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Bauglir
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« on: November 24, 2008, 03:56:29 PM » |
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Since I'm going to be doing a bunch of these, I've decided to put them all in one thread. Each one is a caster based around one of the 8 elements from Tales of Symphonia. This maps quite nicely to D&D, actually. Finished. Now the revisions begin. I need help for this. Light and DarknessLightning and WaterEarth and WindFire and IceFeedback on these would be great. Please? Any ability which is usable a certain number of times per encounter requires a 10 minute rest to recover a use if no encounters are involved, but the ability is also refreshed whenever a character rolls initiative against a creature with a CR higher than the character's ECL-5 (or CR-5 in the case of creatures with no ECL). If you need a fluff reason, an adrenaline surge is what allows you to refresh it faster than normal. Key Ability Modifier refers to the ability modifier which determines saving throw DCs for whatever spellcasting class qualified a character for the prestige class.
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« Last Edit: April 03, 2009, 04:36:38 PM by Bauglir »
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Logged
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So you end up stuck in an endless loop, unable to act, forever.
In retrospect, much like Keanu Reeves.
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Bauglir
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« Reply #1 on: November 24, 2008, 03:56:51 PM » |
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Light And DarknessThe Lucent Savant Hit Die: d6 Requirements To qualify to become a Lucent Savant, a character must fulfill all the following criteria. Spells: Able to cast 5th-level spells. Must know at least 3 spells with the [light] descriptor. Skills: Knowledge (arcana or religion) 13 ranks, Spellcraft 13 ranks Feat: Sunlight Eyes (CM pg 48) Class Skills The Lucent Savant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Level BAB Fort Ref Will Special Spells per Day 1 +0 +0 +0 +2 Shining Aura, Energy Metabolism I, Radiant Force I -- 2 +1 +0 +0 +3 Brilliant Shield +1 level of existing spellcasting class 3 +1 +1 +1 +3 Radiant Force II, Energy Metabolism II +1 level of existing spellcasting class 4 +2 +1 +1 +4 Glorious Transposition +1 level of existing spellcasting class 5 +2 +1 +1 +4 Luminous Spellcasting, Radiant Force III +1 level of existing spellcasting class Weapon and Armor Proficiency: Lucent Savants gain no proficiency with any weapon or armor. Spells per Day: From 2nd level on, when a new Lucent Savant level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Lucent Savant to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became a Lucent Savant, he must decide to which class he adds each level of Lucent Savantfor the purpose of determining spells per day. Shining Aura (Su): Starting at 1st level, a Lucent Savant emits a soft glow. This provides a 10 ft radius of bright light and a 20 ft radius of shadowy illumination for the Lucent Savant. This ability can be activated or deactivated as a free action. In addition, the character sprouts glowing wings of energy. These wings are actually incorporeal, but still provide the Lucent Savant with a flight speed equal to his base land speed, with perfect maneuverability. The wings can be dismissed or activated as a swift action, but can only be active at the same time as the radius of light provided by this ability. Energy Metabolism (Su): A Lucent Savant does not rely on ordinary sustenance, and instead metabolizes light itself. Starting at 1st level, a Lucent Savant need no longer eat, drink, or sleep. At 3rd level, he need no longer breathe. Brilliant Shield (Su): A Lucent Savant of 2nd level is surrounded by a halo of energy, granting a deflection bonus to AC equal to the Lucent Savant’s Key Ability Modifier, and a competence bonus on saves equal to the Lucent Savant’s class level. When subject to any [light] effect that allows a Reflex save for half damage, or a Fortitude or Will save for partial effect, the Lucent Savant suffers no effect on a successful save. Radiant Force (Su): A Lucent Savant treats all spells with the [light] descriptor as though they were affected by the Empower Spell metamagic feat, with no adjustment to the level or casting time. Beginning at 3rd level, a Lucent Savant instead treats such spells as though affected by the Maximize Spell feat. At 5th level, a Lucent Savant treats such spells as though affected by the Intensify Spell Epic metamagic feat instead. Also at 5th level, he may roll one additional time on the table to determine the effects of a spell with the word Prismatic in its name, and apply the effect rolled in addition to the first roll; only the first roll of an 8 provides an extra roll, however, restricting a Lucent Savant to a maximum of 3 rolls. Glorious Transposition (Sp): A Lucent Savant of 4th level is capable of transforming himself into light itself. Twice per encounter, he may, as a swift action, teleport up to 20 ft per caster level, disappearing and reappearing in a flash of light. This ability otherwise functions as Dimension Door, with a caster level equal to the Lucent Savant's caster level, except the Lucent Savant may only transport himself and up to 10 pounds of objects per caster level. Luminous Spellcasting (Su): By extending a spell’s casting to a full-round action, a Lucent Savant may add the [light] descriptor to any spell with an Energy descriptor, the [Force] descriptor, or an Alignment descriptor, granting it the full benefits of the Radiant Force ability, among whatever other bonuses such a spell might receive. The spell effect produces bright light within its area or in a 5-ft radius around the target if the spell has no area (lasting for the duration of the spell; an instantaneous spell, for instance, will provide only a flash of light), making it impossible to conceal the spell, and to use this ability requires the Shining Aura ability to be active. Spells with a casting time longer than 1 standard action cannot be affected by this ability. -------- The Empty Shade Hit Die: d6 Requirements To qualify to become an Empty Shade, a character must fulfill all the following criteria. Spells: Able to cast 5th-level spells. Must know at least 3 spells with the [darkness] descriptor. Skills: Knowledge (arcana or religion) 13 ranks, Spellcraft 13 ranks Feat: Shadow Veil (CM 47) Class Skills The Empty Shade’s class skills Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Level BAB Fort Ref Will Special Spells per Day 1 +0 +0 +0 +2 Deep Shade I, Darkeye I -- 2 +1 +0 +0 +3 Negative Presence I, Clinging Shadows I +1 level of existing spellcasting class 3 +1 +1 +1 +3 Deep Shade II, Negative Presence II, Lucid Gaze +1 level of existing spellcasting class 4 +2 +1 +1 +4 Darkeye II, Clinging Shadows II +1 level of existing spellcasting class 5 +2 +1 +1 +4 Deep Shade III, Negative Presence III, Bloody Lance +1 level of existing spellcasting class Weapon and Armor Proficiency: Empty Shades gain no proficiency with any weapon or armor. Spells per Day: From 2nd level on, when a new Empty Shade level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Empty Shade to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before she became an Empty Shade, she must decide to which class she adds each level of Empty Shade for the purpose of determining spells per day. Deep Shade (Su): Any time a spell with the Darkness descriptor cast by an Empty Shade would grant concealment or some other miss chance, it grants an additional 10% miss chance per Empty Shade level, up to a maximum of an additional +30% at 3rd level. At 3rd level, it grants Total Concealment if it would have granted concealment. At 5th level, even creatures which could see in magical darkness cannot see in the magical darkness created by an Empty Shade, although an Empty Shade has no trouble seeing in her own magically created darkness. In addition, any [darkness] spell is treated as being 1 level higher for the purposes of determining whether a given [light] spell can negate its effects. Darkeye (Su): At 1st level, an Empty Shade can see in any kind of darkness, even magical, as though it were bright illumination. At 4th level, she can grant this ability to an ally for 1 minute per class level with a touch as a standard action. Negative Presence (Su): Even an Empty Shade’s aura becomes shrouded in darkness. Starting at 2nd level, neither an Empty Shade nor her equipment register at all on any spell with the word “detect” in its name. At 3rd level, anyone targeting her with a divination spell or effect must succeed at a caster level check with a DC of 11+the caster level of the Empty Shade, or the effect fails. If she is in an area which is subject to such a divination effect, or viewed by a scrying sensor, the caster must succeed at the same caster level check, or the effect simply fails to register the Empty Shade's presence, although it functions normally otherwise. At 5th level, she is immune to any divination spell, as though under the effect of a Mind Blank spell for the purposes of blocking information-gathering divination. This immunity can be suspended as a free action for 1 round. Clinging Shadows (Su): At 2nd level, any enemy within the radius of a spell with the [darkness] descriptor, or who has been successfully targeted by a spell (even a ray or other ranged touch attack), cast by the Empty Shade has its movement speed halved (round down). This ability can reduce a victim’s speed to 0, but even such a creature can take a full-round action to move 5 feet. A victim stops being affected after moving out of the radius of the [darkness] spell, or 1 round per class level of the Empty Shade after being the target of a spell with the [darkness] descriptor. A successful Reflex save (DC 14+Key Ability Modifier) negates this effect for an area spell, but not for a targeted spell. At 4th level, creatures affected by this ability take 3d6 points of untyped damage per round and the save DC increases by 2, as the darkness tears at their flesh and souls. Lucid Gaze (Su): At 3rd level, the Empty Shade’s gaze floods victims’ spirits and bodies with emptiness. This gaze attack’s effectiveness is not limited by darkness of any kind, but other blockages of Line of Sight still negate it as normal. Anyone affected by the gaze attack must make a Will save (DC 16+Key Ability Modifier), or lose any Spell Resistance (but not Spell Immunity), Damage Reduction, or Fast Healing it may have for 1 round. If a creature has Regeneration and is affected by this ability, that Regeneration no longer heals any subdual damage for the duration of this ability, although appropriate damage is still converted to subdual. This ability has a range of 60 ft, and creatures must make saves every round spent within that range. Making a save only staves off the effects for that round; it does not provide any further protection. Bloody Lance (Su): At 5th level, an Empty Shade can command the darkness to decimate her foes. This ability can be applied to any spell that deals hit point damage (but not if that damage is solely due to Clinging Shadows). It gains the [darkness] descriptor, and is accompanied by spears of dark energy that pierce the target, dealing an extra 1 point of untyped damage per caster level. This ability allows the spell's damage (but not other effects) to ignore any sort of Spell Resistance, even Spell Immunity; the lances are practically holes in the magic of the world, and clear the path for the spell’s normal effect. This ability also ignores AC and saving throw bonuses provided by any spell, spell-like ability, or magic item. Items which grant a bonus which in turn increases AC or saving throws are not ignored, such as an item that provides an enhancement bonus to Dexterity (since the item increases only Dexterity, and it is the Dexterity increase which increases AC and Reflex saves).
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« Last Edit: April 03, 2009, 04:33:35 PM by Bauglir »
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Logged
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So you end up stuck in an endless loop, unable to act, forever.
In retrospect, much like Keanu Reeves.
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Bauglir
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« Reply #2 on: November 24, 2008, 03:57:03 PM » |
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Lightning and WaterThe God Hammer Hit Die: d6 Requirements To qualify to become a God Hammer, a character must fulfill all the following criteria. Spells: Able to cast 2nd-level spells. Must know a total of at least 3 spells with either the [electricity] or [sonic] descriptors. Skills: Knowledge (arcana or religion) 8 ranks, Spellcraft 8 ranks Feat: Clap of Thunder (CM pg 40) or Storm Bolt (CM pg 47) Special: Skirmish +1d6/+1 AC or Spring Attack or Flyby Attack Class Skills The God Hammer’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int) Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier. Level BAB Fort Ref Will Special Spells per Day 1 +0 +0 +2 +2 Electromagnetism I, Energetic Synergy I +1 level of existing spellcasting class 2 +1 +0 +3 +3 Energetic Synergy II, Lightning Strike I -- 3 +2 +1 +3 +3 Electromagnetism II, Electric Body I +1 level of existing spellcasting class 4 +3 +1 +4 +4 Lightning Strike II, Electronic Interference +1 level of existing spellcasting class 5 +3 +1 +4 +4 Electromagnetism III, Electric Body II, Thunder Explosion +1 level of existing spellcasting class Weapon and Armor Proficiency: God Hammers gain no proficiency with any weapon or armor. Spells per Day: At each level except 2nd, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of God Hammer to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before she became a God Hammer, she must decide to which class she adds each level of God Hammer for the purpose of determining spells per day. Scout Abilities: A God Hammer adds her God Hammer level to her Scout level to determine her bonus damage and AC bonus from Skirmish. If she has no Scout levels, she gains the Skirmish bonus damage and AC bonus of a Scout of her class level. A God Hammer does not count her class levels for the purpose of determining when she gains any other Scout class features, such as Blindsense, Battle Fortitude, or bonus feats. Electromagnetism (Su): A God Hammer’s body generates electricity passively, so closely is she bonded to her chosen element. Starting at 1st level, a God Hammer may use Mage Hand (as the spell) at will, but only on items that have significant metal components. At 3rd level, a God Hammer gains a circumstance bonus on all melee attack rolls equal to her class level, but only against opponents wearing metal armor. At 5th level, this bonus now applies on all attack rolls, as the God Hammer infuses her ranged attacks (including ranged touch attacks, such as rays) with her power. Energetic Synergy (Su): A God Hammer’s connection to lightning is deep. She gains either Clap of Thunder or Storm Bolt, whichever feat she did not use to qualify for this class, as a bonus feat at 1st level. If she already has both, she may choose any metamagic feat for which she qualifies, instead. At 2nd level, a God Hammer ignores any electricity or sonic resistance a subject of a spell or other ability she uses might have, and deals half damage even to creatures normally immune. Lightning Strike (Su): At 2nd level, a God Hammer automatically grants the Shocking or Screaming (MIC 42) property to any weapon she holds; this choice is made upon grasping the weapon, and can be changed as a swift action. At 4th level, a God Hammer calls down a bolt of lightning when she strikes a target; as a free action once per round, she may cause an enemy whom she has successfully hit with a melee attack in that round to be struck. This deals 1d6 points of electricity damage per class level. At 5th level, this ability may be used twice per round. Electric Body (Su): At 3rd level, a God Hammer becomes one with the energy of the storm. As a move action, once per encounter, she can convert herself into a living bolt of lightning. While in this form, she gains the incorporeal subtype, grants the Ghost Touch ability to all of her melee weapons (allowing them to strike as normal), and a fly speed equal to her base land speed with good maneuverability. While in this form, she may spend a full-round action to move up to twice her speed and make a full attack action, gaining the benefits of Skirmish on every attack. She may move any distance (so long as the total distance moved does not exceed twice her speed) between each attack, but is not required to. Lightning Body lasts for 1 round per 2 caster levels. At 5th level, her weapons no longer gain the Ghost Touch ability, but instead strike as incorporeal touch attacks; base weapon damage is half electricity and half sonic damage rather than its normal type. Electronic Interference (Su): A God Hammer of 4th level or higher is immune to either sonic or electricity (chosen upon reaching level 4; this choice may never be changed), and takes only half damage from the other energy type. Thunder Explosion (Su): A God Hammer of 5th level has tremendous power over lightning. By spending a standard action that does not provoke attacks of opportunity, a God Hammer can cause a burst of lightning to erupt from the ground. Every creature within 20 feet of the God Hammer takes 10d8 points of damage plus 1d8 points of damage per caster level (the damage is half electricity and half sonic), and must make a Fortitude save or be pushed out of the area, landing prone. If the God Hammer wishes, she may use this ability while taking a move action, triggering it at any point along her path (for all relevant purposes, treat this as an attack made with Spring Attack, even though it would not ordinarily qualify and even if the God Hammer does not have Spring Attack). -------- The Flowing Sword Hit Die: d8 Requirements To qualify to become a Flowing Sword, a character must fulfill all the following criteria. Base Attack Bonus: +4 Spells: Able to cast 2nd-level spells. Must know at least 2 spells with the [water] descriptor. Skills: Spellcraft 8 ranks, Tumble 8 ranks Feat: Minor Geyser*, Combat Expertise Special: Must have the ability to add either Dexterity or Intelligence to melee damage rolls. Class Skills The Flowing Sword’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (arcana) (Int), Knowledge (religion) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Tumble (Dex). Skill Points at Each Level: 4 + Int modifier. Level BAB Fort Ref Will Special Spells per Day 1 +1 +0 +2 +2 Flowing Stance I, Swashbuckler Abilities -- 2 +2 +0 +3 +3 Liquid Blade +1 level of existing spellcasting class 3 +3 +1 +3 +3 Flowing Stance II, Blood to Water +1 level of existing spellcasting class 4 +4 +1 +4 +4 Liquify +1 level of existing spellcasting class 5 +5 +1 +4 +4 Flowing Stance III, Splatter +1 level of existing spellcasting class Weapon and Armor Proficiency: Flowing Swords gain no proficiency with any weapon or armor. Spells per Day: From 2nd level on, when a new Flowing Sword level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Flowing Sword to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before she became a Flowing Sword, she must decide to which class she adds each level of Flowing Sword for the purpose of determining spells per day. Swashbuckler Abilities: A Flowing Sword adds her class level to her levels of Swashbuckler to determine her class-based Dodge bonus to AC, Grace bonus, and when she gains the Acrobatic Charge and Acrobatic Skill Mastery class abilities. She does not count her class level when determining when she gains other Swashbuckler class features, such as Improved Flanking, Weakening Critical, or Slippery Mind. In addition, she may use her spellcasting Key Ability Modifier in conjunction with Insightful Strike, if it is not already Intelligence. If she has no levels of Swashbuckler, she is treated as a Swashbuckler of her class level for the above abilities (although note that she does not gain Insightful Strike if she does not already have it). Flowing Stance (Su): A Flowing Sword’s primary skill comes in her ability to slide easily out of the way of incoming blows and attacks, moving like the water she embodies. At 1st level, a Flowing Sword gains a dodge bonus to her AC equal to her class level. At 3rd level, she gains a 20% miss chance against all attacks, which applies in addition to all other miss chances. At 5th level, her skill reaches its pinnacle, and she gains the Epic Dodge feat, even if she does not meet the prerequisites; if she lacks the Dodge feat, she must still choose a target for this feat to apply to. Liquid Blade (Su): At 2nd level, a Flowing Sword’s weapon flows through the gaps in an opponent’s armor, allowing her to ignore armor and shield bonuses to AC against any target of her melee attacks. Activating this ability requires a swift action, lasts for 1 round, and can be done a number of times per encounter equal to the Flowing Sword's class level. Blood to Water (Su): At 3rd level, a Flowing Sword can thin her foe’s blood with her attacks. As a swift action, she can cause 1 point of Constitution damage to any one foe who has been struck by one of her melee attacks in that round. Liquify (Su): As a standard action, a Flowing Sword of 4th level or higher can convert herself into a being of water. She gains all traits of the Ooze type, except for the Mindless trait. She is also not blind, but does not gain Blindsight or any of the immunities that accompany blindness. She retains her original weapon and armor proficiencies, and in fact continues to wield her equipment as normal; her equipment is converted to water as well, although it retains its ordinary function. She is treated as Fine for the purposes of determining what size opening she can move through. Unlike normal oozes, she need not breathe. While in this form, she gains a +20 bonus on Disguise checks to appear as a puddle or some other natural formation of water, and a +20 bonus on Hide checks while submerged. This ability lasts for 1 minute per class level, and may be used a number of times per day equal to her class level. Splatter (Su): Once per day, a Flowing Sword of 5th level or higher can evade death itself. Whenever she would be reduced to –1 hit points or lower, she can instead spend an immediate action to allow her body to convert spontaneously to water, allowing the blow to destroy her in this form. In the following round, on her turn, the water flows back together, and she appears in the square in which she was killed with full normal hit points, although all spell effects which were active on her are ended, and any other resources she may have spent remain spent. *The following feat is a prerequisite for this prestige class. Minor Geyser [Reserve] Your magical talent allows you to generate forceful streams of water. Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have a water spell of 2nd level or higher prepared, you may fire a geyser of water from your hand. Make a ranged touch attack against any foe within 30 ft as a standard action. The target is moved 5 feet back per 2 levels of the highest level water spell you have prepared, rounded down. If the target encounters a barrier that would stop its movement, it takes 1d6 points of damage per 5 feet it has moved.
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« Last Edit: April 03, 2009, 04:49:41 PM by Bauglir »
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Logged
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So you end up stuck in an endless loop, unable to act, forever.
In retrospect, much like Keanu Reeves.
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Bauglir
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« Reply #3 on: November 24, 2008, 03:57:14 PM » |
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Earth and WindThe Telluric Sculptor Hit Die: d12 Requirements To qualify to become a Telluric Sculptor, a character must fulfill all the following criteria. Spells: Able to cast 2nd-level spells. Must know at least 2 spells with the [earth] descriptor. Skills: Concentration 4 ranks, Knowledge (arcana or religion) 4 ranks, Spellcraft 8 ranks Feat: Clutch of Earth (CM 40), Improved Toughness Special: Bulwark of Defense class feature Class Skills The Telluric Sculptor’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nobility and royalty), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Level BAB Fort Ref Will Special Spells per Day 1 +1 +2 +0 +2 Earthly Protection I, Ground Manipulation I -- 2 +2 +3 +0 +3 Gravitational Lens I, Stone Shield I +1 level of existing spellcasting class 3 +3 +3 +1 +3 Earthly Protection II, Crystalline Creation, Ground Manipulation II +1 level of existing spellcasting class 4 +4 +4 +1 +4 Gravitational Lens II, Gravity Well, Earth Glide +1 level of existing spellcasting class 5 +5 +4 +1 +4 Earthly Protection III, Boulder Strike, Stone Shield II +1 level of existing spellcasting class Weapon and Armor Proficiency: Telluric Sculptors gain no proficiency with any weapon or armor. Spells per Day: From 2nd level on, when a new Telluric Sculptor level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Telluric Sculptor to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became a Telluric Sculptor, he must decide to which class he adds each level of Telluric Sculptor for the purpose of determining spells per day. Knight Abilities: A Telluric Sculptor continues training as a knight. He adds his Telluric Sculptor level to his Knight level to determine his Knight's Challenge abilities and uses per day and to determine when he gains Armor Mastery abilities. He does not count his class levels for the purpose of determining when he gains any other Knight abilities, such as bonus feats. In addition, he may use his spellcasting class's Key Ability Modifier to determine all effects of his Knight's Challenge ability. Earthly Protection (Su): A Telluric Sculptor is nurtured and protected by the land he wields. He gains Damage Reduction overcome by Adamantine equal to twice his class level. In addition, at level 3, he gains a 25% chance to negate critical hits made against him, as well as Fast Healing equal to his class level. Finally, at level 5, he is no longer subject to critical hits or Constitution damage or drain. Ground Manipulation (Su): A Telluric Sculptor can manipulate the ground around him, creating minor earthquakes that generate rippling toward him. As a swift action, he can activate this ability. Any enemy within 100 ft per class level must spend two squares of movement for every square it moves away from the Sculptor for 2 rounds per class level. At 3rd level, the Telluric Sculptor can force enemies to move toward him, and enemies move 5 ft toward the Sculptor for every round this ability is in effect. Only enemies in contact with the ground are subject to this ability. Gravitational Lens (Su): A Telluric Sculptor of 2nd level or higher is so linked to the earth that he can manipulate gravity. At 2nd level, he gains a 20% miss chance against ranged attacks (including ranged touch attacks), because gravity no longer follows the normal rules in his vicinity. At 4th level, this improves to a 50% miss chance, and even targeted effects have a 20% chance to fail, as magic itself has its path bent. Stone Shield (Su): A Telluric Sculptor protects his allies with great skill. At 2nd level, he may, once per encounter as an immediate action when an ally is the target of an attack, create a wall of stone to block a foe's attack. The ally gains the benefits of cover, and the opponent must make a Reflex save (DC 14 + Key Ability Modifier) or have his weapon trapped in the rapidly forming wall, although this may not matter much in the event of a ranged attack. Natural attacks, unarmed strikes, and touch attacks are still subject to this, and should they be trapped, the opponent cannot leave the square from which the attack was made, and loses the use of whatever appendage made the attack. A creature with more than two trapped appendages cannot cast spells with somatic components. At 5th level, the ally gains the benefits of improved cover instead, and the save DC increases by 3. A character may expend a use of his Knight's Challenge ability to use this ability an additional time per encounter. Crystalline Creation (Su): A Telluric Sculptor of 3rd level or higher can create crystalline objects. As a standard action, the Sculptor can create a crystal version of a wood or metal object, which can be no larger than 1 lb per caster level. This object functions as a normal wooden or steel (as appropriate) object of its type, although it is subject to Shatter spells and the like as normal for a crystal object. The object cannot be magical, and any object which would require a Craft check with a DC of 15 or higher requires that Craft check to be made; otherwise, no check is needed. In addition, objects crumble into dust 1 round after leaving the Sculptor’s hands. This ability cannot replicate any non-wooden or non-metal components of an item. Gravity Well (Su): At 4th level, a Telluric Sculptor can manipulate gravity such that even creatures not in contact with the air are affected by his power. Spells and abilities which require the Sculptor or his opponents to be in contact with the ground no longer have that requirement. Earth Glide (Su): At 4th level, even solid stone is no longer an obstacle to a Telluric Sculptor. He gains the Earth Glide ability, as that of an Earth Elemental, although it is a Supernatural ability rather than an Extraordinary. In addition, he is immune to any spell with the [Earth] descriptor, unless he allows himself to be affected. Boulder Strike: A Telluric Sculptor of 5th level or higher can infuse his attacks with the power of the Earth. Once per encounter, he can add 10d6 damage to a single melee attack (even as part of a full-attack action), and the target of that attack is knocked prone under the force of his blow. -------- The Piercing Wind Hit Die: d6 Requirements To qualify to become a Piercing Wind, a character must fulfill all the following criteria. Base Attack Bonus: +3 Spells: Able to cast 2nd-level spells. Must know at least 2 spells with the [wind] descriptor. Skills: Spellcraft 8 ranks, Spot 8 ranks Feat: Hurricane Breath (CM 44), Precise Shot, and Rapid Shot Special: A Ranger who has selected the Ranged combat style is treated as meeting the Precise Shot feat requirement for entering this class. A Ranger who enters this class loses his Animal Companion and gains the Distracting Shot alternate class feature. Class Skills The Piercing Wind’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis). Skill Points at Each Level: 4 + Int modifier. Level BAB Fort Ref Will Special Spells per Day 1 +1 +0 +2 +2 Wind-Guided Arrows I, Ranger Abilities -- 2 +2 +0 +3 +3 Wind-Guided Arrows II, Tornado Bolt +1 level of existing spellcasting class 3 +3 +1 +3 +3 Wind-Guided Arrows III, Wind Tunnel +1 level of existing spellcasting class 4 +4 +1 +4 +4 Wind-Guided Arrows IV, Gust Flurry +1 level of existing spellcasting class 5 +5 +1 +4 +4 Wind-Guided Arrows V, Rising Wind +1 level of existing spellcasting class Weapon and Armor Proficiency: Piercing Winds gain no proficiency with any weapon or armor. Spells per Day: From 2nd level on, when a new Piercing Wind level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Piercing Wind to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became a Piercing Wind, he must decide to which class he adds each level of Piercing Wind for the purpose of determining spells per day. Ranger Abilities: A Piercing Wind adds his class level to his levels of Ranger to determine his bonus feats gained from his Combat Style, as well as when he gains the Endurance bonus feat, his Distracting Shot ability (instead of his animal companion), and Evasion. He does not count his class level when determining when he gains other Ranger class features, such as Favored Enemy bonuses or Woodland Stride. In addition, anybody struck by his Distracting Shot ability is treated as flanked for an additional number of attacks from his allies equal to his Key Ability Modifier. If he has no levels of Ranger, he is treated as a Ranger of his class level for the above abilities (although, if he has no Ranger levels, he must choose the Ranged combat style, and does not get to choose a new feat if he already has one granted by his effective Ranger level). Wind-Guided Arrows (Su): As a swift action, the Piercing Wind may add a bonus to his ranged attack rolls equal to his class level. At 2nd level, his ranged attacks are no longer affected by mundane wind conditions when using this ability, although low visibility may still interfere. At 3rd level, he ignores even magical wind conditions while using this ability, such as the Wind Wall spell. At 4th level, he ignores Deflection bonuses to AC while using this ability. At 5th level, he may make attacks even against creatures with Total Cover while using this ability, so long as the shortest clear path to the target is within 1 range increment of his attack, although if the target also has Concealment (or Total Concealment), those rules apply normally. These abilities are cumulative and activated simultaneously, but always require a swift action to activate. Tornado Bolt (Su): A Piercing Wind of 2nd level imbues his arrows with the power of wind; any target struck by a ranged attack by the Piercing Wind is pushed 5 feet away from the Piercing Wind, but only once per round per target. Wind Tunnel (Su): At 3rd level, a Piercing Wind can create a powerful gust of wind around his arrows. He makes a full attack action against a single target, gaining a +2 bonus on the attack rolls. In addition, every creature along a line from the Piercing Wind to his target (including the target itself), must make a Reflex save or be pushed 5 feet back per Piercing Wind level and land prone. A successful save indicates that the creature is merely pushed 5 feet back, and does not land prone. Encountering a barrier ends the movement, but deals no additional damage. This ability may be used once per encounter, and requires no additional action to activate. Gust Flurry (Su): At 4th level, a Piercing Wind is able to fire an additional ranged attack per round, making up for the lack of accuracy this would normally entail by guiding it with the wind. This ranged attack is made at his highest base attack bonus, but it and every additional attack made in that round takes a –2 penalty. The Piercing Wind may also add this arrow to a Manyshot attack, and in this case the arrow applies only the standard –2 penalty associated with adding arrows to Manyshot. Rising Wind (Su): At 5th level, a Piercing Wind gains a Fly speed of 60 feet with Perfect Maneuverability, the Air Mastery ability (as an Air elemental), and a 20% miss chance against ranged attacks, as gusts of wind knock them from the air.
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« Last Edit: December 05, 2008, 10:50:24 AM by Bauglir »
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So you end up stuck in an endless loop, unable to act, forever.
In retrospect, much like Keanu Reeves.
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Bauglir
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« Reply #4 on: November 24, 2008, 03:57:28 PM » |
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Fire and IceThe Blazerager Hit Die: d10 Requirements To qualify to become a Blazerager, a character must fulfill all the following criteria. Base Attack Bonus: +5 Spells: Able to cast 2nd-level spells. Must know at least 2 spells with the [fire] descriptor. Skills: Concentration 8 ranks, Spellcraft 8 ranks Feat: Fiery Burst (CM 43), Spell Rage* Class Skills The Blazerager's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Listen (Wis), Spellcraft (Int), and Survival (Wis). Skill Points at Each Level: 4 + Int modifier. Level BAB Fort Ref Will Special Spells per Day 1 +1 +2 +0 +2 Cauterize I, Searing Heat, Barbarian Abilities -- 2 +2 +3 +0 +3 Burning Rage +1 level of existing spellcasting class 3 +3 +3 +1 +3 Cauterize II, Fiery Beast +1 level of existing spellcasting class 4 +4 +4 +1 +4 Mindfire Rage +1 level of existing spellcasting class 5 +5 +4 +1 +4 Phoenix Rage +1 level of existing spellcasting class Weapon and Armor Proficiency: Blazeragers gain no proficiency with any weapon or armor. Spells per Day: From 2nd level on, when a new Blazerager level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Blazerager to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became a Blazerager, he must decide to which class he adds each level of Blazerager for the purpose of determining spells per day. Barbarian Abilities: A Blazerager adds his class level to his barbarian level to determine when he gains Greater Rage, Mighty Rage, and additional rages per day. A Blazerager does not count his class levels for the purpose of determining when he gains any other barbarian class features, such as increased Damage Reduction or Trap Sense. Cauterize (Su): A Blazerager’s weapons sear the flesh of those wounded by them. Hit point damage inflicted by the Blazerager’s melee attacks do not heal naturally, and magical healing requires a Heal check with a DC equal to 20 + the Bladerager’s class level. At level 3, this ability applies to spells cast by the Blazerager as well. Searing Heat (Su): A Blazerager automatically applies the benefits of the Searing Spell (Sandstorm 53) metamagic feat to any spell with the [fire] descriptor that he casts, with no adjustment to the spell level or casting time. Burning Rage (Su): At 2nd level, a Blazerager bursts into flames while raging. While he is raging, any creature grappling or striking the Blazerager with an unarmed or natural attack takes 2d6 points of fire damage per class level. In addition, as an immediate action, the Blazerager can cause any creature adjacent to him to take this damage by exuding a sudden gout of flame. No save is allowed for this effect. Finally, the Blazerager gains the Fire subtype at all times. Fiery Beast (Su): A Blazerager of 3rd level or higher grants any melee weapon he carries the Explosive weapon property (Complete Warrior 134), although there is no Reflex save allowed for the damage caused by this ability. A Blazerager may expend a spell slot as a free action, once per round, to increase the damage dealt by the explosion by 1d6 per level of the spell so expended for one attack. The explosion typically takes the shape of a roaring lion's head, hence the name. Mindfire Rage (Su): Despite the name, this ability has nothing to do with the Mindfire disease. A Blazerager of 4th level or higher may choose to activate a special rage at the expense of two normal uses of his Rage ability. While in this rage, he gains a +4 bonus to Strength, Constitution, and his Key Ability Modifier. In addition, any spell or ability he uses ignores Fire resistance or Immunity entirely. If he has Greater Rage, each ability bonus granted by this ability is increased by +2, and he gains a +10 ft per class level increase to a single movement speed. If he has Mighty Rage, each ability bonus granted by this ability is increased by a further +2, and he gains Regeneration 5 overcome by cold. Phoenix Rage (Su): At 5th level, a Blazerager gains a Fly speed while raging equal to his base land speed with perfect maneuverability. In addition, if he should die while in a rage, he immediately explodes in a burst of fire, dealing 10 points of fire damage per caster level to every enemy within a 20-ft radius with no save allowed, destroying his body and all his equipment. 5 rounds later, he reforms in the square in which he exploded at full hit points and all of his equipment as it was when he exploded, but with all of his daily rages expended and his current rage ended (if the Verold barbarian variant is used, he gains no more uses of rage in later encounters for the rest of the day, even though he would ordinarily be entitled to). If he so chooses, he may trigger this ability at any time as a standard action. *The following feat is also used by this class, and could probably use some pointers as well. Spell Rage Your rage is often a cerebral thing, a mental state more than a physical.Prerequisites: Rage 2/day, ability to cast 1st level spells or use Least invocations While in a rage, you may cast spells, use skills, and use feats as though you were not raging. In addition, at your option, you may gain a bonus to your Key Ability Modifier, instead of Strength, when you rage. This bonus is of the same magnitude as your rage would normally supply to your Strength score, and all other rules regarding Rage function normally. Special: When using the Verold barbarian variant, a character may exchange one of the four rages gotten at 1st level for the Spell Rage, rather than taking the feat. In this variant, the spell rage grants a +4 bonus to Con, a +4 bonus to the barbarians Key Ability Modifier (henceforth referred to as the KAM) (Wisdom is the default, if the barbarian lacks one; this changes upon adoption of a spellcasting class to the normal Key Ability Modifier), a +2 bonus on Will saves, and –2 penalty to AC. Greater Rage grants an additional +2 Con, +2 KAM, and +1 on Will saves. Mighty Rage adds yet another +2 Con, +2 KAM, and +1 on Will saves. -------- The Frozen Disciple Hit Die: d8 Requirements To qualify to become a Frozen Disciple, a character must fulfill all the following criteria. Base Attack Bonus: +5 Spells: Able to cast 2nd-level spells. Must know at least 2 spells with the [cold] descriptor. Skills: Concentration 8 ranks, Knowledge (arcana or religion) 4 ranks, Spellcraft 4 ranks Feat: Winter’s Blast (CM 40), Improved Unarmed Strike, Stunning Fist Class Skills The Frozen Disciple’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex). Skill Points at Each Level: 4 + Int modifier. Level BAB Fort Ref Will Special Spells per Day 1 +1 +0 +2 +2 Freezing Aura I, Piercing Cold, Monk Abilities -- 2 +2 +0 +3 +3 Frozen Sheath +1 level of existing spellcasting class 3 +3 +1 +3 +3 Freezing Aura II, Chill Strike I +1 level of existing spellcasting class 4 +4 +1 +4 +4 Deep Freeze +1 level of existing spellcasting class 5 +5 +1 +4 +4 Freezing Aura III, Chill Strike II, Absolute Zero +1 level of existing spellcasting class Weapon and Armor Proficiency: Frozen Disciples gain no proficiency with any weapon or armor. Spells per Day: From 2nd level on, when a new Frozen Disciple level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Frozen Disciple to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before she became a Frozen Disciple, she must decide to which class she adds each level of Frozen Disciple for the purpose of determining spells per day. Monk Abilities: A Frozen Disciple adds her class level to her monk level to determine her class-based AC bonus, her unarmed damage, her unarmored speed bonus, and the number of daily attempts of her Stunning Fist feat. In addition, she may add her Key Ability Modifier (if it was not already Wisdom) to her AC instead of her Wisdom bonus. If she has no monk levels, she gains the AC bonus, unarmed damage, and unarmored speed bonus of a monk whose level equals her Frozen Disciple level, although she cannot add her Wisdom bonus (or her Key Ability Modifier) to her AC. A Frozen Disciple does not count her class levels for the purpose of determining when she gains any other monk class features, such as reduced penalties for flurry of blows attack rolls, bonus feats, evasion, or other special abilities. Freezing Aura (Su): Cold flows from a Frozen Disciple’s body. Anyone within 10 feet of a Frozen Disciple takes 1 point of cold damage per class level. At 3rd level, the Disciple’s cold becomes deep enough that fog begins to form within the aura, granting concealment to any within it, including herself. The Disciple is unhindered by this fog, seeing through it normally, although not through that of another Frozen Disciple. At 5th level, the aura now deals 1d6 points of damage per class level, and ignores cold resistance and immunity. This ability can be activated or dismissed as a free action. Piercing Cold (Su): A Frozen Disciple automatically applies the benefits of the Piercing Cold (Frostburn 49) metamagic feat to any spell with the [cold] descriptor that she casts, with no adjustment to the spell level or casting time. Such a spell still damages creatures with the Cold subtype, unlike a normal use of this feat. Frozen Sheath (Su): A Frozen Disciple of 2nd level or higher is coated in a glistening layer of frost, her flesh having begun to freeze. Her natural armor bonus increases by 1 point per class level (a creature with no natural armor is considered to have a bonus of +0). In addition, she gains the Cold subtype. Chill Strike (Su): A Frozen Disciple of 3rd level or higher may, as a swift action, grant any melee weapon she wields (including natural weapons) the Icy Burst property for 1 round per caster level. In addition, if such a weapon is manufactured, it becomes frozen to the Disciple’s hand, granting her a +10 bonus on checks to avoid being disarmed. At 5th level, the Frozen Disciple may instead grant a weapon the Icy Blast epic property, and this ability no longer requires an action to activate; any held melee weapon or natural weapon automatically gains this property. This ability ceases to function if the weapon leaves the Disciple’s hand. Deep Freeze (Su): Beginning at 4th level, the Frozen Disciple freezes the very air around her. Any square, including those in the air, adjacent to the Disciple is treated as difficult terrain, as ice crystals form on every available surface, and the air itself thickens. The Frozen Disciple ignores her own Deep Freeze ability, but not that of other Frozen Disciples. In addition, anyone adjacent to the Disciple must make a Fortitude save (DC 16 + Key Ability Modifier) or take 1 point of Dexterity and Strength damage each round, as the supercooled air freezes his limbs. This ability can be dismissed or activated as a swift action. Absolute Zero (Su): A 5th level Frozen Disciple may, once per encounter as a standard action, drain all warmth from a target. The Disciple chooses one enemy within 100 feet. That enemy must make a Fortitude save (DC 19 + Key Ability Modifier); failure causes the enemy to freeze solid, as the Flesh to Ice spell (Frostburn 94), with the following changes. The ability can target any creature, regardless of composition. The resulting object will never melt, and exudes an aura identical to the Frozen Disciple’s Freezing Aura. The ice so created is incredibly brittle, as well as frozen solidly to the ground; attempts to move the ice are difficult, requiring a full-round action which provokes attacks of opportunity, and always result in complete shattering, which eliminates the aura effect, and reduces the sculpture to dust; similar results occur if the ice is Animated and attempts to move. Flying creatures plummet to the ground, shattering on contact. Otherwise, it is treated as normal ice. If the subject succeeds on its saving throw, it instead takes 1d6 points of cold damage per caster level, as well as 2d6 points of Dexterity and Strength damage. Multiclassing Note: A monk who becomes a Frozen Disciple can continue advancing as a monk. Furthermore, the character’s class levels in any classes that grant spellcasting ability (such as cleric or wizard) do not prevent her from continuing to advance as a monk.
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« Last Edit: December 04, 2008, 10:05:30 PM by Bauglir »
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So you end up stuck in an endless loop, unable to act, forever.
In retrospect, much like Keanu Reeves.
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Bauglir
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« Reply #5 on: December 04, 2008, 09:27:06 PM » |
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It's done! Mwa ha ha! I'm gonna go put a link up on the Houseruling board, but I figured I'd put a post here just to get people who might've already looked at it to look again.
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So you end up stuck in an endless loop, unable to act, forever.
In retrospect, much like Keanu Reeves.
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DavidWL
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« Reply #6 on: April 05, 2009, 07:40:56 AM » |
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Finished. Now the revisions begin. I need help for this I'll be very slowly going through these classes and giving feedback. In general, they have a lot of flavor and cool abilties, but are, IMO, a little too powerful. You've obviously put a lot of work into this, so forgive me if my feedback goes slowly. Light And DarknessThe Lucent Savant Hit Die: d6 Requirements To qualify to become a Lucent Savant, a character must fulfill all the following criteria. Spells: Able to cast 5th-level spells. Must know at least 3 spells with the [light] descriptor. Skills: Knowledge (arcana or religion) 13 ranks, Spellcraft 13 ranks Feat: Sunlight Eyes (CM pg 48) Class Skills The Lucent Savant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Level BAB Fort Ref Will Special Spells per Day 1 +0 +0 +0 +2 Shining Aura, Energy Metabolism I, Radiant Force I -- 2 +1 +0 +0 +3 Brilliant Shield +1 level of existing spellcasting class 3 +1 +1 +1 +3 Radiant Force II, Energy Metabolism II +1 level of existing spellcasting class 4 +2 +1 +1 +4 Glorious Transposition +1 level of existing spellcasting class 5 +2 +1 +1 +4 Luminous Spellcasting, Radiant Force III +1 level of existing spellcasting class Weapon and Armor Proficiency: Lucent Savants gain no proficiency with any weapon or armor. Spells per Day: From 2nd level on, when a new Lucent Savant level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Lucent Savant to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became a Lucent Savant, he must decide to which class he adds each level of Lucent Savantfor the purpose of determining spells per day. At this point let me observe that you basically have to give up a feat and a CL to get into the class. Shining Aura (Su): Starting at 1st level, a Lucent Savant emits a soft glow. This provides a 10 ft radius of bright light and a 20 ft radius of shadowy illumination for the Lucent Savant. This ability can be activated or deactivated as a free action. In addition, the character sprouts glowing wings of energy. These wings are actually incorporeal, but still provide the Lucent Savant with a flight speed equal to his base land speed, with perfect maneuverability. The wings can be dismissed or activated as a swift action, but can only be active at the same time as the radius of light provided by this ability.
Energy Metabolism (Su): A Lucent Savant does not rely on ordinary sustenance, and instead metabolizes light itself. Starting at 1st level, a Lucent Savant need no longer eat, drink, or sleep. At 3rd level, he need no longer breathe.
These are fine - perfect flight at will is powerful, but you don't get that until 11th level, at which point you've had Overland Flight for a while. Basically, a little bit better than an extra 5th level spell. Likewise Energy Metabolism is a very nice flavor thing with some use, but definitely not overpowering. When combined with the first level of Radiant Force, I think it is definitely a nice set of perks to get on the level you give up a CL. Brilliant Shield (Su): A Lucent Savant of 2nd level is surrounded by a halo of energy, granting a deflection bonus to AC equal to the Lucent Savant’s Key Ability Modifier, and a competence bonus on saves equal to the Lucent Savant’s class level. When subject to any [light] effect that allows a Reflex save for half damage, or a Fortitude or Will save for partial effect, the Lucent Savant suffers no effect on a successful save. Woah. This is strong. People talk about builds like Monk1/Druid19 etc., dipping Monk for the Wis to AC, and here you not only get that, but also +5 to saves. While this isn't too strong all by itself, it is definitely almost worth the CL all by itself. Radiant Force (Su): A Lucent Savant treats all spells with the [light] descriptor as though they were affected by the Empower Spell metamagic feat, with no adjustment to the level or casting time. Beginning at 3rd level, a Lucent Savant instead treats such spells as though affected by the Maximize Spell feat. At 5th level, a Lucent Savant treats such spells as though affected by the Intensify Spell Epic metamagic feat instead. Also at 5th level, he may roll one additional time on the table to determine the effects of a spell with the word Prismatic in its name, and apply the effect rolled in addition to the first roll; only the first roll of an 8 provides an extra roll, however, restricting a Lucent Savant to a maximum of 3 rolls. At first I thought it was way too overpowered, but then I looked at the list of spells with the [light] descriptor, and there aren't that many, and most aren't that good. None-the-less, very powerful. Casting (for example) Radiant Assault at 15th level would do 180 points of damage if no save, or 90 with a save, as well as inflicting dazed/dazzled condition. Similarly, the ability to make people take 2 effects from Prismatic spells is pretty darn strong, but not (quite) overpowered. I like it, but it is powerful. Glorious Transposition (Sp): A Lucent Savant of 4th level is capable of transforming himself into light itself. Twice per encounter, he may, as a swift action, teleport up to 20 ft per caster level, disappearing and reappearing in a flash of light. This ability otherwise functions as Dimension Door, with a caster level equal to the Lucent Savant's caster level, except the Lucent Savant may only transport himself and up to 10 pounds of objects per caster level. Quite nice. Roughly equivalent to a quickened Dimension Door, twice per encounter ~ like getting 2 6th level spells for free every encounter ~ 4+ extra 6th level spell slots. (Not really that good, but still nice). I like it. Swift action keeps it from being too good. (vs. move or immediate action, which would be too good). Luminous Spellcasting (Su): By extending a spell’s casting to a full-round action, a Lucent Savant may add the [light] descriptor to any spell with an Energy descriptor, the [Force] descriptor, or an Alignment descriptor, granting it the full benefits of the Radiant Force ability, among whatever other bonuses such a spell might receive. The spell effect produces bright light within its area or in a 5-ft radius around the target if the spell has no area (lasting for the duration of the spell; an instantaneous spell, for instance, will provide only a flash of light), making it impossible to conceal the spell, and to use this ability requires the Shining Aura ability to be active. Spells with a casting time longer than 1 standard action cannot be affected by this ability. Woah. We have now just broken Radiant Force. Example: Fireball used to do 15D6 -> 52 points of damage Fireball now does Max(15D6)*2 -> 180 points of damage! Cast a fireball, and a quickened fireball at the BBEG and his minions => ~270 HP damage to the minions and 180 damage to the BBEG. Minions are dead and BBEG is probably dead. (Pessimistically assuming the minions make one save and the BBEG makes both) And this is without any optimization whatsoever. Summary- Cool flavor - Actually do agree that the powers should be good - Luminous Spellcasting + Radiant Force is just too much. By a significant amount - Overall, the class is too good ... when we also consider Brilliant Shield, and then a few other perks all of which are non-negligible. Suggestions- Weaken Brilliant Shield (perhap cap the AC bonus to the class level) - Get rid of the application of the "Intensify Spell Epic metamagic feat" part of Radiant Force - Somehow limit Luminous Spellcasting. (Once per day maybe? Perhaps it requires the spell be saved in a slot 1 level high than normal?) Hope this helps. Best, David
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« Last Edit: April 05, 2009, 07:43:09 AM by DavidWL »
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Some Cool Quotes: Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.
-Sort of, but you left out the important note that a Wall of Force does it better. The most powerful character is the one that you actually get to play. I often have to remind people not to underrate divination. The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not. DavidWL's Random Build Archive
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Bauglir
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« Reply #7 on: April 05, 2009, 10:56:28 AM » |
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Woah. This is strong. People talk about builds like Monk1/Druid19 etc., dipping Monk for the Wis to AC, and here you not only get that, but also +5 to saves.
While this isn't too strong all by itself, it is definitely almost worth the CL all by itself. You may be right that it's a bit powerful, but I'd argue that Monk 1/Druid 19 isn't worth the caster level loss except after you have 9th level spells, at which point it's relatively minor. Similarly, being set back a caster level means that half the time you're behind a full spell level compared to everyone else (and gods help you if you're a spontaneous caster, in which case you're always a spell level behind what's expected by the game). I'll think about it, though. Woah. We have now just broken Radiant Force.
Example: Fireball used to do 15D6 -> 52 points of damage Fireball now does Max(15D6)*2 -> 180 points of damage!
Cast a fireball, and a quickened fireball at the BBEG and his minions => ~270 HP damage to the minions and 180 damage to the BBEG. Minions are dead and BBEG is probably dead. (Pessimistically assuming the minions make one save and the BBEG makes both) And this is without any optimization whatsoever. Well, that was actually the point. By level 15, if you're throwing around damage as your primary means of interacting with things, if it's going to be competitive with other casters' abilities, it more or less has to be a save-or-die or save-or-nearly-die (your mileage may vary if your other options are less optimized; perhaps I should put a disclaimer at the top that these classes are meant for reasonably high-optimization play). Plus, at level 15, you can't actually cast a quickened fireball without cheese, since it's a 7th level spell and you have, at best, 6th level spells. Also, note that fireball caps at 10d6; you're going to need a higher level spell for a 15d6, and it's going to be impossible to quicken that. That said, I might consider changing the action to 1 round, which would limit it quite severely, depending on the feedback I get. Thanks for the input.
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So you end up stuck in an endless loop, unable to act, forever.
In retrospect, much like Keanu Reeves.
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DavidWL
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« Reply #8 on: April 05, 2009, 02:57:04 PM » |
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You may be right that it's a bit powerful, but I'd argue that Monk 1/Druid 19 isn't worth the caster level loss except after you have 9th level spells, at which point it's relatively minor. Similarly, being set back a caster level means that half the time you're behind a full spell level compared to everyone else (and gods help you if you're a spontaneous caster, in which case you're always a spell level behind what's expected by the game). I'll think about it, though. I didn't say it _was_ worth a caster level - I think Monk 1 is a poor dip. I said I thought it was _almost_ worth a caster level. Well, that was actually the point. By level 15, if you're throwing around damage as your primary means of interacting with things, if it's going to be competitive with other casters' abilities, it more or less has to be a save-or-die or save-or-nearly-die (your mileage may vary if your other options are less optimized; perhaps I should put a disclaimer at the top that these classes are meant for reasonably high-optimization play). Plus, at level 15, you can't actually cast a quickened fireball without cheese, since it's a 7th level spell and you have, at best, 6th level spells. Also, note that fireball caps at 10d6; you're going to need a higher level spell for a 15d6, and it's going to be impossible to quicken that. That said, I might consider changing the action to 1 round, which would limit it quite severely, depending on the feedback I get. Hmm. That's a good perspective. When you put it that way, I'm completely ok with the damage if the opponents fail their save. However, if they make their save, this could easily be stronger than a great many alternatives. If we think of this as a save or die, then how does this compare to other save or dies, if they make their save? (Note: I actually do think it should be somewhat better, but not a whole ton better). At level 15 you normally would have access to 8th level spells, but that's bumped down to 7th because of the lost caster level (assuming a wizard progression). However, you are right about the HD cap - I'd forgotten. My bad. Finally, I do realize that I'm just one opinion, so I hope you _do_ get others who post and add their two cents, so you get a more well-rounded set of opinions. Best, David
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Some Cool Quotes: Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.
-Sort of, but you left out the important note that a Wall of Force does it better. The most powerful character is the one that you actually get to play. I often have to remind people not to underrate divination. The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not. DavidWL's Random Build Archive
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Bauglir
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« Reply #9 on: April 05, 2009, 05:15:10 PM » |
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At level 15 you normally would have access to 8th level spells, but that's bumped down to 7th because of the lost caster level (assuming a wizard progression). By all-powerful Atheismo, how'd I make that mistake?
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So you end up stuck in an endless loop, unable to act, forever.
In retrospect, much like Keanu Reeves.
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