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The-Mage-King
2010-11-11, 12:34 PM
One Winged Angel (http://tvtropes.org/pmwiki/pmwiki.php/Main/OneWingedAngel)

http://2.bp.blogspot.com/_Gpdj3N-gj-8/StANSqFRiDI/AAAAAAAAAIk/41iG1M7t1EI/s320/Dragon_ball_Frieza_third_form.jpg

"No one who has seen me in this form has lived to tell about it!"
-Frieza, exemplar of One Winged Angel-tude.



Prerequisites:
Skills: Intimidate 10 ranks, Disguise 2 ranks, Spellcraft -OR- Psicraft -OR- Martial Lore 10 ranks
Feats: Improved Toughness
Special: The One Winged Angel must satisfy one of the following, in addition to the above requirements:

1) Spellcasting: Ability to cast 4th level Transmutation spells, or use equivalent level SLAs as a class feature.
-OR-
2) Manifesting: Ability to manifest 4th level Psychometabolism powers, or use equivalent level PLAs as a class feature.
-OR-
3) Maneuvers: Ability to initiate four martial maneuvers, including one of at least 4th level.


Hit Die: d10

Class Skills (4+ Int skill points per level): A One Winged Angel selects any 8 skills to be class skills for him at first level.

LevelBAB (Entry method 1 or 2)BAB (Entry method 3)Fort Save Ref Save Will Save Special
1+0+1+2+0+0One Winged Angel (1/day), Background Music, Ability
2+1+2+3+0+0I Have Only Begun to Fight!
3+2+3+3+1+1One Winged Angel (2/day), Durable, Ability
4+3+4+4+1+1
5+3+5+4+1+1One Winged Angel (3/day), Improved Background Music, Ability, Second Form
6+4+6+5+2+2
7+5+7+5+2+2One Winged Angel (4/day), Ability
8+6+8+6+2+2Behold My True Form and Despair!
9+6+9+6+3+3One Winged Angel (5/day), Ability, Third Form
10+7+10+7+3+3Preemptive Transformation, Unsympathetic Outsider



Special Ability Advancement


LevelSpells Per Day Powers KnownManeuvers KnownManeuvers ReadiedStances Known
1--100
2+1 level of existing spellcasting class+1 level of existing manifesting class010
3+1 level of existing spellcasting class+1 level of existing manifesting class000
4+1 level of existing spellcasting class+1 level of existing manifesting class100
5--011
6+1 level of existing spellcasting class+1 level of existing manifesting class000
7+1 level of existing spellcasting class+1 level of existing manifesting class100
8+1 level of existing spellcasting class+1 level of existing manifesting class010
9+1 level of existing spellcasting class+1 level of existing manifesting class000
10--101

Special Ability Advancement: A One Winged Angel advances in the use of the ability that allowed him to qualify for the class. If a One Winged Angel qualified using method 1, he uses the Spells Per Day column of the above chart. If he qualified using method 2, he uses the Powers Known column of the above chart. If he qualified using method 3, he uses the Maneuvers Known, Maneuvers Readied, and Stances known columns of the above chart.
If he can qualify with two or more of the methods described above, he selects which to advance in at first level. this choice cannot be changed.

Method 1 advancement

Spells per Day: At every level other than 1st, 5th, and 10th, when a new One Winged Angel level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class he belonged to before she added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

If a character had more than one spellcasting class before she became an One Winged Angel, she must decide to which class she adds each level of One Winged Angel for the purpose of determining spells per day.


Method 2 advancement

Powers Known: At every level other than 1st, 5th, and 10th, when a new One Winged Angel level is gained, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

If a character had more than one manifesting class before she became a One Winged Angel, she must decide to which class he adds each level of One Winged Angel for the purpose of determining power points per day, powers known, and manifester level.

Method 3 advancement

Maneuvers: At first level, select four disciplines to be your class disciplines. These may not be changed.

At each odd-numbered level, you gain a new maneuver known from one of those disciplines. You must meet a maneuverís prerequisite to learn it. You add your full One Winged Angel levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At each even numbered level, you gain an additional maneuver readied per day.

Stances Known: At 1st, 5th, and 10th levels, you learn a new martial stance from one of your class disciplines. You must meet a stanceís prerequisite to learn it.


One Winged Angel (Su): At first level a One Winged Angel has, somehow, created a second, more dangerous, form that they can take when in peril. While in One Winged Angel state they gain an +2 untyped bonus to Strength, Dexterity, and Constitution, Spell Resistance equal to 10 plus their total hit dice, and are able to access their abilities from their menu selections. At first level, a One Winged Angel may enter this state once per day. This increases by one at each other odd numbered level.

A One Winged Angel may only enter the One Winged Angel state when he would be dropped below 1/4th maximum hit points, by taking a immediate action to fall prone, followed by taking no actions during his next turn. Until the beginning of the turn after he takes the immediate action, the One Winged Angel cannot be damaged or be affected by any harmful abilities (this includes the damage that would have put his hit points below 1/4th maximum). At the beginning of the following turn, the One Winged Angel regains hp equal to twice his total hit dice, as well as floats to his feet.

This ability lasts for thirty minutes per class level per use, and may be left whenever you decide to.

Ability: At first level and every subsequent odd numbered level, you gain an ability chosen from a list presented in the following post. Once chosen, this ability may not be changed. You only have access to these abilities while in One Winged Angel state.

Background Music (Ex): Whenever you enter One Winged Angel state, you manifest an extraordinary piece of background music that is active most of the time. The type of music for this class feature is usually something foreboding, with ominous Latin chanting, but may be something else. This effect gives the One Winged Angel a -10 penalty on Move Silently checks, but a +5 bonus on Intimidate checks made in a duel of wills or to demoralize an opponent. This cannot be suppressed in any way, but stops playing when you leave One Winged Angel state.

I Have Only Begun to Fight! (Ex): At second level, an One Winged Angel learns how to take advantage of the momentary pause his enemies have when it looks like he went down. The turn after he enters his One Winged Angel state, he may force every creature involved in the encounter that he activated it in to make a new initiative check, and abide by its results. This ability changes the initiative order for the rest of the battle to the new results. For all intents and purposes, this ability ends the previous encounter and starts a new one.*

Durable (Ex): At third level, a One Winged Angel's body is used to the punishment it takes on a regular basis. He gains 9 hp, and another 3 hp at each subsequent One Winged Angel level.

Improved Background Music (Su): At fifth level, a One Winged Angel's background music becomes even greater in power. They gain a +10 bonus on Intimidate checks made in a duel of wills or to demoralize and opponent, and they gain a +2 competence bonus on all skill checks, attack rolls, and damage rolls made while in One Winged Angel state. Furthermore, any allies within 30 feet gain a +5 bonus on Intimidate checks made in a duel of will or to demoralize an opponent.

Second Form (Su): At fifth level, an One Winged Angel can take on a further transformed state if he is in great enough peril. If, while in his primary One Winged Angel state, an attack would reduce his hit points to below 1/4th maximum, the One Winged Angel may choose to enter his second form in a manner exactly like entering his first form. When he does so, he retains all of the benefits of his normal form and his first transformation, gains an additional A ability while in this second form, increases the bonus to his Strength, Dexterity, and Constitution scores to +4, and increases the Spell Resistance to 15 plus total hit dice. Activating this uses one use of One Winged Angel for the day. At 7th level, this form gains an additional ability, and at 9th level, it gains another.

Behold My True Form and Despair! (Ex): At eighth level, a One Winged Angel has finally figured out the perfect method of demoralizing his foes. On the first round after transforming into One Winged Angel state, or any variants thereof, he may make an Intimidate check to demoralize all opponents within sixty feet of him as a swift action. The shaken condition from this effect lasts a number of rounds equal to the One Winged Angel's Charisma modifier.

Third Form (Su): At 9th level, an One Winged Angel can take on a still further transformed state if he is in great enough peril. If, while in his second One Winged Angel state, an attack would reduce his hit points to below 1/4th maximum, the One Winged Angel may choose to enter his third form in a manner exactly like entering his first form. When he does so, he retains all of the benefits of both of his previous transformations, gains an additional ability while in this third form, increases the bonus to his Strength, Dexterity, and Constitution scores to +6, and increases the Spell Resistance to 20 plus total hit dice. Activating this uses two uses of One Winged Angel for the day.

Preemptive Transformation (Su): At tenth level, a One Winged Angel has learned how to use his abilities without as much risk to himself as before. He may activate his One Winged Angel states if an attack would bring him below 1/2th his maximum hp. All other requirements to enter a further state (being in primary state for second form, ect.) remain the same.

Unsympathetic Outsider (Su): At tenth level, a One Winged Angel has learned the final attack of this class. A number of times equal to his Charisma modifier per day, while in any of his One Winged Angel states, he may use the Unsympathetic Outsider ability. Activating this ability takes a swift action, and each use has one of several possible effects.

Choose one of the following when you activate Unsympathetic Outsider:
Increase the save DC of a spell, power, SLA, PLA, maneuver, or other ability that requires a save by 3.
Multiply damage by 1.5 for a spell, power, SLA, PLA, maneuver, or other ability that deals damage to an opponent.
Completely overcome Energy Immunity for a spell, power, SLA, PLA, maneuver, or other ability that deals energy damage.



*Yes, abilities that are per-encounter do recover. For all sides.


--------------------

Give me a second to put up a second post...

The-Mage-King
2010-11-11, 12:35 PM
At each odd numbered level in this class, select an ability from the following. This ability cannot be changed, but some may scale with your level.
_______

Ability


Speed (Ex): While in One Winged Angel state, your base land speed increases by 10 feet. At every other class level (3rd, 5th, 7th, and 9th), increase this bonus to land speed by 5.

Health (Su): While in One Winged Angel state, you gain Fast Healing 1. This does not stack with itself. At every other class level after taking this ability, advance your Fast Healing by one, to a maximum of Fast Healing 5.

Energy Resistance (Su): While in One Winged Angel state, you gain energy resistance 5 to one energy type of your choosing. This does not stack with itself. You may select this ability up to five times, provided you have enough selections for it. At 3rd, 5th, and 7th levels in this class, increase this Energy Resistance by another 5, to a maximum of Resistance 20. At 9th level in this class, you gain immunity to the energy type you selected.

Flight (Ex): While in One Winged Angel state, you sprout wings and gain a fly speed equal to one half of your base land speed, with poor maneuverability. At the second One Winged Angel level after taking this ability, your maneuverability improves to Fair. At the fourth One Winged Angel level after taking this ability, it improves to Good. At the sixth One Winged Angel level after taking this ability, your speed improves to your full base land speed. At the eighth One Winged Angel level after taking this ability, your maneuverability improves to perfect.

Natural Weapon (Ex): While in One Winged Angel state, you gain a bite, claw, or slam attack that deals 1d6+1 points of damage and counts as magic for a medium character. For every other level you take in this class, the natural attack deals one more point damage, and is treated as a weapon of that enhancement bonus. You may select this ability up to three times, selecting up to two claw attack, two slam attacks, and one bite attack in any combination.

Large (Ex): While in One Winged Angel state, your size category increases to Large. All held or carried items increase in size as well.

Huge (Ex): While in One Winged Angel state, your size category increases to Huge. All held or carried items increase in size as well. You may only select this ability if you already have the Large ability.

Gargantuan (Ex): While in One Winged Angel state, your size category increases to Gargantuan. All held or carried items increase in size as well. You may only select this ability if you already have the Large and Huge abilities.

Spell Like Ability: While in One Winged Angel state, you may use a spell from the following list as a SLA useable once every 5 rounds, with a caster level equal to your total One Winged Angel levels; Entropic Shield, Shield of Faith, Align Weapon, Sound Burst, Shatter, Barkskin, Heat Metal, Flame Blade, Acid Arrow, See Invisibility, Align Fang, Ice Knife, and Electric Bolt.

WTFSword? (Su): While in One Winged Angel state, you create a single melee weapon of your choice, with a +1 enhancement bonus. This weapon may be of any type, but if it leaves your hands it vanishes and reappears in your grasp at the end of the turn. You are considered proficient with the weapon you create using this ability. At each odd numbered One Winged Angel level following taking this ability, the enhancement bonus of the weapon increases by 1, to a maximum of +5, and you gain a pool of 'floating' special ability enhancement, equal to 1 less than the actual enhancement bonus. Once chosen, the special abilities remain set until the next time this ability improves, at which point you may trade them for a more powerful ability, or add more abilities to equal the pool of 'floating' points. You are considered proficient with the weapon that you create using this ability.

Spare Hands (Ex): While in One Winged Angel state, you sprout an additional pair of arms. You gain the Multiweapon Fighting feat whenever you enter OWA state, for the duration of that use of OWA. This may be taken a maximum of two times, and may only be taken at level 3 in this class and later.


-----------------

And... Post.


Speaking of which, any good ideas for them?

IcarusWings
2010-11-11, 01:05 PM
[B]Feats: Improved Toughness
Special: The One Winged Angel must satisfy one of the following, in addition to the above requirements:

1) Spellcasting: Ability to cast 3rd level Transmutation spells, or use equivalent level SLAs as a class feature.
-OR-
2) Manifesting: Ability to manifest 3rd level Psychometabolism powers, or use equivalent level PLAs as a class feature.
-OR-
3) Maneuvers: Ability to initiate four marital maneuvers, including one of at least 3rd level.


I don't remember Sephiroth being married :smallconfused:... :smallwink:

Other thanthat it seems good. I don't understand how you get into the third and second forms though? Surely you're already under a quarter of you're maximum health if you're in the first form(unless healed I suppose), is it just any damage dealt to you in first form lets you advance?

The-Mage-King
2010-11-11, 01:10 PM
I don't remember Sephiroth being married :smallconfused:... :smallwink:

Other thanthat it seems good. I don't understand how you get into the third and second forms though? Surely you're already under a quarter of you're maximum health if you're in the first form(unless healed I suppose), is it just any damage dealt to you in first form lets you advance?

Damn typos...



Uh, you heal twice your HD when you enter a form, so a level 5 Wizard, level 1 OWA heals 12 hp... And you ignore the damage that would have put you below 1/4th your maximum hp in the first place...


And I now have an idea for one of the nessicary abilities- Fast Healing.

IcarusWings
2010-11-11, 01:12 PM
Uh, you heal twice your HD when you enter a form, so a level 5 Wizard, level 1 OWA heals 12 hp... And you ignore the damage that would have put you below 1/4th your maximum hp in the first place...

And I now have an idea for one of the nessicary abilities- Fast Healing.

*Face Palm*

Musta' somehow missed that, dunno how. Glad it gave you an idea though :smallsmile:

The-Mage-King
2010-11-11, 01:17 PM
*Face Palm*

Musta' somehow missed that, dunno how. Glad it gave you an idea though :smallsmile:

Yeah. I've got a few already thought of... Size increases, natural attacks, flight... But not completely fleshed out.

I'm thinking 4-5 on each menu of abilities, wach similar to the ones that come before them...


EDIT: I'm also working on the spellcasting/manifesting/initiator advancement as well. I should be done with that soon enough.

DracoDei
2010-11-11, 03:07 PM
You don't list the iteratives in the BAB section for PrC's. If you did, you would have to assume what the BAB of the person entering it was, and then off-set the itteratives by that much... it would be a mess, and would be WORSE than nothing if someone took a non-standard path into the PrC (such as taking another PrC first).

Since this doesn't advance casting, manifesting, or initiating, expect those to be 1 level dips at most... unless you allow the cheese I describe in the large paragraph a bit down the post from this. Of course, depending on what you make the menu options, this class might not have ANY synergy with casting or manifesting (although it does shore up low hitpoints even better than warblade or barbarian once you get to level 3). With initiating you at least get full BAB, and half your class levels counting towards your initiator level.

I Have Only Begun to Fight doesn't really provide any benefit... unless, perhaps, you make it OPTIONAL. If you like the initiative order, you don't use it.

30 minutes per class level and no requirement that the damage to activate it be inflicted by an enemy means you do something like jump off a cliff or tie a rope near the top of a tree, chop it almost all the way down, then run to the rope and pull it down on top of yourself, thus doing enough damage to take you below 1/4 in a single hit, such that you don't take any damage at all. Also, as written, the bonuses might not stack, but you can activate the ability even when it is already activated, meaning you have 4 "Extra Lives" every day against hit-point damage when you complete this class, even if you do the above activation method. Depending on interpritation, you might even be able to grab extra menu abilities (but not the same ones again). Actually now that I look more closely, it seems that you select your menu abilities when you level up and get access to them, and they are forever-more locked. This is appropriate, but should perhaps be emphasized if so. Now, given the mechanics of some video-games all of this except the pre-adventuring activation might be perfectly appropriate, but it doesn't seem like you were being intentionalistic about it.

It probably needs better defenses against Save-or-Die (and maybe Save-or-Lose/Save-or-suck) effects, so as to not be so lop-sided. SR and PR while in One Winged Angel should be a good start on this. 10+HD or 15+HDto start with, then 20+HD for the Second Form.

Morph Bark
2010-11-11, 03:14 PM
Why are some of the class abilities Supernatural or Psi-Like Abilities? It is quite a disparity, since in Magic = Psionics campaigns, Ps abilities would be easily countered, while Su is only hindered by anti-magic fields. You should make it either Su, or Sp/Ps.

Mulletmanalive
2010-11-11, 03:30 PM
I dunno; for some reason, I really like the concept of having this in the DZZM's toolbox of hilarity but it seems accessible far too early...

Possibly it's just that everything i can think of with forms is impossibly powerful [Freysa, Sephitoth, Boo, Cell, Aizen] but also because, thanks to a little 4e bleed, this seems to be a very "Paragon" level enemy thing.

Edit: For the abilities, a good start might just be to copy paste the tables from the Astral construct power and maybe borrow some of the Eidelon ones from the Pathfinder Advanced Player's Handbook

The-Mage-King
2010-11-11, 09:47 PM
EDIT: I'm also working on the spellcasting/manifesting/initiator advancement as well. I should be done with that soon enough.

Bolded for reminder. Other issues will be dealt with tommorrow

blackjack217
2010-11-11, 09:58 PM
two simple suggestions for abilities
Full heal: you go to max hp when you transform
Debuff remover: you break free of all hostile magic when you transform

Fable Wright
2010-11-11, 10:18 PM
two simple suggestions for abilities
Full heal: you go to max hp when you transform
Debuff remover: you break free of all hostile magic when you transform

Full heal: No. A one-level dip, and you pretty much doubled your max HP. And got stat boosts. And special powers.
Debuff remover isn't a bad idea, though...

blackjack217
2010-11-11, 10:30 PM
Full heal: No. A one-level dip, and you pretty much doubled your max HP. And got stat boosts. And special powers.
Debuff remover isn't a bad idea, though...

Conceded maybe you just double the heal factor or something. Plus I would like to direct your attention to contingency: heal. I also thought this class might mostly be intended for the BBEG.

The-Mage-King
2010-11-12, 10:16 AM
Right. The advancement in spells/powers/maneuver (not all at once) is up.

As I mentioned I was working on.


Ahem.

Anyway, I'll put up what I've got so far for abilities... It'll take a second...

lesser_minion
2010-11-12, 10:51 AM
Conceded maybe you just double the heal factor or something. Plus I would like to direct your attention to contingency: heal. I also thought this class might mostly be intended for the BBEG.

Contingency: Heal requires a CL of 18, and at least a small amount of creativity on top of that. Getting it is quite a bit more involved than a one-level dip at 6th level (CCS is widely acknowledged as being completely broken, so I wouldn't use it for comparison).

And it doesn't heal you automatically to full hitpoints in 3.5.

Flickerdart
2010-11-12, 10:58 AM
You should definitely Iron Heart Surge when you transform. Perhaps add the option for people to have a contingent maneuver/power/spell that activates when they transform?

The-Mage-King
2010-11-12, 11:01 AM
Hm... I'll think about that. I also need some Menu abilities for natural attacks... suggestions?

The-Mage-King
2010-11-13, 09:13 AM
Right. After some thought, I just revised the spellcasting/manifesting/maneuver progression and am thinking about making the abilities all come from one list, but scale with level.

How does that sound?

The Tygre
2010-11-13, 11:12 AM
I'll admit, this is a pretty nifty little villian class you got here. But I've got two kvetches. For starts, you've got two dead levels on the main class itself. Second, your spellcasting has four dead levels. I can understand pulling back on spellcasting, but four levels seems a little excessive, doesn't it?

Irbis
2010-11-13, 11:25 AM
IMHO, should have varying saves depending on what entrance path you took.

Soulblazer87
2010-11-13, 11:46 AM
In DnD wikia I came across a prestige class called 'Boss'. It did little in fact, but added more HP, as in more bars of hp equal to the hp the character would normally possess. It gave out truly MONSTROUS durability but was quite disappointing in all other instances (a save-or-die effect still one-hit-ko'ed them for example). Now, that might not be really important, but you may want to add an ability for more raw hp, or a feat that allows OWAs to recover more hp when taking up new forms.

DracoDei
2010-11-13, 01:25 PM
I don't know if dead levels are as important for NPCs.

More recovery could be nice... but I think it might actually make things too granular. Perhaps if the recovery started as now, but increased later, that would smooth things out as far as not being too weak for a given party if they have X levels of this class, but causing a TPK at level X+1.

The-Mage-King
2010-11-14, 06:14 PM
I'll admit, this is a pretty nifty little villian class you got here. But I've got two kvetches. For starts, you've got two dead levels on the main class itself. Second, your spellcasting has four dead levels. I can understand pulling back on spellcasting, but four levels seems a little excessive, doesn't it?

Well, I haven't been able to think of a good ability for each of those levels.. As for spellcasting...Point. I'll adjust that... Prehaps one level lost at first, and one at tenth...



I don't know if dead levels are as important for NPCs.

They likely aren't, but... Well, this is intended to represent all of those characters who have a more powerful form they take if the fight goes sour, including the heroes, so I'm trying to get it to be PC viable.


More recovery could be nice... but I think it might actually make things too granular. Perhaps if the recovery started as now, but increased later, that would smooth things out as far as not being too weak for a given party if they have X levels of this class, but causing a TPK at level X+1.

Yeah, I'm thinking about revising the abilities to be more "for every two levels after taking this, this ability improves by (Insert way it improves)" than "If you want to have fast healing 5, you'd better sink all your abilities into it".

More stuff, less potential for "Alright, instead of having fast healing 5, I'm being Gargantuan and having fast healing 4."

...Yeah.

DracoDei
2010-11-14, 07:03 PM
Sounds good to me.

The-Mage-King
2010-11-14, 07:07 PM
Right. I'll put the new stuff up tomorrow morning, due to the place I'm on the wifi of closing soon.

Lix Lorn
2010-11-15, 05:14 AM
I want to see some kind of immensely powerful Blast attack. Like Off Waves.

Edit: Also I like it. XD

The-Mage-King
2010-11-15, 12:28 PM
So, I've updated the abilities- we now have 10 basic abilities to choose from that scale with OWA level, and a small list of SLAs to choose from.

true_shinken
2010-12-11, 02:21 PM
I really like the concept, but I'd apreciate it a lot more if it were less tongue-in-cheek,

The-Mage-King
2011-05-16, 11:26 PM
Added another ability. Trying to get some of my older stuff looked over now, so updating this.

Hazzardevil
2011-05-17, 03:55 PM
I was wondering. For the picture, why choose Frieza? I would imagine Sepiroth is more well-known.
Well that and I hated how long fights with Frieza dragged on for, 7 episodes in kai. Out of 100 in total

The-Mage-King
2011-05-17, 09:52 PM
I was wondering. For the picture, why choose Frieza? I would imagine Sepiroth is more well-known.
Well that and I hated how long fights with Frieza dragged on for, 7 episodes in kai. Out of 100 in total

Frieza has three forms, in addition to his most basic form. This has three forms. And since Frieza's forms are more fitting for the style of the class...

Besides, Sephiroth is overused. Frieza gets no attention...

Hand_of_Vecna
2011-06-14, 12:36 PM
I really like this, I'd suggest a feat that lets's you pick abilities different abilities for final form than for the other two.

http://tvtropes.org/pmwiki/pmwiki.php/Main/BishonenLine