same as the dark avenger that summoned it. The dark avenger and the dark panther are telepatically linked, and as such can communicate clearly with each other on a distance of up to 1 mile. The dark avenger gives most of his orders through this link. Any order sent through the link is a free action. The dark panther gains +3 bonus when flanking with the dark avenger.

Improved Natural Weapons (Ex): at each indicated level, the dark panther's natural attacks's damage increase by one category (2d6 to 3d6, 3d6 to 4d6 and so on).

Share Spells: at the dark avenger’s option, he may allow any spell (but not any spell-like ability) cast on himself also affect her dark panther. The dark panther must be within 10 feet at the time of casting to receive the benefit.

Evasion (Ex): if the dark panther is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Dark Devotion (Ex): a dark panther gains a +5 morale bonus on Will saves against enchantment spells and effects.

Share Vision (Ex): the dark avenger can see through her dark panther's eyes ,as the Chain of Eyes spell (Spell Compendium pg 45), except that the dark avenger doesn't need to touch the dark avenger to activate the effect and if the dark panther touches another creature the effect can't be transferred.

Improved Evasion (Ex): when subjected to an attack that normally allows a Reflex saving throw for half damage, the dark panther takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Improved Multiattack: the dark panther gains Improved Multiattack as a bonus feat.

Two as One, Greater (Ex): same as Two as One, except that there's no maximum range for the telepathic link and the bonus to flanking becomes +4.



Playing a Dark Avenger

Whether fighting alone or with companions, the dark avenger seeks to make himself the target of all the enemies on the battlefield, so her allies (or at least her dark panther) can slice through them. To achieve that, the dark avenger makes use of the martial maneuvers at her disposal, as well as her own abilities.

When not fighting, the dark avengers do hunting missions (track certain targets, retrieve stolen goods), spying, and even executions.

Usually a dark avenger undergo training in either a mercenary guild (so they can sell their services) or in secret facilities sponsored by some churches (Hextor's and Vecna's churches are widely known for training and employing dark avengers in missions, while Wee Jas's sometimes hire dark avenger's services, but denies whenever possible). But there are those that find some tome containing informations on the craft or even are trained by other dark avengers.

Combat: When not engaged in fighting, the dark avenger prefers a stealthy approach, so she can get her enemies before they act. The dark avenger analizes the situation (possibly through her dark panther's eyes, or by using her Shadow Hand maneuvers) and decide how to act.
Whenever possible the dark avenger supports her dark panther in combat, giving her opening in the enemies' defenses or enhancing the panther's abilities through some of her White Raven maneuvers (such as White Raven Tactics).
With the Devoted Spirit discipline, you possess great defensive abilities (such as the Shield Counter maneuver) and offensive (such as the Divine Surge maneuver).

Advancement: if the dark avenger works under an organization and works well, she may be able to rise through the organization's ranks quickly, and possibiliting her to be able to choice which missions to pick. Otherwise, if she is alone, the success on her services may create great fame and renown for herself, creating more opportunities to work.

Resources: for the most part, the dark avenger is alone in the world when it comes to acquiring gear and services (such as lodging), using mainly her payments from other missions. There are exceptions, where the organization the dark avenger may work provide her with gear and other support when there are missions to important clients, so the mission can be accomplished for sure. Unless it's disposable, the organization may expect you to return it to them when the mission is finished.

Dark Avengers in the world
"They are known to be executors and assassins, as well as outlaw hunters, those dark avengers..." - Ellia, halfling merchant

Due to their nature, the dark avengers can be easily placed in any world, be it under a mercenary guild, as churches' soldiers or as wandering adventures, without much effort.
 
Organizations: mercenary guilds that uses dark avengers for their services tend to keep a small force as guards in their bases, and keep a large number out, performing missions and such. Communication is made through messengers.

NPC Reaction
If the dark avengers' organization is known by the people, the way they interact with them varies if the organization has a good or bad reputation. If the organization sells the dark avengers' services to any kind of service (even assassination or tracking and execution missions), the people tend to fear or criticize them, or if the organization works hunting criminals and other outlaws, people may be kind to the dark avengers', but most people will keep their distance from them.

Dark Avengers in the game

Players that like to play a dark Fighter or Crusader (thanks to the Shadow Hand discipline) will find this class quite likable. If you are affiliated with a certain organization, you're free to do as you please, unless a new work come up. Even so, depending on the mission, you may be able to finish whatever you are doing before tending to your work.
-------------------------------------

Please PEACH.... any advice will be greatly appreciated...

EDIT: sblock'ed a lot of stuff...
EDIT2: fixed maneuvers progression, and other stuff...
EDIT3: reworded shield fortress stance, changed dauntless hunter, share pain; added Spot, Listen, Hide and Move silently as class skills, and increased skill points per level to 4 + int mod
EDIT4: reworded Touch of Death
EDIT5: reworded Touch of death again
EDIT6: changed Dark Shackles's effect to paralyze
EDIT7: fixed Dark Shackles's duration.
EDIT8: nerfed the Dark Panther slight after some playtest, and changed some of the Dark Avenger's effects to initiator level instead of DA levels...
« Last Edit: November 15, 2010, 10:41:01 AM by Risada » Logged

Stratovarius
Hong Kong
****
Posts: 1215


Player Resource Consortium

22641845 hs667@hotmail.com Blasted+Idols DiscipleOfOrcus
WWW Email
« Reply #2 on: September 29, 2008, 11:37:42 AM »

Maneuvers/Stances: As written, you gain one from each discipline at these levels, which is rather odd for stances, less so for maneuvers. Intentional?

Shielded Combat: Does the attack bonus apply to one weapon or all? The parenthesis confuses the matter.

Draining Smite: You could probably make this effect all attacks without too many problems. Certainly, 3/day is not strong enough.

Shield Fortress Stance: You have two different durations for the ability, and it seems to get worse if you actually have other DR.

Dark Shackles: This is not a level 13 ability. Casters gain 7th level spells. This class gets a worse entangle spell.

Touch of Death: This doesn't strike me as enough for a capstone ability.

Overall, I'd say the class doesn't quite live up to what it should be, in terms of power level. I'd probably place it a tier below the normal ToB classes.
Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #3 on: September 29, 2008, 01:26:17 PM »

Maneuvers/Stances: As written, you gain one from each discipline at these levels, which is rather odd for stances, less so for maneuvers. Intentional?

Shielded Combat: Does the attack bonus apply to one weapon or all? The parenthesis confuses the matter.

Fixed those...

Draining Smite: You could probably make this effect all attacks without too many problems. Certainly, 3/day is not strong enough.


Since the fast healing lasts for 1 minute, I thought that 3/encounter might be a bit too much.... unless I change the duration to Con mod rounds...

Shield Fortress Stance: You have two different durations for the ability, and it seems to get worse if you actually have other DR.

Fixed the "gets worse" part, but I don't see where it has 2 durations. To me it has a duration (1 + Con mod) and a cooldown (1d4 rounds).

Dark Shackles: This is not a level 13 ability. Casters gain 7th level spells. This class gets a worse entangle spell.

Putting it at 2nd or 3rd level would be better?

Touch of Death: This doesn't strike me as enough for a capstone ability.

Well.... I don't know what to say here.... if I put a Mordenkainen's Disjunction as its effect it's gonna be sad for the players to go nuking possible loot that they can get.... maybe using a Reaving Dispel effect?

Overall, I'd say the class doesn't quite live up to what it should be, in terms of power level. I'd probably place it a tier below the normal ToB classes.

That's why I asked for help in the first place.... I kinda knew that this one is far from good...
Logged

Stratovarius
Hong Kong
****
Posts: 1215


Player Resource Consortium

22641845 hs667@hotmail.com Blasted+Idols DiscipleOfOrcus
WWW Email
« Reply #4 on: September 29, 2008, 02:05:07 PM »

With the Shield Fortress Stance: This abilty lasts for as long as you would maintain a stance, or as described below. is the quote for two durations. So either it lasts indefinitely or Con mod.

Share Pain: Make the caster level equal to twice the Dark Avenger level. Less chance of being dispelled.

Draining Smite: I'd consider boosting the damage and healing to 2-4x class level. (Not the fast healing, that's fine).

Dauntless Hunter: Needs to be improved. WotC considers immunity to fear viable at very low levels (see paladin), so you might consider immune to fear and +X vs mind effecting saves. Perhaps have it affect allies.

Touch of Death: The problem here is the duration, because 15-20 damage over 10 rounds, while the total may be good, is not enough at the level of the game. I'd shorten it to do perhaps 100 this round, and 50 the next round. That makes it much more damaging and useful.
Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #5 on: September 29, 2008, 02:23:50 PM »

With the Shield Fortress Stance: This abilty lasts for as long as you would maintain a stance, or as described below. is the quote for two durations. So either it lasts indefinitely or Con mod.

Oh. THAT. *that's what I get for copying/pasting the text from ToB  *

Share Pain: Make the caster level equal to twice the Dark Avenger level. Less chance of being dispelled.

Hmm...okay....

Draining Smite: I'd consider boosting the damage and healing to 2-4x class level. (Not the fast healing, that's fine).

BUt applying to a single attack or for all attacks made in that round?

Dauntless Hunter: Needs to be improved. WotC considers immunity to fear viable at very low levels (see paladin), so you might consider immune to fear and +X vs mind effecting saves. Perhaps have it affect allies.

Hmm.....

Touch of Death: The problem here is the duration, because 15-20 damage over 10 rounds, while the total may be good, is not enough at the level of the game. I'd shorten it to do perhaps 100 this round, and 50 the next round. That makes it much more damaging and useful.

I didn't know what to do with this one because ingame this skill deals damage based on the target's HP (as well as the dispelling and the nonhealing effects), and make the players calculate 25% of the target's HP as damage is annoying...
Gonna use what you said....

Strat, what's your opinion on the dark panther's stats and advancement? Initially I was going to make her gain 1 HD per DA level, but I thought that would be a bit too much...
« Last Edit: September 29, 2008, 02:34:12 PM by Risada » Logged

Stratovarius
Hong Kong
****
Posts: 1215


Player Resource Consortium

22641845 hs667@hotmail.com Blasted+Idols DiscipleOfOrcus
WWW Email
« Reply #6 on: September 29, 2008, 03:14:51 PM »

I'd think it would be fine to gain that much. It's a magical beast, not an Aberration, Dragon, or one of the other good monster HDs.

Draining Smite: Just one attack, like a normal smite.

Touch of Death: You could look at Avasculate as an appropriate spell for the damage.
Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #7 on: September 29, 2008, 04:01:49 PM »

Thanks for the input so far, Stratovarius.

Finished editing... (Dark Shackles paralyzes now).

Now, to the next one...
« Last Edit: September 29, 2008, 05:33:05 PM by Risada » Logged

Stratovarius
Hong Kong
****
Posts: 1215


Player Resource Consortium

22641845 hs667@hotmail.com Blasted+Idols DiscipleOfOrcus
WWW Email
« Reply #8 on: September 30, 2008, 06:46:04 AM »

You forgot a duration to Dark Shackles.
Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #9 on: October 01, 2008, 09:43:43 PM »

Tyrant


   
"Nature has a lot to offer. The way you use it is that makes difference..." - Mauhur, half-orc tyrant

Differently from most monastic warriors, where they train body and mind to achieve enlightenment, tyrants seek a slightly different path. Besides training body and mind, they make use of pacts with various spirits present in the nature to enhance their combat capabilities.

Becoming a Tyrant
Those who seek to follow the path of the tyrant must be able to fight barehanded. As such, they either pick the Improved Unarmed Strike and Stunning Fist feats by entering as monks or by picking them normally. Fighters are pretty common. Although rare, some Psychic Warriors also seek this path.

 ENTRY REQUIREMENTS
   Base attack bonus: +4  
   Feats: Improved Unarmed Strike, Stunning Fist  
   Skills: Concentration 9 ranks, Knowledge (Nature) 2 ranks
   Special: must have spent at least 24 hours meditating in the wilderness
  
Class Skills
The tyrant's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
 
Skills Points at Each  Level : 4 + int modifier

Hit Dice: d8

   BAB  Fort    Ref   Will   Abilities
1. +0    +2     +2     +2    Focused Might, Monk abilities, Spirit Totem
2. +1    +3     +3     +3    Crippling Fist, Spirit Totem
3. +2    +3     +3     +3    Improved Unarmed Damage+1, Monastic Mastery +1
4. +3    +4     +4     +4    Fist Fury, Spirit Totem
5. +3    +4     +4     +4    Hand of Destruction, Monastic Empower
6. +4    +5     +5     +5    Monastic Mastery +2, Spirit Totem
7. +5    +5     +5     +5    Hurricane Assault
8. +6    +6     +6     +6    Improved Unarmed Damage+2, Spirit Totem
9. +6    +6     +6     +6    Monastic Mastery +3
10.+7    +7     +7     +7    Punch of Doom 2/day, Spirit Totem


Class Features

Weapon Proficiencies:  tyrants are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Tyrants are not proficient with any armor or shields.

Monk abilities: you add your class level to your monk level to determine your class-based AC bonus, unarmed damage, unarmored speed bonus, your flurry of blows ability, and the number of daily attempts of your Stunning Fist feat. If you have no monk levels, you gain the AC bonus of a monk whose level equals your tyrant level. In addition, you gain additional uses of the Stunning Fist feat as a monk. (Your non-monk, non-tyrant class levels provide one use per four levels and your monk and tyrant class levels provide one use per level.) You do not count your class levels for the purpose of determining when you gain any other monk class features, such as bonus feats, evasion, or other special abilities.

Focused Might(Ex): the basics of the tyrant's training is how to proper use her physical strength. The tyrant can add her Strength modifier (if positive) to her AC and to her stunning fist's DC instead of her Wisdom modifier.

Spirit Totem (Su): the tyrant learns how to channel the power of the nature into her own body, in the form of spirits of nature. Starting at 1st level, the tyrant can choose a Spirit Totem from the list below and use its abilities. The tyrant must meet the prerequisites for acquiring a Spirit Totem. Activate ,dismiss and switching to another Spirit Totem is a swift action. The tyrant must wait at least 1 round before trying to dismiss or switch Spirit Totems. At 2nd level and two levels thereafter, the tyrant gains access to another Spirit Totem. Only one Spirit Totem can be active at any time. The tyrant can use a Spirit Totem for her Strength modifier rounds (minimum 1).

Bear Totem: the tyrant gains the might of the bear. The tyrant gains a +6 bonus to Strength, she is considered to be of one size category larger when grappling and tripping, as well as the Improved Grab ability. Only a tyrant of 6th level or higher can choose this totem.

Bison Totem the tyrant gains the unstoppable might of the bison. The tyrant gains a +6 bonus to Strength, the benefit of the Improved Bull Rush feat and she is considered to be of one size category larger when bull rushing.

Boar Totem: the tyrant becomes as vigorous as a boar. The tyrant gains a +4 bonus to Strength and Constitution.

Cheetah Totem: the tyrant becomes nimble as a cheetah. The tyrant gains a +6 bonus to Dexterity, a +30 bonus to her move speed and the benefits of the Weapon Finesse feat. Only a tyrant of 4th level or higher can choose this spirit totem.

Hawk Totem: the tyrant becomes aware of the enemy's vital points, and becomes able to strike them with greater efficiency. The tyrant's unarmed strikes' threat range increase by 5 (this effect takes effect after effects like the Improved Critical feat) and her critical modifier becomes x3. Only a tyrant of 6th level or higher can choose this spirit totem.

Ogre Totem: the tyrant's body becomes resistant to physical attacks. The tyrant gains damage reduction equal to her class level (such damage reduction cannot be overcome in any way) as well as a +4 bonus to her natural armor. Only tyrants of 4th level or higher can choose this totem.

Puma Totem: the tyrant becomes fierce and merciless in close combat. When attacking with a monk weapon or her unarmed strike as a standard action, the tyrant can make an additional attack at her highest attack bonus, and when doing a full attack action with a monk weapon or her unarmed strike or a flurry of blows, the tyrant can make an additional attack at her highest bonus. The tyrant also gains a +2 bonus to her attack rolls with monk weapons or unarmed strikes. Only a tyrant of 4th level or higher can choose this spirit totem.

Wolf Totem: the tyrant's attacks gain the ability to knock enemies to the ground. Whenever the tyrant hits an opponent with her unarmed strike or a monk weapon, she can trip her foe with a +4 bonus to her trip check as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponet cannot try to trip the tyrant.

Crippling Fist(Ex): starting at 2nd level, the tyrant masters a new technique similar to her Stunning Fist. This ability functions like the Stunning Fist feat, except that the creature that fails the save becomes slowed for 1d4 rounds.

Monastic Mastery(Ex): as the tyrant evolves in her training, she follows the path to become a master of unarmed combat. Starting at 3rd, and again at 6th and 9th level, the tyrant gains a +1 bonus on all attack and damage rolls when using monk weapons or her unarmed strikes, as well as the Stunning Fist's DC.

Improved Unarmed Damage (Ex): at 3rd and again at 8th level, the tyrant's unarmed strikes damage die increase one size category.

Fist Fury(Ex): starting at 4th level, the tyrant learns a technique that allows her to perform more attacks at the cost of her own vitality. This ability can be activated or dismissed as a swift action. When attacking with a monk weapon or her unarmed strike as a standard action, the tyrant can make two additional attacks at her highest attack bonus, and when performing a full attack action with a monk weapon or her unarmed strike or a flurry of blows, the tyrant can make two additional attacks at her highest bonus. At the start of each round that Fist Fury is activated, the tyrant takes 1 point of Constitution damage (this damage cannot be reduced or prevented in any way).

Hand of Destruction (Ex): all of the tyrant's attacks pierce through the enemies' defenses. Starting at 5th level, the tyrant's attacks with monk weapons or unarmed strikes ignore a number of the opponent's damage reduction equal to her Strength modifier.

Monastic Empower (Ex): the tyrant is capable of focusing her power into stronger blows. Starting at 5th level, the tyrant can spent a Stunning Fist attempt as a free action once per round to gain a +2 bonus to all attacks rolls and a bonus equal to the tyrant class levels to all damage rolls made with monk weapons and unarmed strikes until the end of the round.

Hurricane Assault: the tyrant unleashes the fury of his Spirit Totem on a successive rain of blows. Starting at 7th level, after performing a full attack with monk weapons or unarmed strikes, the tyrant can dismiss his Spirit Totem as a free action to perform a flurry of blows against a different enemy adjacent to her. The tyrant must wait 1d4 rounds before using this ability again.

Punch of Doom (Ex): the tyrant can make a single, powerful attack that goes beyond his limits, capable of felling even most powerful of the foes. Starting at 10th level, the tyrant can spend 3 stunning fist attempts for the day to make a single melee attack as a standard action. If it hits, this attack deals 150 points of damage, and the tyrant takes 30 points fo damage. Until the end of the next round, the tyrant is staggered. Using this ability spends 3 of the tyrant's Stunning Fist attempts for the day. This ability is usable twice per day.

Playing a Tyrant
All of the tyrant's abilities are combat focused. As such, tyrants in the battlefield always are seen in the heat of the battle (or trying to enter combat). With their diversified and versatile abilities, tyrants are able to face any kind of foe.

Due to their bond with nature's forces, some tyrants are quite "wild", and it's not rare seeing people mistaking tyrants with druids or barbarians.

Some monasteries make their tyrants go on patrols around the forests nearby, protecting their possible secrets and the forest as well.

Combat: basically the tyrant's way of fighting depends on which Spirit Totem she has active. Generally, tyrants get the Puma Spirit Totem and Fist Fury active to maximize the number of attacks they can make in a round, and when they can activate more Spirit Totems, Hawk is added for increased offense.
If the tyrant prefers using combat maneuvers, she will activate Spirit Totems such as Bear or Wolf with Bison for greater effectiveness.

Advancement: Most of the tyrant don't seek power or fame. They chose this path so they can hone their skills in harmony with nature. Some tyrants perform some jobs for villages, such individuals can earn some fame to his name.

Resources: All tyrants that train in monasteries have lodging guaranteed within the monastery they are. Free tyrants can be wandering monks or have their own house and money. Most tyrants do some kind of work to raise funds for living (be it in name of a monastery or not), or take their sustenance from the nature (be it in the form of vegetables or hunting animals).


Tyrants in the world
"Hey, did you see it? The guy that just passed by, he was wearing only leather straps! And his look! It was as if he doesn't even belonged here! Who does he think he is, some sort of wild animal? - Rudvich, human mercenary

For the most part, tyrants try to avoid being well known for the world, in order to avoid people with weak will trying to join them, and to keep their secrets away from the world's eyes. For those that aren't with monasteries, they try to be in good terms with everyone around him, but he will always try to keep his distance from people.

Daily Life: Tyrants spend their time meditating, execising their mind, training their bodies, in order to hone their ability to use the Spirit Totems, or wandering somewhere close to nature - forests, plains and such. Tyrants can also do some small chores and jobs to get some money for living.

Organizations: Most of the monasteries dedicated to the tyrants' training are in deep forests, so they can be as close to the nature as possible. When such places send tyrants in missions and jobs, communication is made through trained birds (generally an eagle or hawk) carrying the message.

NPC Reaction

Due to their possible appearance and manners, most people mistake tyrants for "uncivilized" visitors, thinking they lack "good manners" to live in a community. people who come to know a tyrant will see her as a collected and patient person, and with unfailing determination when she is working on something.


Tyrants in the game

Any world that possess a place for monks (and other praticants of similar martial arts) has a place for tyrants without much effort; maybe tyrants can be warriors who protect the nearby forest, or members from a secret monastery in the desert, for example.

----------------------------------
Edit: put some missing stuff on Fist Fury, a delay on Hurricane Assault.
Edit2: tweaked the class a lot...
Edit3: reworded Punch of Doom...
« Last Edit: August 08, 2010, 03:04:00 PM by Risada » Logged

Stratovarius
Hong Kong
****
Posts: 1215


Player Resource Consortium

22641845 hs667@hotmail.com Blasted+Idols DiscipleOfOrcus
WWW Email
« Reply #10 on: October 02, 2008, 11:39:26 AM »

Focused Might: Reducing MAD is good.

Spirit Totem: The method of gaining/dismissing/switching is unclear. Do I need to dismiss to switch, or not? What's the actual duration I have to wait?

Bear: Why the speed penalty?

Bison Totem: What, exactly, is multiplied for the triple damage? Also, only being able to use it below 1/2 HP is not all that great.

Hawk Totem: As with all sneak attackers, fairly situational.


I recognize this is an incomplete class, but it probably needs about twice the given number of class features (Fill in those blank levels). Also, it should probably make the spirit totem gaining levels more worthwhile, since right now it just gives you a single option to learn. I'd probably push double spirit to level 4 or 5, and then have triple at 9-10. I'd also think about things that result from combinations of totems.
Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #11 on: October 02, 2008, 01:52:55 PM »

Spirit Totem: The method of gaining/dismissing/switching is unclear. Do I need to dismiss to switch, or not? What's the actual duration I have to wait?

The tyrant gets a totem at 1st, 2nd, 4th, 6th, 8th and 10th. Activating, dismissing and switching totems requires 1 swift action. The duration is Strength modifier rounds (minimum 1). Must wait 1 round before switching the current totem. The new totem gets a new duration.

This is what I have in my mind...

Bear: Why the speed penalty?


Because that's the effect ingame of the Bear Spirit Totem (it increases physical power (both to hit and damage), but reduces movement speed...)...

Bison Totem: What, exactly, is multiplied for the triple damage? Also, only being able to use it below 1/2 HP is not all that great.

Because ingame this totem is only usable when you're under 30% health and it triples your physical damage.

Hawk Totem: As with all sneak attackers, fairly situational.

This totem's abilities are increasing critical hit chance and damage during crits. Since increasing threat range in DnD isn't good enough unless you live for it, I thought in changing the effect...

I recognize this is an incomplete class, but it probably needs about twice the given number of class features (Fill in those blank levels). Also, it should probably make the spirit totem gaining levels more worthwhile, since right now it just gives you a single option to learn. I'd probably push double spirit to level 4 or 5, and then have triple at 9-10. I'd also think about things that result from combinations of totems.

Will think about that...
Logged

Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #12 on: October 06, 2008, 11:19:28 PM »

Tyrant PrC finished for PEACh'ing.
Logged

Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #13 on: October 10, 2008, 10:24:40 PM »

Hmmm.... :review

Bump hoping for some insight on the Tyrant...
Logged

Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #14 on: October 12, 2008, 12:59:50 PM »

Warlord


   
"Only two of you guys? You should know better this isn't enough to stop me!" - Aelia, human warlord

Warlords are warriors that trail the path of the Iron Heart discipline that specialize in fighting groups of enemies, and surviving against them.

Becoming a Warlord
Warblades are common for entering this prestige class for having access to the Iron Heart discipline. Some Fighters also seek this path, by taking the Martial Study and Martial Stance feats to meet the prerequisites, as well as the Blade Meditation and Combat Reflexes feats.

 ENTRY REQUIREMENTS
   Base attack bonus: +7  
   Feat: Blade Meditation (Iron Heart), Combat Reflexes  
   Skills: Balance 10 ranks  
   Maneuvers: must know at least 2 Iron Heart maneuvers, including one strike  
   Stances: must know at least 1 Iron Heart stance  

Class Skills
 The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Martial Lore (Int), Swim (Str), Tumble (Dex)
Skills Points at Each  Level : 4 + Int modifier

Hit Dice: d12

                               Maneuvers  Maneuvers  Stances
   BAB     Fort   Ref   Will     Known     Readied    Known     Abilities
1. +1      +2     +0     +0        0          0         0       Polearm MasteryIron Heart Weapon Mastery+1
2. +2      +3     +0     +0        1          1         1       Greater Blade Meditation
3. +3      +3     +1     +1        0          0         0       Iron Heart Opportunist
4. +4      +4     +1     +1        1          0         0       Iron Heart Weapon Mastery+2, Iron Heart Might
5. +5      +4     +1     +1        0          1         0       Wild Sweep Stance
6. +6      +5     +2     +2        1          0         0       Iron Reaper
7. +7      +5     +2     +2        0          1         0       Iron Heart Weapon Mastery+3
8. +8      +6     +2     +2        1          0         1       Iron Heart Insight
9. +9      +6     +3     +3        0          0         0       Revival
10.+10     +7     +3     +3        1          1         0       Iron Heart Weapon Mastery+4, Iron Storm


Class Features

Maneuvers: at every even-numbered level, the warlord can add a new maneuver to his list of maneuvers known from the Iron Heart discipline. You must meet a maneuver's prerequisite to learn it. You add your full warlord class levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 2nd, 5th, 7th and 10th levels, you gain an additional maneuver readied per day.

Stances known: at 2nd and 8th levels, the warlord can learn a new martial stance from the Iron Heart discipline. You must meet a stance's prerequisites to learn it.

Iron Heart Weapon Mastery (Ex): beggining at 1st level, the warlord learns how to use reach weapons effectively with the Iron Heart discipline, as well as increasing all of the weapons' effectiveness. Add the following weapons to the Iron Heart' preferred weapons: guisarme, longspear, and ranseur. Additionally, whenever fighting with one of the Iron Heart's preferred weapons, the warlord gain a +1 to attack and damage rolls. This bonus increases by 1 for every 3 levels thereafter (+2 at 4th, +3 at 7th and +4 at 10th).

Polearm Mastery(Ex): beginning at 1st level, when wielding a guisarme, longspear or ranseur, the warlord can attack squares adjacent to him normally. Such attacks deal bludgeoning damage equal to the weapon's damage (including enhancement bonuses to the attack and damage rolls from a magic weapon).

Greater Blade Meditation: at 2nd level, the Warlord gains Greater Blade Meditation (Iron Heart) as a bonus feat.

Iron Heart Opportunist (Ex): starting at 3rd level, whenever the warlord can make an attack of opportunity, she may initiate an Iron Heart strike instead of the normal attack. The maneuver is spent normally.

Iron Heart Might (Ex): starting at 4th level, the warlord can choose one of the following benefits when using an Iron Heart boost: a bonus on all damage rolls made that round equal to her Intelligence modifier (minimum 1) or heal a number of hit points equal to 10 + her warlord class level.

Wild Sweep Stance(Ex): starting at 5th level, the warlord learns a new way to change her stances. While you are in a stance from the Iron Heart discipline, the warlord can forgo its normal benefit as a swift action to gain the effect of wild sweep stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using  and resume gaining the normal benefit of the stance as a swift action.
Whenever the warlord initiates an Iron Heart strike, the warlord can make a free attack at her highest base attack bonus against an adjacent enemy. The attack is resolved normally.

Iron Reaper (Ex): starting at 6th level, when the warlord reduces an enemy's hit points to 0 or fewer, the warlord can recover a single maneuver already used during this encounter.

Iron Heart Insight (Ex): starting at 8th level, whenever the warlord misses an attack roll, she may spent a maneuver and reroll that attack roll with a bonus equal to the maneuver's level. This ability can be used once per round.
  
Revival (Ex): starting at 9th level, the warlord can heal even the deadliest of the wounds through sheer will. As a move action once per encounter, the warlord can heal a number of hit points equal to half her total hit points. This ability is usable only when the warlord is under half her total hit points.  

Iron Storm (ex): at 10th level, the warlord learns how to use efectively most of the strikes from the Iron Heart discipline against various enemies. The Warlord can use the following target for his Iron Heart strikes: all creatures you threaten.

-------------------------
Edit: changed the name of a lot of stuff and removed Howl
Edit2: changed Iron Storm and put 4+ skill points per level
Edit3: reworded Iron Heart Insight and Fierce Assault, renamed Wild Strike to Wild Sweep Stance.
Edit4: Changed Iron Storm's area.
Edit5: Swapped Fierce Assault with Polearm Mastery
« Last Edit: June 24, 2011, 12:05:27 AM by Risada » Logged

Stratovarius
Hong Kong
****
Posts: 1215


Player Resource Consortium

22641845 hs667@hotmail.com Blasted+Idols DiscipleOfOrcus
WWW Email
« Reply #15 on: October 21, 2008, 10:53:24 AM »

Warlord comments this time out.

Bump it to 4 skills a level.

Howl is too limited in uses per day. The range is also rather short. Sounds more like a Tiger Claw as well.

Thrill Fight is a terrible name. Also, big static bonuses to attack or damage is a bad idea unless you want them to be always dumped into Power Attack.

Fell Swoop needs cleaning and a new name. It is also amazingly useful, and will be used almost the entire time instead of any other IH stance.

Fierce Assault combined with Fell Swoop moves a ToB's normal number of attacks from 1 strike to 2 strikes and 4 free attacks in the best of circumstances.

Revival is terrible for a level 9 ability. It either needs to be encounter based, or have some other effect.

Iron Storm affects how many manoeuvres?
Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #16 on: October 21, 2008, 12:02:42 PM »

Thrill Fight is a terrible name. Also, big static bonuses to attack or damage is a bad idea unless you want them to be always dumped into Power Attack.

Sadly, that's the ability's name ingame.... but I will think on something...

Fell Swoop needs cleaning and a new name. It is also amazingly useful, and will be used almost the entire time instead of any other IH stance.

By cleaning you mean rewording?

Fierce Assault combined with Fell Swoop moves a ToB's normal number of attacks from 1 strike to 2 strikes and 4 free attacks in the best of circumstances.

Revival is terrible for a level 9 ability. It either needs to be encounter based, or have some other effect.

Hmmm.... making it a full heal when the warlord is at class level x 5 or something would work?

Iron Storm affects how many manoeuvres?

Err..... let's see.... there are the 3 (or was it 4?) I created and around 4 or 5 on ToB.... to be quite frank, I thought at putting something else as the capstone, but I don't know what.....
Logged

Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #17 on: October 22, 2008, 06:04:54 PM »

Element Mage


   
"Few things can withstand the raw power of the elements... remember that." - Sylphide, elf water mage

The element mage seeks to master one of the four elements (air, earth, fire, water), learning various ways to wield and shape her element of choice.

Becoming an Element Mage
Wizards and Wu jens are the most common entries to this class. Warmages and Sorcerers also seek the path of the element mage, but might have some trouble meeting the skill requirements.

 ENTRY REQUIREMENTS
   Skills: Knowledge (arcana) 9 ranks, Knowledge (the planes) 6 ranks 
   Feat: any metamagic feat 
   Spellcasting: able to cast 3rd level arcane spells, including 4 spells from chosen element
   Special: must choose an element (air, earth, fire, water) by entering this prestige class
   

Class Skills
 The element mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int) and Spellcraft (Int).
Skills Points at Each  Level : 2 + int modifier

Hit Dice: d6


    BAB   Fort    Ref   Will    Abilities
1.  +0     +0     +0     +2     Chosen Element, Element Mastery +1
2.  +1     +0     +0     +3     Element Power +1, Surrender to Element   
3.  +1     +1     +1     +3     Element Focus +1, Element Spell Knowledge
4.  +2     +1     +1     +4     Bonus feat, Element Mastery +2, Protection from Element
5.  +2     +1     +1     +4     Element Empower
6.  +3     +2     +2     +5     Element Focus +2, Element Power +2, Element Spell Knowledge
7.  +3     +2     +2     +5     Share Protection from Element, Element Mastery +3
8.  +4     +2     +2     +6     Bonus Feat, Infuse Element
9.  +4     +3     +3     +6     Element Focus +3, Element Spell Knowledge
10. +5     +3     +3     +7     Element Mastery +4, Element Power +3, Improved Element Metamagic


Class Features

Spellcasting: at each level, the element mage gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before becoming an element mage. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, for example).

If a character had more than one spellcasting class before she became an element mage, she must decide to which class she adds each level of incantatrix for purposes of determining spells per day when she adds the new level.

Chosen Element: by becoming an element mage, one must choose an element to be her chosen element. Once made, this choice cannot be changed. The elements are:

Air: includes all spells with air, eletricity and sonic descriptors
Earth: Includes all spells with acid and earth descriptors
Fire: includes all spells with the fire descriptor
Water: includes all spells with cold and water descriptors

Most of the element mage's class features affects the spells from the chosen element.
Any effect that alters the descriptors of a spell will not allow such spell to be affected by the element mage's class features (unless if it's the Infuse Element class feature, below).
 
Element Mastery (Ex):at the beginning of her career, the element mage increases the amount of damage the spells from her chosen element. Starting at 1st level, whenever the element mage casts a spell from her chosen element that deals damage, the spell deals an aditional +1 damage per dice (so a spell that deals 5d6 damage would deal 5d6 +5 damage). This bonus increases by 1 at 4th, 7th and 10th.

Element Power (Ex): beginning at 2nd level, all spells the element mage casts from her chosen element gain a +1 bonus to caster level. Spells affected by this ability have its effects enhanced beyond its normal limits (a fireball spell, for example, deals a maximum of 11d6 damage). This bonus increases by at 6th level and again at 10th level.

Surrender to Element (Ex): the element mage's spells pierce the resistances from her foes. Starting at 2nd level, all spells from the element mage's chosen element that deals damage ignores 10 points of energy resistance. At 5th, all spells from the element mage's chosen element that deals damage ignores 20 points of energy resistance, and deals half damage at enemies with immunity to her chosen element spells. Finally, at 8th level, the element mage's spells from the chosen element ignores any kind of resistance or immunity. Creatures with any of the descriptors in the element mage's chosen element are not affected.

Element Focus (Ex): beginning at 3rd level, the element mage adds 1 to the DCs from her chosen element's spells. At 6th and again at 9th level, the element mages adds 2 and 3 to the DCs, respectively.

Element Spell Knowledge (Ex): as she progresses, the element mage learn various spells that use her chosen element. At 3rd level, and again at 6th and 9th, the element mage can learn a single spell from her chosen element. The spell can be from any spell list.
 
Bonus feat: at 4th level and again at 8th, the element mage gains a metamagic feat as a bonus feat.

Protection from element (Ex): the element mage knows how to make her chosen element's spells stronger, but also knows how to protect herself from her own element. Starting at 4th level, the element mage gains a bonus to saves against spells and spell-like abilities from her chosen element equal to her class level. Additionally, she gains energy resistance against her element equal to 3 times her class level.

Element Empower (Su): through her training, the element mage learns how to use her own life energy to empower her spells. Starting at 5th level, the element mage can activate or dismiss this ability as a swift action. While under the effects of this ability, each time the element mage casts a spell from her chosen element, if the spell deals damage it deals additional damage equal to 2 times her class levels, and the DC is increased by 2. The element mage takes 2d6 points of damage each time she casts a spell from her chosen element while under the effect of this ability.

Share Protection from Element (Su): beginning at 7th level, the element mage expands her protection to her companions. All allies within 30 ft of the element mage gain the benefits of the Protection from Element ability.

Infuse Element (Ex): the element mage learns how to channel the power from her chosen element into other spells. Starting at 8th level, the element mage can add one of the descriptors related to her chosen element to a spell she is casting as a free action, if it doesn't have any descriptor, or if the spell already have any energy descriptor, swap it to one of the chosen element's descriptors as a free action.

Improved Element Metamagic (Ex): at 10th level, the element mage learns how to use metamagic in her chosen element's spells more effectively. Reduce the cost of all metamagic feats applied to spells from her chosen element by 1 (minimum +1). For example, an empowered maximized fireball from a fire mage would be a 6th level spell (+1 from empower spell, +2 from maximize spell).   
----
Edit: lots of stuff....
Edit2: increased hit die to d6 and reworded Chosen Element's text...
Edit3: dumped Blessing of the Element and put Element Empower instead.
« Last Edit: November 13, 2008, 04:48:46 PM by Risada » Logged

Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #18 on: October 23, 2008, 01:55:12 PM »

Bumping with another PrC....

Phantom Ranger

   
"State your business right now or my arrows will help you do it..." - Setzer, drow phantom ranger

Phantom rangers are (mostly) drow warriors that walk the path of the bow and arrow. They possess abilities that debilitate their enemies, as well as abilities that enhance their own attacks. Phantom Rangers are also known for making use of poison.

Becoming a Phantom Ranger
Rangers, Rogues and Scouts are more likely to meet the skill requirements. Fighters multiclassed into Ranger, Rogue or Scout are also common.

 ENTRY REQUIREMENTS
   Race: any except elf or half-elf
   Base attack bonus: +6  
   Skills: Concentration 4 ranks, Hide 9 ranks, Spot 9 ranks
   Feats: Precise Shot, Rapid Shot, Weapon Focus (any bow)  
  

Class Skills
The phantom ranger's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skills Points at Each  Level : 4 + Int modifier

Hit Dice: d8

    BAB   Fort   Ref    Will    Abilities
1.  +1     +0     +2     +0     Bow Mastery +1/+2, Poison Use, Trick Shot
2.  +2     +0     +3     +0     Trick Shot
3.  +3     +1     +3     +1     Manyshot, Phantom Mastery +1
4.  +4     +1     +4     +1     Bow Mastery +2/+4, Trick Shot
5.  +5     +1     +4     +1     Dead Eye, Marksmanship
6.  +6     +2     +5     +2     Phantom Mastery +2, Trick Shot
7.  +7     +2     +5     +2     Bow Mastery +3/+6, Superior Manyshot
8.  +8     +2     +6     +2     Pain of Sagittarius, Trick Shot
9.  +9     +3     +6     +3     Phantom Mastery +3
10. +10    +3     +7     +3     Bow Mastery +4/+8, Fatal Counter


Class Features

Bow Mastery (Ex): the phantom ranger learns how to better use bows. Starting at 1st level, the phantom ranger gains a +1 bonus to attack rolls and +2 bonus to damage rolls with bows. These bonuses increases by +1 and +2 respectively for every 3 levels thereafter (+2/+4 at 4th, +3/+6 at 7th and +4/+8 at 10th).

Poison Use (Ex): phantom rangers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to their arrows.

Trick Shot (Ex or Su): the phantom ranger is capable of performing various kinds of attacks against her foes. Starting at 1st level and again at 2nd, 4th, 6th and 8th levels, the phantom ranger can choose a trick shot from the list below. Trick shots can only be used with a bow. Unless stated otherwise, all trick shots take a standard action to use and affect a single creature. A trick shot's save DC is 10 + 1/2 character's level + Dexterity modifier, if any. Once a trick shot is used, the phantom ranger must wait 1d4 rounds before using the same trick shot again (unless stated otherwise).

Hamstring Shot (Su): make a single ranged attack roll at your highest bonus. If it hits, the attack deals damage as normal, and the creature struck must succeed on a Will saving throw or be slowed for 1d4 rounds.

Hexing Shot (Su): make a single ranged attack roll at your highest bonus. The attack deals damage normally, and the creature struck must succeed on a Fortitude saving throw or takes -2 penalty to AC and additional 2 points of damage from all attacks made against it for 1d4 rounds. The penalty and the extra damage increases by 1 for every 2 phantom ranger levels beyond 2nd.

Lethal Shot (Ex): make a single ranged attack roll at your highest bonus. If it hits, the attack deals damage normally, plus 1d6+2 points of Constitution damage. A successful Fortitude saving throw halves the Constitution damage. An opponent can't be affected by more than one Lethal Shot used by the same phantom ranger. Only phantom rangers of 6th level or higher may choose this trick shot.

Piercing Shot (Ex): this trick shot requires a swift action to activate. All ranged attacks made by the phantom ranger until the end of the round ignores any kind of damage reduction.

Power Breaking Shot (Su): make a single ranged attack roll at your highest bonus. If it hits, the attack deals  damage as normal, and the creature struck must succeed on a Fortitude saving throw or takes a -2 penalty to Strength, plus an additional -2 for every 2 phantom ranger levels beyond 2nd for 1d4 rounds.

Power Shot (Ex): this trick shot requires a swift action to activate. All ranged attacks the phantom ranger make until the end of the round deal an additional 2d6 points of damage, plus 1d6 for every 2 phantom ranger class levels.

Stun Shot (Ex): make a single ranged attack roll at your highest bonus. If it hits, the attack deals damage normally and the creature struck must succeed on a Fortitude saving throw or be stunned for 1 round. This trick shot is usable twice per encounter. At 10th level, this is usable 3 times per encounter.

Vicious Shot (Ex): this trick shot requires a swift action to activate. Until the end of the round, the phantom ranger's bow's threat range is increased by 4, and the critical multiplier is increased by 2. Any other effects (such as Improved Critical feat and the Keen weapon enhancement) affect only the bow's base value.

Manyshot: at 3rd level, the phantom ranger gains the Manyshot feat, even if she doesn't meet the requisites. If the phantom ranger already have this feat, she may choose another feat that she meets its requirements.

Phantom Mastery (Ex): starting at 3rd level, the phantom ranger gains a +1 bonus to the DC of all of her trick shots, as well as any poison she uses. This bonus increases by 1 at 6th and again at 9th level.

Dead Eye (Ex): once per encounter, starting at 5th level, the phantom ranger learns how to focus more power into each of her attacks by making a reduced number of attacks. This ability can be activated as a swift action. While under the effect of this ability, the phantom ranger forgo one of his attacks when doing a full attack to gain +5 bonus to attack rolls and additional 3d6 points of damage to the remaining attacks (if the phantom ranger has a base attack bonus of +12, she may lose the attack at +2 bonus to grant the bonuses to the remaining attacks). This ability lasts for 1 minute.

Marksmanship (Ex): at 5th level, the phantom ranger's arrows get even more deadly. The phantom ranger adds all of her Dexterity modifier on damage rolls with bows.

Superior Manyshot (Ex): starting at 7th level, the phantom ranger masters shooting various arrows at the same time. The phantom ranger gains the Greater Manyshot feat, and when using Manyshot, the phantom ranger takes no penalty to the attack rolls.

Pain of Sagittarius (Su): starting at 8th level, the phantom ranger can channel her pain in order to be able to use her abilities more often. As a move action, the phantom ranger can take damage equal to her class level to make one of her trick shots already used become usable.
 
Fatal Counter (Su): at 10th level, the phantom ranger learns a special trick shot. Fatal Counter follows the same rules as the other trick shots. The phantom ranger makes a single ranged attack at her highest bonus. If it hits, the attack deals damage normally, and the creature takes extra damage equal to twice the number of the phantom ranger's lost hit points (max 150). This is usable once per encounter.
« Last Edit: October 24, 2010, 01:02:32 PM by Risada » Logged

Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #19 on: October 27, 2008, 12:45:28 PM »

Bumping with another PrC...

Elite Executioner

   
"Don't worry.... I will make it fast, but it might hurt a little..." - Rofel, human elite executioner

Elite executioners are professional killers, specialized in fast kills. Unlike some assassins, that rely upon supernatural abilities, the elite executioner trains in special weapon techniques that few in the world can match.

Becoming a Elite Executioner
Rogues are the most common entry, due to the requirements. Factotums that seek killing abilities also are known to enter this class.

 ENTRY REQUIREMENTS
   Skills: Bluff 4 ranks, Hide 8 ranks, Move Silently 4 ranks, Tumble 8 ranks 
   Feats: Dodge 
   Sneak Attack: +3d6 sneak attack 
   
Class Skills
 The elite executioner's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex)
Skills Points at Each  Level : 6 + Int modifier

Hit Dice: d8

    BAB   Fort    Ref    Will   Abilities
1.  +1     +0     +2     +0     Deceitful Defense, Finesse Mastery +1
2.  +2     +0     +3     +0     Sneak Attack +1d6, Sand Bomb
3.  +3     +1     +3     +1     Deadly Mastery, Vicious Stance
4.  +4     +1     +4     +1     Mortal Blow, Sneak Attack +2d6
5.  +5     +1     +4     +1     Finesse Mastery +2, Hide in Plain Sight
6.  +6     +2     +5     +2     Sneak Attack +3d6, Backstab
7.  +7     +2     +5     +2     Dash, Wounding Blow
8.  +8     +2     +6     +2     Sneak Attack +4d6
9.  +9     +3     +6     +3     Finesse Mastery +3
10. +10    +3     +7     +3     Improved Deadly Mastery, Sneak Attack +5d6


Class Features
Deceitful Defense (Ex): the elite executioner is a master of avoiding blows at the last moment. At 1st level, when being attacked, the elite executioner can perform a Tumble check before being hit as an immediate action. The result of the check grants a bonus to AC, as seen below:

Check                   Bonus
Result                    AC
15 and below              +3
16-25                     +4
26-30                     +5
31-35                     +6
36+                       +7


This bonus AC lasts until the beginning of your next round.
Additionally, at 6th level, if an opponent misses an attack against the elite exectioner due to this ability, that opponent is flat-footed until the beginning of its next round.

Finesse Mastery (Ex): an elite executioner prefers fast and light weapons for combat, and specializes in them. Beginning at 1st level, the rogue assassin gains +1 bonus to all attack and damage rolls made with light weapons or one handed weapons that can be used with Weapon Finesse. This bonus increases by +1 at 5th and 9th levels.

Sneak Attack (Ex): same as rogue (PHB)

Sand Bomb (Ex): the elite executioner can kick up a cloud of sand from the ground to protect himself. Starting at 2nd level, the elite executioner gains 20% miss chance for 1d4+1 rounds as a swift action. This miss chance increases by 10% for every 3 rogue assassin levels. Sightless enemies are not affected by this ability. This ability is usable once per encounter.

Deadly Mastery (Ex): the elite executioner's attacks can affect creatures that doesn't possess any weak points. Starting at 3rd level, the elite executioner can add half of her sneak attack dice when sneak attacking creatures immune to sneak attacks.

Vicious Stance (Ex): the elite executioner is able to inflict large amounts of damage when hitting a creature's vital spots. Starting at 3rd level, whenever the elite executioner confirms a critical hit, that attack deals an additional 2d6 points of damage, plus 1d6 for every odd-numbered level above 3rd.

Mortal Blow (Ex): each attack made by the elite executioner can drop even the toughest opponent if it hits. When performing an attack, the rogue assassin can, as a free action, take a -5 penalty to that attack's roll to make that attack an sneak attack (but only apply half of your sneak attack dice, rounded down) and increase the weapon's threat range by 4.
At 7th level, the penalty to the attack roll is reduced by 1 and the weapon's critical multiplier is increased by 1.
At 10th level, the penalty to the attack roll is further reduced by 1, the threat range increases by 1 and all of the rogue assassin's sneak attack dice are applied to the attack.

Hide in Plain Sight (Ex): as PHB ranger, except that it can be used in any environment.

Backstab (Ex): the elite executioner's attacks aren't affected by the natural resistance of her possible targets. At 6th level, when attacking a flat-footed opponent (or if the opponent is denied its Dexterity bonus), the elite executioner's attacks ignores any kind of damage reduction.

Dash (Ex): once the elite executioner engages in a fight against someone, he will follow her target anywhere. Starting at 7th level, the elite executioner can move up to 4 times its base move speed as a move action for 1d4+1 rounds. This ability can be used once per encounter.

Wounding Blow (Ex): an elite executioner's attacks can open deep wounds on their targets. Starting at 7th level, whenever the elite executioner makes an attack, she may make that attack become a Wounding Blow as a swift action. An opponent hit by the Wounding Blow takes extra damage each round equal to twice the elite executioner's sneak attack dice (so if an elite executioner has 7d6 sneak attack, the wounding blow's extra damage is 14). Multiple uses of this ability does not stack. This effect lasts for a number of rounds equal to half the elite executioner's level (rounded down).

Improved Deadly Mastery (Ex): even creatures that doesn't possess vital spots suffer from the elite executioner's well aimed attacks. At 10th level, the elite executioner's critical hits and sneak attacks affect creatures immune to critical hits and sneak attacks.
« Last Edit: October 29, 2008, 05:57:13 PM by Risada » Logged

Pages: 1 2 3 4 »
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2008, Simple Machines LLC Valid XHTML 1.0! Valid CSS!