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ngilop
2013-10-27, 10:35 PM
Ok, i had a lot fo fun making my Deepwood Sniper (http://www.giantitp.com/forums/showthread.php?p=16293250#post16293250). Now i am thinking of maybe going on a binge of 'fixing' some mroe underwhelming PrCs

So I come to the homebrew peeps and ask them 'what PrC do you want to see fixed?

Im going to work on the crazy Alienist tomorrow. so if there are any others let me know :)
( for me the alienist needed a bit of a bump in the better summons department, most of that is what I feel is a weak as heck creature template and a lack of anything BUT psuedos in her summoning repotoire, i fixed that )

Alienist
{table=head]Level|BAB|Fort|Ref|Will|Special | Spells per Day/Spells Known

1st|+0|+0|+0|+2| Familiar Abilities, Summon Alien| +1 level of existing class

2nd|+1|+0|+0|+3| Alien Blessing| -

3rd|+1|+1|+1|+3| Metamagic Secret, Abberant Gifts| +1 level of existing class

4th|+2|+1|+1|+4| Mad Certainty, Multiple Summons| +1 level of existing class

5th|+2|+1|+1|+4| Pseudonatural Familiar| +1 level of existing class

6th|+3|+2|+2|+5| Extra Summoning| +1 level of existing class

7th|+3|+2|+2|+5| Metamagic Secret, Powerful Summons| +1 level of existing class

8th|+4|+2|+2|+6| Insane Certainty| -

9th|+4|+3|+3|+6| Timeless Body| +1 level of existing class

10th|+5|+3|+3|+7| Alien Transcendence| +1 level of existing class

[/table]
Hit Die: 1d4

Requirements
Skills: Knowledge (Arcana) 8 Ranks, Knowledge (The Planes) 8 Ranks
Feats: Augment Summoning
Spells: Ability to cast at least one Divination spell and at least one summoning spell of 3rd level or higher.
Special: Must have made peaceful contact with an alienist or Pseudonatural creature.

Class Skills:
Craft (Int), Perception (Wis), Handle Animal (Cha), Knowledge (Int), Profession (Wis), Linguistics (Int), Use Magic Device (Cha), Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier

Familiar Abilities: Levels of alienist stack with levels of any class that provide access to a familiar. Add levels from this class and the class that granted access to the familiar together and refer to the table on page 53 of the Players Handbook to determine the familiars natural armor, Intelligence and special abilities. If a character had levels in multiple classes that grant access to a familiar before becoming an alienist, she must decide to which class to add each level for the purpose of determining the abilities of her familiar. This ability does not grant an alienist a familiar if she does not already have one

Summon Alien (Sp): Whenever an alienist would use summon monster spell to summon a celestial of fiendish creature, she instead summons a pseudo-natural version of that creature. An alienist's ability to summon non-pseudo-natural creatures with a summon monster spell, are weakened, lasting only half as long as normal (1 round per 2 levels).

Alien Blessing (Ex): An alienist applies a +1 insight bonus on all saving throws and AC, but she permanently looses 2 points of Wisdom. In addition the Alienist adds the spells from the madness domain to her spell list as arcane spells.


Metamagic Secret alienist listens to the secret voices whispering from beyond time's end, and profit thereby. At 3rd and 7th levels, she may choose any metamagic fear as a bonus feat.

Aberrant Gifts (Sp): An alienist gains spell-like abilities depending on her total Hit Dice, as indicated below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the alienist's Hit Dice, and the save DC is Charisma-based.
Hit die | Ability
1-2 | Augury, Blur 3/day
3-4 | Touch of Idiocracy
5-6 | Stinking Cloud
7-8 | Blink 3/day
9-10 | Greater Invisibility, Commune
11-12 | Telekenesis, Song of discord
13-14 | Ethereal Jaunt 3/day, Vision
15-16 | Scillitating Pattern, Summon Monster IX
17+ | Implosion


Mad Certainty (Ex/Sp): At 4th level, an alienist's mad certainty in the power of entities beyond the reach of normal space and time lend her an unnatural fortitude, granting her an additional 3 hit points. However, constantly dwelling on such beings is mentally corrosive, and the alienist's mind begins to fracture. She now takes a —4 penalty on all Bluff, Diplomacy, and Handle Animal checks made to influence nonpseudonatural creatures. In addition once per day the Alienist may cast Divination as a spell like ability, this function just like the spell but the cast time is only 1 full round.

Multiple Summonings (Ex): Once the ALienist attains 4th level, whenever she uses a summon monster spell to summon one or more pseudonatural creatures, she summon one extra creature of the same kind.

Pseudonatural familiar Beginning at 5th level, an alienist's familiar, if any, gains the pseudonatural template (see page 160) in addition to the powers and abilities normal for a familiar of the appropriate level. This effect does not replace an existing familiar—the familiar has been slowly taking on pseudonatural aspects as the alienist rises in level, and those characteristics become fully functional at this point. From now on, the alienist's newly summoned familiars already possess the pseudonatural template. If an alienist has no familiar, this ability has no effect.

Extra Summoning: From 6th level on, an alienist gains one extra spell slot at her highest spell level. This slot can be used only for a summon monster spell. As an alienist becomes able to learn higher-level spells, the extra slot migrates up to the new highest level.

Powerful Summons (Ex): Pseudonatural creatures the Alienist summons gain a +2 perfection bonus to Strength, Dexterity, and Constitution.

Insane Certainty (Ex): At 8th level, an alienist's mad certainty crystallizes into a truly chilling mania. She gains an additional 3 hit points and 2 points of intelligence, but her mental faculties continue to degrade, suffering a futher loss of 2 points of wisdom, Blessing. Her penalty on Bluff, Diplomacy, and Handle Animal checks made to influence nonpseudonatural creatures increases to —10.

Aberrant Body (Ex): At 9th level, an alienist learns the secret of perpetual youth. She triples her life expectancy and no longer takes ability penalties for aging and cannot be magically aged (see Table 6—5, page 109 of the Player's handbook). Ability score bonuses from aging still accrue, and any penalties the alienist might have already taken remain in place. An alienist is stolen away by horrible entities when her time is up, and she is never seen again. In addition she is immune to critical hits and precision damage.

Alien Transcendence (Su): A 10th-level alienist, because of long association with alien entities and intense study of insane secrets, transcends her mortal form and becomes an alien creature. Her type changes to outsider. Additionally, she gains damage reduction 10/magic and immunity to acid and poison. She gains resistance to cold 10 and electricity 10. Blindsense out to 60 feet, Spell resistance equal to her HD +10. Upon achieving alien transcendence, an alienist undergoes a minor physical change, usually growing a small tentacle or other strange feature, such as an extra appendage, organ, eye, or enigmatic lump. An alienist can hide this abnormality in a robe or hood, but the alien growth is not under the alienist's control and sometimes moves, twitches, opens, or otherwise animates of its own accord. This applies a —4 penalty on Disguise checks an alienist makes to conceal her true nature. Anyone who shares an alienist's predilection for study of the Far Realms immediately recognizes her transcendent nature, and she gains a +2 circumstance bonus on all Charisma- based skill checks and ability checks when interacting with such beings. She gains a +2 circumstance bonus on Intimidate checks involving any other creatures to whom she reveals her abnormal nature.

Pseudonatural Creature

Size and Type: The creature's type changes to outsider. Size is unchanged.

Special Attacks: A pseudonacural creature retains all the special attacks of the base creature and also gains the following attack.

True Strike (Su): Once per day as a swift action, a pseudonatural creature can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack.

Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following special qualities.

Fast Healing 2 (Ex): A creature gains fasting healing 2, or increases their fast healing by 2 if it already has fast healing. If a creature has regeneration, the regeneration increases by 1.

Unnatural presence (Ex): A psudonatural creatures out of placeness with the world gives them a 10% true miss chance against any form of attack.

Resistance (Ex): A pseudonatural creature has resistance to acid and electricity based on the base creature's Hit Dice (see the table below).

Damage Reduction (Ex): A pseudonatural creature gains damage reduction based on the base creature's Hit Dice (see the table below).

Spell Resistance (Ex): A pseudonatural creature gains spell resistance equal to 10 + the base creature's HD, plus creatures CHarisma Modifier (maximum 35).

{table=head] Hit Die | Acid/Electricity Resistance | Damage Rediction
1-3 | 5 | -
4-6 | 5 | 5/magic
9-12 | 10 | 5/magic
13+ | 15 | 10/magic
[/table]

Alternate Form (Su): As a standard action, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, its abilities remain unchanged. Other creatures must save versus Will at DC 10+ 1/2 Hit die of the pseudonatural creature + the creatures Charisma modifier, or be affected as if under a fear spell, when it is in this alternate form.

Abilities: Same as the base creature, but Intelligence is at least 3.

Environment: Any land and underground.

Challenge Rating: Up to 3 HD, as base creature +2; 4 HD to 11 HD, as base creature +1; 12 or more HD, as base creature.

Links to other fixed PrCs
Fist of Hextor (http://www.giantitp.com/forums/showpost.php?p=16309313&postcount=4)
Red Avenger (http://www.giantitp.com/forums/showpost.php?p=16309579&postcount=5)
Dwarven Defender (http://www.giantitp.com/forums/showpost.php?p=16319167&postcount=9)
Acolyte of the Skin (http://www.giantitp.com/forums/showpost.php?p=16369524&postcount=25)
Master of Radiance (http://www.giantitp.com/forums/showpost.php?p=16403022&postcount=29)
Ghostwalker (http://www.giantitp.com/forums/showpost.php?p=16419356&postcount=31)
Lasher (http://www.giantitp.com/forums/showpost.php?p=16444858&postcount=32)
Rage Mage (http://www.giantitp.com/forums/showpost.php?p=16459277&postcount=34)
Thief-Acrobat (http://www.giantitp.com/forums/showpost.php?p=16486408&postcount=37)
Enlightened Spirit (http://www.giantitp.com/forums/showpost.php?p=16497740&postcount=41)
Stormtalon (http://www.giantitp.com/forums/showpost.php?p=16503504&postcount=47)
Entropomancer (http://www.giantitp.com/forums/showpost.php?p=16514550&postcount=49)
Argent Savant (http://www.giantitp.com/forums/showpost.php?p=16527626&postcount=50)
Duelist (http://www.giantitp.com/forums/showpost.php?p=16530541&postcount=51)
Drunken Master (http://www.giantitp.com/forums/showthread.php?311379&postcount=53)
Order of The Bow Initiate (http://www.giantitp.com/forums/showsinglepost.php?p=17523842&postcount=55)
Shining Blade of Heironeous (http://www.giantitp.com/forums/showsinglepost.php?p=17636136&postcount=56)
Eldritch Knight (http://www.giantitp.com/forums/showsinglepost.php?p=17672129&postcount=60)
Eye of Gruumsh (http://www.giantitp.com/forums/showsinglepost.php?p=18831400&postcount=64)
Gladiator (http://www.giantitp.com/forums/showsinglepost.php?p=18843291&postcount=71)
Arcane Archer (http://www.giantitp.com/forums/showsinglepost.php?p=19250609&postcount=74)
Warpriest (http://www.giantitp.com/forums/showsinglepost.php?p=19370887&postcount=75)
Aglarodan Griffonrider (http://www.giantitp.com/forums/showsinglepost.php?p=22677020&postcount=76)

Morithias
2013-10-28, 03:00 AM
Merchant Prince.

Power of Faerun is the book it's in.

CinuzIta
2013-10-28, 04:47 AM
I'd like to see an overhaul/fix for the Fist of Hextor or the Red Vindicator, preferably the latter! They are both in Fist and Sword!

ngilop
2013-10-28, 05:02 PM
Fist of Hextor
{table=head]Level| BAB| Fort| Ref| Will| Special
1st| +1| +2| +0| +0| Brutal Strike
2nd| +2| +3| +0| +0| Strength Boost , Fearless
3rd| +3| +3| +1| +1| Frightful Presence
4th| +4| +4| +1| +1| Murderous Cleave, Massive Damage Threshhold
5th| +5| +4| +1| +1| Battle Frenzy
6th| +6| +5| +2| +2| Feast on Fear
7th| +7| +5| +2| +2| Death Strike
8th| +8| +6| +2| +2| Destruction, Attack Deflection
9th| +9| +6| +3| +3| Shield of Faith
10th| +10| +7| +3| +3| Furious Strike
[/table]

Requirements
Alignment: Lawful evil, neutral evil, or lawful neutral.
Base Attack Bonus: +5.
Feats: Power Attack, Cleave, Weapon Focus: Flail
Skills: Intimidate 4 ranks, Spot 4 ranks, Knowledge (religion) 4 ranks.
Other: Must worship Hextor, and must survive the
ritual ceremony of induction into the Fists of Hextor


Brutal Strike (Ex): The Church of Hextor trains its templars to fight with ruthless efficiency. The Fist of Hextor gains a +1 bonus, increasing by 1 every odd level. Every round, the Fist may add this bonus either to one attack roll or
one damage roll, but not both. You must declare where the bonus applies at the start of your action.

Strength Boost (Su): Staring at 2nd level, the Fist can call upon Hextor for a +4 Strength bonus once per day, plus an additional number of time equal to wisdom modifier. The Fist may boost his Strength one additional time
per day for every three levels above 2nd. This bonus lasts for 4 rounds plus Fist of Hextor class levels.

Fearless (Ex): a Fist of Hextor is so focused and determined that he is extremely hard to scare. Upon reaching 6th level, he gains a +4 bonus on Will saves against fear effects and Intimidate checks. This increases to +6 at 7th level.

Frightful Presence (Ex): When a Fist of Hextor reaches 3rd level, he gains the ability to instill fear in others as a Swift action once per encounter. The Fist must make some dramatic action in the round in which he uses the ability, and it only affects those who see (or possibly hear, depending on the dramatic act) the Fist. The ability has a range of 40 feet. All
those (except for other Fists) within range are frightened for 5d6 rounds. Those who succeed at a Will saving throw are merely shaken. The DC for the Will save is 10 + the Fist’s level + the Fist’s Charisma modifier. This is a mind-affecting fear effect. The Fist may use this one additional time per encounter for every three levels above 3rd.

Murderous Cleave (Ex): At 4th level a Fist of Hextor can move 5 feet everytime he uses the cleave or great cleave feats. This movement does not provoke attacks of opportunity, but a Fist of Hextor cannot move more than his base speed while using this ability. Thus a human fist of hextor can only take six 5 feet movements, even if he downed 8 opponents.

Massive Damage Threshhold (Ex): At 4th level a Fist of Hextor must only make a saving throw to avoid death from massive damage if he takes 70 points of damage or from a single attack, rather than the usual
50.

Battle Frenzy (Su): Once a day a Fist of Hextor can enter into a frenzy in battle, gaining +2 to attacks and dealing +1d6 +1 per Fist of Hextor level damage, while suffering a -2 penatly to AC. This ability lasts one round per Fist of Hextor level and can be used an additional time at 10th level.

Feast on Fear (Su): Whenever the Fist of Hextor successfulyl attacks a target under a fear effect, he deals an additinal point of damage per Fist of Hextor level. Healing himself for the same amount.

Death Strike (Ex): Once per encounter the Fist of Hextor can automatically threaten a critical. The Fist of Hextor gains a bonus to confirm equal to 1 plus his Charisma modifier. The Fist of Hextor cna use this ability to threaten a critical on creatures normally immune, but suffers a -4 penalty to his confirmation check in doing so.

Destruction (Sp): Once a day a Fist of Hextor can use Destruction as a spell-like ability. The DC is 10+Fist of Hextor Level+Charisma Modifier.

Attack Deflection (Ex): As a move action the Fist of Hextor can use this ability. Attack deflection operates like Deflect arrows except it can be used against a melee attack and requires a flail.

Shield of Faith (Su): The Fist of Hextor gains a divine bonus to his AC equal to 1 plus his Charisma modifier.

Furious Strike (Ex): Any time a Fist of Hextor can make an attack, he gains an additional attack at his highest base attack bonus -2. This ability does not work for attacks of opportunity.

ngilop
2013-10-28, 05:41 PM
CinuzIta

I know you preferred the Red Avenger, but inspiration took hold of me as soon as I read the Fist of Hextor ( i am still debating on whether or not to give casting..).. which tome seems like the holy ( or UNholy knights of Hextor faith with the fist being more metaphorical and actual, hence why i swicth a weapn prof with a diety favored weapon focus)

Red Avenger
{table=head]Level| BAB| Fort| Ref| Will| Special
1st| +0| +2| +2| +2| Stunning shout, Ki Pool, Ki abilities
2nd| +1| +3| +3| +3| Ki save
3rd| +2| +3| +3| +3| Ki skill
4th| +3| +4| +4| +4| Ki healing
5th| +3| +4| +4| +4| Deadly shout
6th| +4| +5| +5| +5| Mystic Prescience
7th| +5| +5| +5| +5| Devastating Ki
8th| +6| +6| +6| +6| Mystic Insight
9th| +6| +6| +6| +6| Perfect Body
10th| +7| +7| +7| +7| Free ki
[/table]
Hit Die: D8
Requirements
Base Attack Bonus: +4.
Feats: Improved Unarmed Strike, Stunning Fist.
Skills: Listen 5 ranks, and Tumble: 5 ranks.

The Red Avenger’s class skills: Balance (Dex), Gather Information (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier

Ki Pool (Su): the Red Avenger gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the Red Avenger's ki pool is equal to 2 +her class level + her wisdom modifier.
By spending 1 point from her ki pool, a Red Avenger can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a Red Avenger can spend 1 point from her ki pool to give herself a +4 insight bonus on skill checks for 1 round. Each of these powers is activated as a swift action. A Red Avenger can gain additional powers that consume points from her ki pool by selecting certain Ki abilities.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the Red Avenger possesses levels in another class that grants points to a ki pool, Red Avenger levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The Red Avenger can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ki Abilities (Su or Ex):
Acrobatic Master (Ex): As a swift action, a Red Avenger can focus her ki to grant her a +4 bonus on one Tumble or balance check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool. (1 Ki Point)
Augury (Su): As the spell. (1 Ki Point)
Barkskin (Su): As the spell. (1 Ki Point)
Blink (Su): As the spell. (2 Ki Points)
Blur (Su): As the spell. (2 Ki Points)
Combat Trick (Ex): As a swift action the Red Avenger gains the use of a Fighter bonus feat until the end of combat. (1 Ki Point)
Death Ward (Su): As the spell, self only. (3 Ki Points)
False Life (Su): As the spell, self only. (1 Ki Point)
Feather Fall (Su): As the spell, self only. (1 Ki Point)
Flurry of Stars (Ex): A Red Avenger with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of her shuriken attacks are made at a –2 penalty, including the two extra attacks. (2 Ki Points)
Freedom of Movement: As spell, self only. (2 Ki Points)
Gaseous Form (Su): As the spell, self only. (1 Ki Point)
Heroism (Su): As the spell. (2 Ki Point2)
Message (Su): As the spell. (1 Ki Point)
Mindblank (Su): As the spell. (3 Ki Points)
Neutralize Poison (Su): As the spell. (1 Ki Point)
Remove Blindness/Deafness (Su): As the spell. (1 Ki Point)
Remove Disease (Su): As the spell. (1 Ki Point)
Resilience (Ex): As an immediate action, the Red Avenger gives herself temporary hit points equal to 3 times her class level. This can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the Red Avenger's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal. (2 Ki Points)
Resist Energy (Su): As the spell. (1 Ki Point)
Restoration (Su): As the spell, self only. (1 Ki Point)
Shadow Walk (Su): As the spell. (2 Ki Point)
Spider Climb (Su): As the spell. (1 Ki Point)
True Strike (Su): As the spell. (1 Ki Point)

The caster level for all Ki Abilities is equal to the Red Avenger class level plus wisdom modifier.

Stunning Shout (Su): The Red Avenger releases her ki energy in a sonic attack. You can blast ki energy in a cone 30 feet long. The attack stuns all targets in the cone for one round unless they make a successful Fortitude save (DC 10 + Red Avenger class levels + Red Avenger’s Wisdom modifier). The attack is a standard action, and requires the Red Avenger to be able to vocalize and have at least 1 Ki Point remaining in order to use the ability.

Ki Save (Su): At 2nd level, the Red Avenger gains the
ability to channel her ki into protecting herself from adverse effects. She gains a bonus equal to her Wisdom bonus on any one saving throw of her choice as long as you have at least one Ki Point remaining in her Ki Pool.
You must declare that you are using this abilitybefore you make the saving throw.

Ki Skill (Su): At 3rd level, the Red Avenger gains a bonus to any skill check when using any Red Avenger class skill, equal to her Wisdom bonus. You must declare that you are using this power before you make
the skill check. You can use this once per day per Red Avenger level, plus a number fo time per wisdom modifier.

Ki Healing (Su): At 4th level, the Red Avenger gains the ability to channel ki into healing energy. When she lays her hands on a living creature including herself, she conducts the ki in such a way that it heals a number of hit points equal to her class level multiplied by her Wisdom bonus. You can use
this once per day per Red Avenger level.

Deadly Shout (Su): The Red Avenger releases her ki energy in a sonic attack. You can blast ki energy in a cone 30 feet long. The attack deals 1d6 per every 2 Red Avenger level damage to all within the cone. A successful Fortitude save (DC 10 + Red Avenger class levels + Red Avenger’s Wisdom modifier) halves the damage. The attack is a standard action, and requires the Red Avenger to be able to vocalize and have at least 1 Ki Point remaining in order to use the ability.

Mystic Prescience (Su): At 6th level a Red Avenger gains a +2 insight bonus to AC and Initiative.

Devistating Ki (Su): At 7th level, when attacking with his chosen weapon, the Red Avenger can spend 1 ki point as a swift action to add double her weapon's base damage dice to her next attack as well as gaining a +2 bonus to the attack roll. If she misses, the Ki Point is wasted. This damage is not multiplied on a critical hit.

Mystic Insight (Su): At 8th level a Red Avenger becomes apt at giving just the right word of advice in just the nick of time. As an immediate action, she can spend 2 ki points to grant allies within 30 feet the ability to reroll a single attack roll or saving throw. The ally must be able to hear the Red Avenger to gain the reroll benefit. This ability onlylast untill the start of the Red Avenger's Next turn.

Perfect Body (Su): The Red Avenger body becomes something more than what it was with the infusion of Ki. The red Avenger gains a +3 bonus to Natural AC, Fast Healing 1, and gains a +2 bonus to her Strength and Dexterity.

Free Ki (Su): The Red Avenger has mastered the use of ki energy and channels it with ease. Whenever using any class ability ( but not Ki abilities) that is imbued with ki, you may add double your Wisdom bonus.

CinuzIta
sorry I took so long, i fell asleep in the middle of doing this class. But here is my design thoughts when making this class, I saw it was some kinda Ki mystical warrior and thought.. why does it not have cool ki abilityes, so that is the first thing I did, give it a list of cool abilities it can spend Ki on. then i buffed up their old abiities and got rid of some crap limits and aded in what I feel is thematically appropiate abilities. I also fixed the wonky BAB progression and made the entry a bit more sensical bexause BAb and 8 kill rank mean 7th levle monk entry at min this time i tried to go fighter 1/monk 4 to give it some more oomf


Morithias
I looked at the merchant prince, and well, i am honestly not sure what I could do. It just strikes me as an NPC PrC since its all about earning money and other out of adventure things.


working on the Fist has got the alienist on back burner ( i just gotta do the table.. tables take 95% of my time in homebrew)

JoshuaZ
2013-10-28, 05:48 PM
Fochlucan lyricist. I have some ideas for how to fix it without weakening the entry requirements too much but I'd like to see what you do.

There have been a fair number of True Necromancer fixes already, otherwise I'd suggest that.

Tainted Scholar might be interesting (although one of the rare examples where it should have the power level turned down rather than up).

CinuzIta
2013-10-29, 05:46 AM
I like what you've done with the Fist of Hextor (I had a truly wonderful moment while reading Feast on Fear..I thought at about a dozen situation where I would had used that). Only thing I don't get is: why you drop off the unarmed fighting style to replace it with the flail fighting? I know the flail is Hextor favourite weapon, but in my opinion a sect of zelotes who have a brutal style of unarmed fighting was oh-so-flavourful! It wouldn't even be hard to do: you could have simply state that a Fist who fights unarmed (or even better, since they can be enchanted, with gauntlets or a cestus) does the same amount of damages of a monk of his class level, or twice his class level!

From what I read from the Fist description anyway, they seem to be the Hextor's church armed part, so I'll leave casting to clerics and leave the Fists as melee guys.

About Fearless: why not just giving them immunity to fear spell and effects. The paladin get it at third level, so I don't think it would be all that unbalancing! Also, I think it fits thematically speaking!

Also, a minor thing: you mispelled some words on the abilities' description, you might want to check them out again:)

Can't wait to see your work on the Avenger!

Perseus
2013-10-29, 07:45 AM
I would love to see a Dwarven Defender fix... Probably by scrapping the *do not move* part and make the fast as hell... Base more fluff off being a Rook chess piece.

ngilop
2013-10-30, 12:35 AM
Ok ive decided to add in my thought process on the PrCs i make so you guys understand where I am coming from

I have already re-did the Dwarven defender for my campaign world. to better tie in dwarves with their stone roots gaining some neato- supernaural earth related abilities also i got rid of that crap no can move bull ish.

Dwarven Defender
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+2| Defensive Stance, AC Bonus, Die Hard, Dwarven Toughness Trait, Tight Fighting

2nd|+2|+3|+0|+3| Uncanny Dodge, DR 3/-, Shrug it off, Tower Shield Mastery, Earthen Bulwark

3rd|+3|+3|+1|+3| Stand Firm, Concealing Shield, Stone Skin, Fortification

4th|+4|+4|+1|+4| Mobile Defense, Improved Uncanny Dodge, Trap Sense +1

5th|+5|+4|+1|+4|Dwarven Toughness Trait, DR 6/-, Vigilant Defender, Stone Spikes

6th|+6|+5|+2|+5| Will of The Mountain, Earthen Eruption, Immunity to Petrification

7th|+7|+5|+2|+5| Tremor, Dwarven Endurance, Stone Wall

8th|+8|+6|+2|+6|Earth Glide, DR 9/-, Trap Sense +2

9th|+9|+6|+3|+6| Dwarven Toughness Trait, Core of The Mountain

10th|+10|+7|+3|+7| Indomnitable

[/table]
Alignment: Any
Hit Die: 1d12

Requirements
Race: Dwarf.
Alignment: Any Good or Lawful Neutral.
Base Attack Bonus: +6.
Feats: Great Fortitude, Earth Sense, Toughness.

Class Skills:
The Dwarven Defender’s class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), Jump (Str), Knowledge: Architecture and Engineering (Int), Knowledge: Dungeoneering (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency
A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.

AC Bonus (Ex)
The Dwarven Defender receives a bonus to Armor Class equal to his levels in Dwarven Defender. Allies Adjacent to the Dwarven Defense gain a +1 bonus to AC that increases to +2 at 5th and again to +3 at 10th.

Die Hard The Dwarven Defender gains Die hard as a bonus feat. If he already has Die Hard, a new feat may be selected.

Defensive Stance When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he can only make a 5 foot step. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a number of times per day equal to 5 + Wisdom modifier, the Dwarven Defender gains an additional use at 3rd, 6th, and again at 9th level. Using the defensive stance takes no time itself, but a defender can only do so during his action.

Dwarven Toughness Trait (Ex) At 1st, 5th and 9th level a Dwarven Defender may select from the following traits.

Bonus Feat The Dwarven Defender gains a Bonus feat, he need not meet the requirements.

Citadel This Trait allows the Dwarven Defender to count as cover for all adjacent allies. In addition as a move action the Dwarven Defneder can grant an adjacent ally temporary hit point equal to 1d8+ Dwarven Defneder levels. These temporary hit points last 1 minute.

Dwarven Fortitude The Dwarven Defender gains a +2 bonus to all saves. Spells, abilities, and effects that grant a fortitude or will save for a lesser effect have no effect if the save is successful.

Dwarven Nimbless The Dwarven Defender gains evasion.

Energy Resistance The Dwarven Defender gains Resistance (10) to one of the following Energy types; acid, cold, electricity, fire, sonic. This trait maybe be chosen more than once, each time you can either gain resistance (10) to a new energy type or increase an old one by 5.

Intercept Attack A Dwarven Defender can sheild an ally from the full force of an attack. As an immediate action the Dwarven Defender can take half the damage from any attack that damages an adjacent ally. This applies to melee, ranged, as well as spells that require attack rolls that deal damage.

Uncanny Block A Dwarven Defender can block attacks meant for allies.As a free action make an opposed attack roll at his highest BaB modified by his sheilds bonus to AC. If this attempt is successful the Dwarven Defend negates the attack. A Dwarven Defender can only use this ability once in a round.

Tight Fighting (Ex) Used to fighting in the tunnels and narrows passages of their home, Dwarven Defenders do not suffer penalties to their attack when squeezing nor do they suffer from movement penalties while squeezing.

Shrug it off (Ex) At 2nd level if the Dwarven Defender fails a saving throw he may immediately make a second check to try avoiding the effects. If this second save fails then the Dwarven Defender is affected normally. A Dwarven Defender may use this ability twice a day plus a number of times equal to his Consitution modifier. He gains an additional uses at 6th and 10th levels respectively. A Dwarven Defender can only use this ability once for any given failed save.

Uncanny Dodge (Ex) Starting at 2nd level, a Dwarven Defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Damage Reduction (Ex) At 2nd level, a dwarven defender gains damage reduction. Subtract 3 points from the damage the dwarven defender takes each time he is dealt damage. At 5th level, this damage reduction rises to 6/-, and increases one last time at 8th for 9/-. Damage reduction can reduce damage to 0 but not below 0.

Earthen Bulwark(Ex) Starting at 2nd level,the Dwarven Defender treats all the squares he threatens as difficult terrain (movement costs are doubled in those squares). He himself is immune to this effect.

Tower Shield Mastery (Ex) A Dwarven Defender does not incur an attack penalty when using a Tower shield. In addition he may make shield bash attack with a tower shield, which use 1d8 as their base damage.

Stand Firm (Ex) A Dwarven Defender gains a +4 bonus to opposed Bullrush, Trip, Overrun, Knockdown, Knockback, or any spell, ability or effect that tries to impede his movement.

Concealing Shield (Ex) A Dwarven Defender with an equipped shield gains a 15% True Miss chance against opponents attack, this increases to 25% with Tower Shields.

Stone Skin (Su) A Dwarven Defender begins to show his stone roots, he gains 3d4 + Class level temporary hit points, that refresh each round. Thus the Dwarven Defender ignores this amount of damage every round.

Fortification (Ex) A Dwarven Defender gains 50% critical strike and precision attack negation.

Trap Sense (Ex) At 4th level, a dwarven defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.

Improved Uncanny Dodge (Ex) At 4th level, a Dwarven Defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender.

The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Mobile Defense (Ex) At 4th level, a Dwarven Defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can move his base move speed without losing the benefit of the stance.

Vigilant Defender (Ex) At 5th level, a Dwarven Defender can guard the space around him on the battlefield. If a foe tries to use the Tumble skill to move through the space the Dwarven Defender occupies or through the space the Dwarven Defender threatens without provoking an attack of opportunity, the DC for the tumble check increases by an amount equal to Dwarven Defender's class level. In addition all successful attacks the Dwarven Defender makes renders their opponents immobalized.

Stone Spikes (Su) Once per encounter the Dwarven Defender can use this ability that replicates the effects of a spike stones spells. Except it last 1 minute per Dwarven Defender level and deal 1d8 Plus 1 per Dwarven Defender level damage.

Will of The Mountain (Ex) As your enemy’s attacks rebound off your armor, they slowly grow more frustrated and impatient. You are an easy target to hit, but a difficult one to injure. Your opponent must succeed at a Will save DC 10 + Dwarven Defender level + your Constitution modifier)or suffer a –2 morale penalty to attacks against you and to defense against all attacks for the rest of the encounter. Will of The Mountain is a mind-affecting effect.

Earthen Eruption (Su) A Dwarven Defender's link to the creation from stone and earth grows stronger. As a full round action, the Dwarven Defender can cause stone or earth under an opponent to violently thrust upwards knocking the opponent into the air 10 feet per Dwarven Defender Level. The Opponent takes falling damage and must make a reflex save of DC 10 + Dwarven Defender Level + Constitution modifier or be rendered prone for a round.

Immunity to Petrification (Ex) At 6th level a Dwarven Defender is immune to all atempts to turn him into stone, metal, or any other petrification effect.

Tremor (Su) At 7th level the Dwarven Defender can cause a localized earthquake to be centered on himself out to 30 feet. Once per encounter as a standard action the ground rumbles, chruns, and explodes doing 4d6+1 per Dwarven Defender level damage, and knocking all damage prone. A reflex save at DC 10+Dwarven Defender level + Constitution modifer negates being knocked prone.

Dwarven Endurance (Ex) At 7th level a Dwarven Defender is no longer effected by Stunning, Dazing, and Exhaustion. All things that would Exhaust a Dwarven Defender instead causes him to be Fatigued

Stone Wall (Su) Once a day plus a number of times per day equal to Wisdom Modifer, the Dwarven Defender can create a Wall of Stone, with a caster level equal to Dwarven Defender level + Wisdom modifier.

Earth Glide (Su) A Dwarven Defender can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. A Dwarven Defender burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of his presence. A move earth spell cast on an area containing a burrowing Dwarven Defender flings him back 30 feet, stunning the Dwarven Defender for 1 round unless it succeeds on a DC 15 Fortitude save.

Core of The Mountain (Ex) The Dwarven Defender gains a +2 bonus to Constitution as well as having his Massive Damage Threshhold increase to 75 points of damage.

Indomnitable (Ex) At 10th level the Dwarven Defender becomes immune to Death Effects and cannot be killed by hitpoint damage. Whenever his negative hitpoint total would be low enough for him to die he can instead make a Fortitude save, DC 25. If he succeeds he remains at 1 hit point. Increase the save DC of this by +2 for each save he has previously succeeded against that would have brought him below 1 hit point in that encounter.

Perseus
2013-10-30, 07:21 AM
Ok ive decided to add in my thought process on the PrCs i make so you guys understand where I am coming from

I have already re-did the Dwarven defender for my campaign world. to better tie in dwarves with their stone roots gaining some neato- supernaural earth related abilities also i got rid of that crap no can move bull ish.

Dwarven Defender
Soon...

I was working on it and essentially stripped it of everything and gave it a new mechanic for defending allies and defending against moving/charging creatures.

I'll post it later but I feel that it is less of a Fix and more of a complete and utter overhaul haha.

ngilop
2013-10-30, 09:39 PM
Ok there is my dwarven defender. You see they nwo have a BUTTLOAD of abilities and the entry reqs are easier to get into.. ( only i forgot to add them and just NOW realized i did not include them)

Every 'iconic' racial PrC in my Campaign world is chalk full of cool abilities and maybe a bit more powerful than standard. I think its self balancing due to the fact that only X race can enter, and they are 10 level PrCs and you are bascially being THE example of your race. I.E when people think of dwarves they get Dwarven Defenders, when they think of Half Orcs they get Reavers

Perseus
2013-10-30, 09:52 PM
Ok ive decided to add in my thought process on the PrCs i make so you guys understand where I am coming from

I have already re-did the Dwarven defender for my campaign world. to better tie in dwarves with their stone roots gaining some neato- supernaural earth related abilities also i got rid of that crap no can move bull ish.

Dwarven Defender
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+2| Defensive Stance, AC Bonus, Die Hard, Dwarven Toughness Trait, Tight Fighting

2nd|+2|+3|+0|+3| Uncanny Dodge, DR 3/-, Shrug it off, Tower Shield Mastery, Earthen Bulwark

3rd|+3|+3|+1|+3| Stand Firm, Concealing Shield, Stone Skin, Fortification

4th|+4|+4|+1|+4| Mobile Defense, Improved Uncanny Dodge, Trap Sense +1

5th|+5|+4|+1|+4|Dwarven Toughness Trait, DR 6/-, Vigilant Defender, Stone Spikes

6th|+6|+5|+2|+5| Will of The Mountain, Earthen Eruption, Immunity to Petrification

7th|+7|+5|+2|+5| Tremor, Dwarven Endurance, Stone Wall

8th|+8|+6|+2|+6|Earth Glide, DR 9/-, Trap Sense +2

9th|+9|+6|+3|+6| Dwarven Toughness Trait, Core of The Mountain

10th|+10|+7|+3|+7| Indomnitable

[/table]
Alignment: Any
Hit Die: 1d12

Requirements
Race: Dwarf.
Alignment: Any Good or Lawful Neutral.
Base Attack Bonus: +6.
Feats: Great Fortitude, Earth Sense, Toughness.

Class Skills:
The Dwarven Defender’s class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), Jump (Str), Knowledge: Architecture and Engineering (Int), Knowledge: Dungeoneering (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency
A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.

AC Bonus (Ex)
The Dwarven Defender receives a bonus to Armor Class equal to his levels in Dwarven Defender. Allies Adjacent to the Dwarven Defense gain a +1 bonus to AC that increases to +2 at 5th and again to +3 at 10th.

Die Hard The Dwarven Defender gains Die hard as a bonus feat. If he already has Die Hard, a new feat may be selected.

Defensive Stance When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he can only make a 5 foot step. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a number of times per day equal to 5 + Wisdom modifier, the Dwarven Defender gains an additional use at 3rd, 6th, and again at 9th level. Using the defensive stance takes no time itself, but a defender can only do so during his action.

Dwarven Toughness Trait (Ex) At 1st, 5th and 9th level a Dwarven Defender may select from the following traits.

Bonus Feat The Dwarven Defender gains a Bonus feat, he need not meet the requirements.

Citadel This Trait allows the Dwarven Defender to count as cover for all adjacent allies. In addition as a move action the Dwarven Defneder can grant an adjacent ally temporary hit point equal to 1d8+ Dwarven Defneder levels. These temporary hit points last 1 minute.

Dwarven Fortitude The Dwarven Defender gains a +2 bonus to all saves. Spells, abilities, and effects that grant a fortitude or will save for a lesser effect have no effect if the save is successful.

Dwarven Nimbless The Dwarven Defender gains evasion.

Energy Resistance The Dwarven Defender gains Resistance (10) to one of the following Energy types; acid, cold, electricity, fire, sonic. This trait maybe be chosen more than once each time you cna either gain resistance (10) to a new energy type or increase an old one by 5.

Intercept Attack A Dwarven Defender can sheild an ally from the full force of an attack. As an immediate action the Dwarven Defender can take half the damage from any attack that damages an adjacent ally. This applies to melee, ranged, as well as spells that require attack rolls that deal damage.

Uncanny Block A Dwarven Defender can block attacks meant for allies.As a free action make an opposed attack roll at his highest BaB modified by his sheilds bonus to AC. If this attempt is successful the Dwarven Defend negates the attack. A Dwarven Defender can only use this ability once in a round.

Tight Fighting (Ex) Used to fightin in the tunnels and narrows passages of their home, Dwarven Defenders do not suffer penalties to their attack when squeezing nore do they suffer from movement penalties.

Shrug it off (Ex) At 2nd level if the Dwarven Defender fails a saving throw he may immediately make a second check to try avoiding the effects. If this second check fails then the Dwarven Defender is affected normally. A Dwarven Defender may use this ability twice a day plus a number of times equal to his Consitution modifier. He gains an additional uses at 6th and 10th levels respectively. A Dwarven Defender can only use this ability once for any given fail save.

Uncanny Dodge (Ex) Starting at 2nd level, a Dwarven Defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Damage Reduction (Ex) At 2nd level, a dwarven defender gains damage reduction. Subtract 3 points from the damage the dwarven defender takes each time he is dealt damage. At 5th level, this damage reduction rises to 6/-, and increases one last time at 8th for 9/-. Damage reduction can reduce damage to 0 but not below 0.

Earthen Bulwark(Ex) Starting at 2nd level,the Dwarven Defender treats all the squares he threatens as difficult terrain (movement costs are doubled in those squares). He himself is immune to this effect.

Tower Shield Mastery (Ex) A Dwarven Defender does not incur an attack penalty when using a Tower shield, in addition he may make shield bash attack with a tower shield, which use 1d8 as their base damage.

Stand Firm (Ex) A Dwarven Defender gains a +4 bonus to opposed Bullrush, Trip, Overrun, Knockdown, Knockback, or any spell, ability or effect that tries to impede his movement.

Concealing Shield (Ex) A Dwarven Defender with an equipped shield gains a 15% True Miss chance against opponents attack, this increases to 25% with Tower Shields.

Stone Skin (Su) A Dwarven Defender begins to show his stone roots, he gains 3d4 + Class level temporary hit points, that refresh each round. Thus the Dwarven Defender ignores this amount of damage every round.

Fortification (Ex) A Dwarven Defender gains 50% critical strike and precision attack negation.

Trap Sense (Ex) At 4th level, a dwarven defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.

Improved Uncanny Dodge (Ex) At 4th level, a dwarven defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender.

The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Mobile Defense (Ex) At 4th level, a Dwarven Defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can move his base move speed without losing the benefit of the stance.

Vigilant Defender (Ex) At 5th level, a Dwarven Defender can guard the space around him on the battlefield. If a foe tries to use the Tumble skill to move through the space the Dwarven Defender occupies or through the space the Dwarven Defender threatens without provoking an attack of opportunity, the DC for the tumble check increases by an amount equal to Dwarven Defender's class level. In addition All successful attacks the Dwarven Defender makes renders their opponents immobalized.

Stone Spikes (Su) Once per encounter the Dwarven Defender can use this ability that replicates the effects of a spike stones spells. Except it last 1 minute per Dwarven Defender level and deal 1d8 Plus 1 per Dwarven Defender level damage.

Will of The Mountain (Ex) As your enemy’s attacks rebound off your armor, they slowly grow more frustrated and impatient. You are an easy target to hit, but a difficult one to injure. Your opponent must succeed at a Will save DC 10 + Dwarven Defender level + your Constitution modifier)or suffer a –2 morale penalty to attacks against you and to defense against all attacks for the rest of the encounter. Will of The Mountain is a mind-affecting effect.

Earthen Eruption (Su) A Dwarven Defender's link to the creation from stone and earth grows stronger. As a full round action, the Dwarven Defender can cause stone or earth under an opponent to violently thrust upwards knocking the opponent into the air 10 feet per Dwarven Defender Level. The Oppoenent takes falling damage and must make a reflex save of DC 10 + Dwarven Defender Level + Constitution modifier or be rendered prone for a round.

Immunity to Petrification (Ex) At 6th level a Dwarven Defender is immune to all atempts to turn him into stone, metal, or any other petrification effect.

Tremor (Su) At 7th level the Dwarven Defender can cause a localized earthquake to be centered on himself out to 30 feet. Once per encounter as a standard action the ground rumbles, chruns, and explodes doing 4d6+1 per Dwarven Defender level damage, and knocking all damage prone. A reflex save at DC 10+Dwarven Defender level + Constitution modifer negates being knocked prone.

Dwarven Endurance (Ex) At 7th level a Dwarven Defender is no longer effected by Stunning, Dazing, and Exhaustion. All things that would Exhaust a Dwarven Defender instead causes him to be Fatigued

Stone Wall (Su) Once a day plus a number of times per day equal to Wisdom Modifer, the Dwarven Defender can create a Wall of Stone, with a caster level equal to Dwarven Defender level + Wisdom modifier.

Earth Glide (Su) A Dwarven Defender can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. A Dwarven Defender burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of his presence. A move earth spell cast on an area containing a burrowing Dwarven Defender flings him back 30 feet, stunning the Dwarven Defender for 1 round unless it succeeds on a DC 15 Fortitude save.

Core of The Mountain (Ex) The Dwarven Defender gains a +2 bonus to Constitution as well as having his Massive Damage Threshhold increase to 75points of damage.

Indomnitable (Ex) At 10th level the Dwarven Defender becomes immune to Death Effects and cannot be killed by hitpoint damage. Whenever his negative hitpoint total would be low enough for him to die he can instead make a Fortitude save, DC 25. If he succeeds he remains at 1 hit point. Increase the save DC of this save by +2 for each save he has previously succeeded against that would have brought him below 1 hit point.

This looks fantastic, though there are a ton of the Su abilities that could be explained via Ex.

Example

Stone Spikes (Su) Once per encounter the Dwarven Defender can use this ability that replicates the effects of a spike stones spells. Except it last 1 minute per Dwarven Defender level and deal 1d8 Plus 1 per Dwarven Defender level damage.

This could easily be a Ex ability, it could be fluffed as the dwarf slashes a sword across the ground or slams a hammer into the ground to make the effect.

I want to use this PrC, somehow get it to fly by a DM... But I would try to get it to be Ex. This PrC screams Extraordinary not mundane!

ngilop
2013-10-30, 09:58 PM
You could do them as EX, but like i said earlier my Dwarven Defneder is more than just defending its about getting 'in touch' with the earth, stone and mountains they call home and were created from.

I gave this class a mix of 'protect my allies' 'im pretty tough' and ' control some battlefields, yo'

I don't think there is a way to Ex up earth glide though at least not as an earth elemental.

JoshuaZ
2013-10-30, 10:05 PM
So, I really like most of this Dwaven Defender but


Bonus Feat The Dwarven Defender gains a Bonus feat, he need not meet the requirements.

This is generally a bad idea if one doesn't have some restriction on what the feats in question are. If it has some small feat list this is ok. If it is a generic feat they should really have to meet the prerequsites.


This trait maybe be chosen more than once each time you cna either

Typo- "cna" should be "can".


Used to fightin in the tunnels and narrows passages of their home, Dwarven Defenders do not suffer penalties to their attack when squeezing nore do they suffer from movement penalties.

"Fighting" and "nor". I like this ability it fits well with the fluff and when used by a tactically minded player could have interesting results.


At 2nd level if the Dwarven Defender fails a saving throw he may immediately make a second check to try avoiding the effects. If this second check fails then the Dwarven Defender is affected normally. A Dwarven Defender may use this ability twice a day plus a number of times equal to his Consitution modifier. He gains an additional uses at 6th and 10th levels respectively. A Dwarven Defender can only use this ability once for any given fail save.

Slight wording issues. I would replace "check" with save since that what you mean. In the last line "fail save" should probably be "failed save."


A Dwarven Defender does not incur an attack penalty when using a Tower shield, in addition he may make shield bash attack with a tower shield

That should either be "shield. In addition" or "shield; in addition".

Fortification- how does their fortification interact with other negation sources? Also, it might make sense to have Fortification come in over a few levels, although you've got enough going on here that that's likely not necessary. (Did I mention how I like how many little features this version gets? No. Let me say that. I like how many little features this version gets.)


( At 10th level the Dwarven Defender becomes immune to Death Effects and cannot be killed by hitpoint damage. Whenever his negative hitpoint total would be low enough for him to die he can instead make a Fortitude save, DC 25. If he succeeds he remains at 1 hit point. Increase the save DC of this save by +2 for each save he has previously succeeded against that would have brought him below 1 hit point.

I'd rewrite the last line slightly and say "The save DC goes up by 2 for each time he has previously succeeded on a save that would have brouht him below 1 hit point." Also, I'd maybe make this save DC only go up by 2 for every daily use of the ability.

Overall I like it. I think this is going to replace the Dwarven Defender in my campaigns from now on.

Perseus
2013-10-30, 10:06 PM
You could do them as EX, but like i said earlier my Dwarven Defneder is more than just defending its about getting 'in touch' with the earth, stone and mountains they call home and were created from.

I gave this class a mix of 'protect my allies' 'im pretty tough' and ' control some battlefields, yo'

I don't think there is a way to Ex up earth glide though at least not as an earth elemental.

Burrow Speed. As the dwarf moves he is swinging his hammer or whatever weapon with such force he moves the earth out of his way.

Extraordinary not mundane :D

ngilop
2013-10-30, 10:33 PM
Why, thanks you JoshuaZ. Not only for the spell check ( thats somthing i am terribel at when typing) but for liking this version so much, you are going to use it in your campaign world. as with all my creations thats great! just give me credit is all. :)

CinuzIta
2013-10-31, 06:56 AM
I like really much what you've done with the Red Avenger and I'm definitely going to use it. Here are some doubts and suggestions tough:

1. I think the class could use Intimidate and/or Bluff skills
2. Ki abilities are nice but I think some more infos would be nice: are they usually standard actions? And how many of them the Vindicator knows per level? All of them?
3. About Mystic Prescience, what about +2 to AC and +Wisdom to Initiative?
4. Same goes for Devastating Strike: what about +Wisdom to the attack roll instead of a plain +2? It might be me, but as it stands, for an ipotetical 12th level ability, it seems to be a little underpowered to me!

And that's all but, again, good work anyway! Are you still looking for other PrCs?

Perseus
2013-10-31, 11:09 AM
There is a Green Knight class here on the homebrew.

I'm going to make a Dwarven Green Knight/Dwarven Defender using these two homebrewed classes.

Not really sure how I'll go about it, but yeah even with the Cha penalty I think it could be awesome (I wonder if there is a dwarf with no cha penalty...)

ngilop
2013-10-31, 09:57 PM
Always looking for new prestige classes to fix, though it much easier to upgrade a class ( as i did with the fist of hextor) than downgrade it ( like how i am curren;lty unable to fathom HOW with the Fochlucan lyricist without maing 99% of GITP hate me ( even more than they do now) becasue for me 'fixing' it is hitting it with the nerf bat untill my arms go numb.

JoshuaZ
2013-10-31, 10:18 PM
Always looking for new prestige classes to fix, though it much easier to upgrade a class ( as i did with the fist of hextor) than downgrade it ( like how i am curren;lty unable to fathom HOW with the Fochlucan lyricist without maing 99% of GITP hate me ( even more than they do now) becasue for me 'fixing' it is hitting it with the nerf bat untill my arms go numb.

I'm confused by that. The PrC as it is isn't particularly powerful. The main problem as far as I can tell is how little one actually does end up with given how difficult it is to enter.

Kane0
2013-10-31, 10:49 PM
Acolyte of the Skin, please?

ngilop
2013-11-03, 06:31 PM
Ok been gone for a couple of days but POW im bakcand firts post nw has my version of the alienist

CinuzIta
2013-11-03, 06:55 PM
I'll take an in-depth look at your Alienist class! Meanwhile, what about a Blood Magus fix? As it is now, it looks kind of meh to me!

ngilop
2013-11-04, 11:38 PM
IMO Blood Magus is an easy fix.. to me its a solid PRC its just the entry reqs are a bit dumb.. from changing it from having to have died to having be brought to 0 or lower HP is a good fix.

ngilop
2013-11-06, 03:19 PM
Acolyte of The Skin
{table=head]Level|BAB|Fort|Ref|Will|Special| Spell Casting

1st|+0|+2|+0|+2|Wear Fiend, Poison, Rain of Evil|+1 level of existing spellcasting class

2nd|+1|+3|+0|+3| Flame Resistant, Physical Power|+1 level of existing spellcasting class

3rd|+1|+3|+1|+3|Fiendish Glare| -

4th|+2|+4|+1|+4| Fiendish Abilities|+1 level of existing spellcasting class

5th|+2|+4|+1|+4| Skin Adaptation|+1 level of existing spellcasting class

6th|+3|+5|+2|+5| Cold Resistant, Telepathy| -

7th|+3|+5|+2|+5| Glare of The Pit, Mental Power|+1 level of existing spellcasting class

8th|+4|+6|+2|+6|Spell Resistance|+1 level of existing spellcasting class

9th|+4|+6|+3|+6| Summon Fiend| -

10th|+5|+7|+3|+7| Fiendish Symbosis|+1 level of existing spellcasting class
[/table]
Requirements
Alignment: Any non-good
Skills: Knowledge: The Planes 6 ranks
Spells: Spellcaster level 5th, ability to cast 3rd level summoning spells.
Special: Must have made peaceful contact with a summoned evil outsider; must undergo the Ritual of Bonding

Hit Die: 1d4

Class Skills:
Concentration(Con), Craft(Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier

Weapon and Armor Proficiency: Acolytes of the skin gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At every level except for 3rd, 6th, and 9th, an acolyte of the skin gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming an acolyte of the skin, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Wear Fiend (Su): An acolyte of the skin summons the essence of a fiend and wears it like a second skin. The bonded fiendish skin is for all intents and purposes the character’s own. It increases the acolyte of the skin’s natural armor bonus by 1 and grants a +2 inherent bonus to Dexterity. The acolyte also gains darkvision out to 60 feet. The DM determines the actual nature of the skin, be it demonic, devilish, or from some other fiendish creature.

Poison (Sp): An acolyte of the skin can use poison once per day as an 8th-level caster. The save DC is 14 + the acolyte’s primary spellcasting ability modifier (Intelligence for wizards, Charisma for sorcerers and warlocks, Wisdom for clerics, and so forth). At 5th level, an acolyte can use this ability two times per day, which increases again to thrice per day at 9th. In addition the acolyte of the skin is immune to poison.

Rain of Evil (Su): Once per encounter teh acolyte of the skin can use this ability, it effects is equal to the Unholy Rain spell, caster level is equal to the acolyte's total hit die.

Flame Resistant (Ex): At 2nd level and higher, the fiendish skin binds more tightly, granting an acolyte resistance to fire 10.

Physical Power (Ex): The acolyte of the skin gains a +2 bonus to his Strength score at 2nd level.

Fiendish Glare (Su): From 3rd level on, an acolyte of the skin has the supernatural ability to unnerve opponents with a ferocious glare once per day. This is not a gaze attack, and the target need not meet the acolyte’s eyes or even see the acolyte (although the acolyte must have line of effect to the target). Glaring is a standard action that affects any creature the acolyte can see within 100 feet. The target becomes shaken for 10 minutes, and must also attempt a Will save (DC 10 + acolyte’s class level + Cha modifier) or be stunned for 1d4 plus acolyte of the skin levels rounds.
Fiendish glare is a mind-affecting fear effect.

Fiendish Abilities (Sp): The acolyte of the skin might sacrifice some raw magical powers in their quest to become something more than themselves, but they gain familiar fiendish abilities to compensate.
{table=head] Hit Die | Ability
1 | Darkness 3/day
2-4 | Desecrate, Wave of Grief
5-7 | Unholy Blight
8-10 | Unhallow, Fear 2/day
11-13 | Blasphemy
16-19 |Horrid Wilting
20+ | Greater Visage of the Deity
[/table]

Skin Adaptation (Su): By 5th level, an acolyte’s skin and its wearer have grown more comfortable together, as if they had never been separate. The increase to natural armor granted by the fiendish skin improves by 2, the acolyte gains a +2 inherent bonus to Constitution, and the acolyte’s darkvision is effective out to 120 feet.

Cold Resistant (Ex): Beginning at 6th level, an acolyte has resistance to cold 10.

Telepathy (Su): An acolyte of the skin can communicate telepathically with any creature within 100 feet that has a language.

Glare of the Pit (Su): At 7th level and higher, an acolyte has the supernatural ability to produce rays from his eyes. As a standard action, he can project two rays (one from each eye) with a range of 100 feet. Each ray requires a ranged touch attack to hit and deals 1d6 points of damage per acolyte of the skin level. The rays can be aimed at two different targets within range, but the target of each ray must be designated simultaneously.

Mental Power (Ex): The acolyte gains a +2 bonus to Intelligence or charisma, depending on the acolyte's casting stat.

Spell Resistance (Ex): The acolyte of the skin gains spell resistance equal to 10 plus his total amount of hit die.

Summon Fiend (Sp): At 9th level, an acolyte learns to draw on another power of his fiendish skin. If the skin is demonic, once per day he can summon a Hexrou; if devilish, once per day he can summon a Hamatula. The summoned creature does the acolyte’s bidding, but it automatically returns whence it came after 1 hour. A summoned creature cannot use any innate summoning abilities it might have. An acolyte’s caster level for this ability is equal to his spellcaster level.

Fiendish Symbiosis (Ex): At 10th level, the fiendish skin and acolyte become one, and only final death can separate them. The acolyte’s type changes to outsider. Additionally, an acolyte of this level gains damage reduction 10/good. Unlike other outsiders, an acolyte can be raised or resurrected. Additionally the acolyte of the skin is permanatel under the effect of an unholy aura spell. Dispell Magic supresses this effect for 3 rounds, while mordenkainen's disjuction suppresses this for 1 round per caster level.

@kaneo
I went into this thinking.. Why does a class that focuses on becoming a demon get crappy demon powers? WHile i think that a full spell casting progression should come with next to no abilities ( IMO spells are that powerful) SO i expaned upon the abilities and increased caster progression to 7/10.. but I make up for that with the addition of demonic spell like abilities.. The demon eye beams were super weak so I made them basically eldritch blast replicas and made it so that it scale with level.. also I made the summon demon ability not be weak as crap because by 14th level a CR 4 monster is just gonna die.. at least a CR 11 is a speed bump:)

ngilop
2013-11-09, 09:31 PM
allrighty. did the acolyte of the skin.. any other requests?

im going to lookover my books and see if there is one or two that gain my curiosity.

Kane0
2013-11-11, 03:45 AM
Sweet. Oh, shouldnt the spellcasting also progress invocations? The sample character from complete arcane had a warlock takig the prc, and makes a lot of sense thematically.
Other than that, me gusta.

CinuzIta
2013-11-11, 06:39 AM
at the moment I can't remember the name, but in Libris Mortis there's a prc I always liked..I think its name is Radiant Master..I'm convinced its aura could have much more uses other than those descripted!

ngilop
2013-11-11, 06:05 PM
Master of Radiance
{table=head]Level| BaB| Fort| Ref| Will| Special| Spells per Day
1st| +0| +2| +0| +2| Radiant Aura , Turn Undead| —
2nd| +1| +3| +0| +3| Searing light, Bonus Spells| +1 level of divine spellcasting class
3rd| +2| +3| +1| +3| Radiant Brow, Improved Turning| +1 level of divine spellcasting class
4th| +3| +4| +1| +4| Beam of Sunlight, Daylight| +1 level of divine spellcasting class
5th| +3| +4| +1| +4| Unquenchable Soul| +1 level of divine spellcasting class
[/table]
Hit die: 1d8

Requirements
Alignment: Any nonevil.
Skills: Knowledge (nature) 6 ranks, Knowledge (religion) 6 ranks.
Spells: Able to cast daylight as a divine spell.

Class Skills:
Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int),
Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.

Weapon and Armor Proficiency: Masters of radiance gain no proficiency with any weapons, armor, or shields.

Spells per Day/Spells Known: Beginning at 2nd level, a master of radiance gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item
creation feats and so on; but see Turn Undead, below). If she had more than
one divine spellcasting class before becoming a master of radiance, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Turn Undead (Su): Master of radiance class levels stack with levels of all other classes that grant the ability to turn undead for the purpose of determining the character’s effective cleric level for turning. See Turn or Rebuke Undead, page 159 of the Player’s Handbook. For example, a 7th-level cleric/5th-level master of radiance turns undead as a 12th-level cleric.

Radiant Aura (Su): A master of radiance can emanate an aura of brilliant light that weakens undead creatures. The aura provides bright illumination in a 30-foot radius around the character, and shadowy illumination for an additional 30 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of the bright
aura. In addition, undead creatures within the radius of bright light take a –2 penalty on attack rolls, damage rolls, and saving throws, this penalty increases by 1 at 3rd and again at 5th. Activating the radiant aura is a free action that does not provoke attacks of opportunity. While her radiant aura is active, a master of radiance casts spells with the light descriptor at +2 caster level. A master of radiance can use this ability once per day at 1st level, twice per day at 3rd level, and three times per day at 5th level. Each use lasts 1 minute per master of radiance level. The radiant aura is the equivalent of a
5th-level spell with the light descriptor for the purpose of interacting with spells and effects with the darkness descriptor.

Searing Light (Sp): Beginning at 2nd level, a master of radiance can use searing light as a standard action once per round. Treat the character’s caster level for this effect as equal to her highest divine caster level, including the +2 caster level adjustment for the radiant aura (for example, a 7th-level druid/2nd-level master of radiance would use this effect as a 10th-level spellcaster while under the effects of the aura).

Bonus Spells The master of radiance adds the following spells to her spell list at the specified spell level. Glowing Orb 4th, Guiding Light 1st, Luminous Gaze 1st, Body of the Sun 2nd, Flashburst, 3rd, Wall of Light 3rd, BListering Radiance 4th, Prismatic ray 5th, Prismatic spray7th, Prismatic Wall 8th, Prismatic Sphere 9th, Ray of Light 3rd, Lucent Lance, 5th, Fires of Purity 6th, Brilliant Blade 6th, Brilliant Aura 7th, Radiant Assault 7th, Nimbus of Light 1st, Shadowblast 4th, and Anger of the Noonday Sun 6th

Radiant Brow(Su): Beginning at 3rd level, the master of radiance may choose to emanate a bright halo that envelops his head and features. While
this aura is in effect, the master of radiance gains a +4 circumstance bonus on Charisma checks and Charisma-based checks. The master of radiance also gains a +4 circumstance bonus on saving throws made against gaze attacks, as enemies with gaze weapons find it difficult to stare directly at the master of radiance's features. However, while the halo is in effect, the master of radiance also suffers a –10 penalty to Hide checks.

Improved Turning (Ex): The master fo radiance gains a +3 bonus on her turn attempts and undead successfully turned take 1d4 points of fire damage per master fo radiance level. This fire damage ignores fire immunity and fire resistance.

Beam of Sunlight (Sp): A 4th-level master of radiance can evoke a dazzling beam of intense light (the equivalent of a beam from the sunbeam spell) once per rencounter as a full-round action. Treat the character’s caster level for this effect as equal to her caster level, including the +2 caster level adjustment for the radiant aura (for example, a 7th-level druid/5th-level master of radiance would use this effect as a 13th-level spellcaster while under the effects of the aura)

Daylight (Sp): The master of radiance may invoke a daylight effect as a
standard action.

Unquenchable Soul (Su): At 5th level, the master of radiance gains spell resistance equal to 20 + her master of radiance level + her Charisma modifier against any spells or spell-like abilities or supernatural effects with the Darkness, Shadow, or Evil descriptors.

@cinuzita
I did not like how raidant aura was crappy in how long it lasts
so i bufedit.. I also think that if you going into a specific field your overall casting should suffer.. so I left the no progression at level 1. I gave them some cool blasty stuffs and some sun-themed abilities.. I don't ive 5 level PrC capstones becuase 5 levels is not that much of an investment

JoshuaZ
2013-11-11, 07:27 PM
Re: Unquenchable Soul: I don't think normally pell resistance would matter against supernatural stuff. I presume you mean to have this be an exception? If so, you may want to state that explicitly. And you may want to clarify how supernatural things without explicit caster levels then work (maybe use the total hit die?) Also, given the fluff it might make sense for Unquenchable Soul to also apply to spell-like abilities and supernatural abilities of undead.

ngilop
2013-11-13, 10:14 PM
Ghostwalker
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+2| Painful Reckoning, Resolute Aura, Anonymity

2nd|+2|+3|+0|+3| Feign Death, Inconspicuous

3rd|+3|+3|+1|+3| Superior Iron Will, Implacable Persuer

4th|+4|+4|+1|+4| Etherealness

5th|+5|+4|+1|+4| Shadow Walk

6th|+6|+5|+2|+5| Shrouded in Vengeance and Malice

7th|+7|+5|+2|+5| Shades of Revenge

8th|+8|+6|+2|+6| Repulsion Aura

9th|+9|+6|+3|+6| Implacable Tracker

10th|+10|+7|+3|+7| Ghostwalker

[/table]
Hit Die: 1d10

Requirements
Alignment: Lawful good, lawful evil, chaotic good, chaotic evil, or true neutral.
Base Attack Bonus: +6.
Feats: Endurance, Iron Will.
Skills: Intimidate: 4 ranks, Move Silently: 4 ranks.

Class Skills:
Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Knowledge (law) (Int), Profession (Wis), Spot (Wis), Listen (Wis), Move Silently (Dex), and Sense Motive (Wis) Survivale (Wis).
Skill Points at Each Level: 4 + Int modifier

Painful Reckoning (Ex): If the ghostwalker is damaged in an encounter
(and survives), he gains a competance bonus to his AC, attack, and damage rolls for the rest of that particular encounter.

Resolute Aura (Su): Whether fearful or respectful, humanoids around the ghostwalker typically pause and obey when confronted. Ghostwalkers add their number of ghostwalker levels to all Intimidate checks. In addition a ghostwalker gains a bonus equal to half this amount against all fear, charm and compulsion effects.

Anonymity: The ghostwalker benefits from anonymity, but should his name ever become known to his foes, his powers are weakened. On those
enemies who know his name, his resolute aura no longer functions. If they are hostile, he cannot feign death, become ethereal, or shadow walk in their presence (to a distance of 100 feet), and his painful reckoning bonus, if any, is halved against them. The ghostwalker does gain the supernatural ability to be under an effect similar to the spell Undetectable Alignment, but only for himself.

Feign Death (Sp): Once per day, the ghostwalker can enter a cataleptic state that is impossible to distinguish from actual death—usually for ending an encounter. The effect lasts for 10 rounds per level of the ghostwalker.
Although he can smell, hear, and knows what is going on, no feeling or sight of any sort is possible for the ghostwalker; any wounding of his body is not
felt, and any damage taken is only one-half normal. Paralysis, poison, and energy drain do not effect the ghostwalker in this state, but poison injected into the body becomes effective when the effect ends. The ghostwalker gains another use of Feign Death at 5th and again at 8th levels.

Inconspicuous (Su:) This continuous ability is similar to the Obscure Object spells, but effects only the ghostwalker. A dispel magic or greater disple supresses this ability for 5 rounds whilst a disjuction suppresses it for 1 minutes per level.

Superior Iron Will: This ability provides an additional +2 bonus to Will saves. It stacks with the Iron Will feat.

Implacable Persuer (Ex): A ghostwalker can add his Intelligence bonus (if any) to his Initiative, Move Silently, Climb, Jump, Balance, escape and Hide checks

Etherealness (Su): Calling on the obscure, mystic forces that drive him to wander the world, the ghostwalker has the power to become ethereal, as per the spell ethereal jaunt. The effect persists for 1 round per class level. A ghostwalker can use this once per day at 4th twice a day at 7th and three times at 10th.

Shadow Walk (Su): The ghostwalker can shadow walk, as per the spell. The character travels at a rate of one mile in (11 – the number of ghostwalker levels) minutes. The maximum time that the ghostwalker can shadow walk is 1 hour per level per day. The ghostwalker can shadow walk three times per day. In addition, while in this state, the ghostwalker heals at the rate of 3 hit points per ghostwalker level.

Shrouded in Vengeance and Malice (Su): A Ghostwalker can for a number of minutes equal to his class level plus his wisdom modifier use this ability that is identicle to the spell Obscurring mist. This must be used in 1 minute increments.

Shades of Revenge (Su): A Ghostwalker can conjure shadowy versions of their own selves as a swift action. He creates 1d4 shadow images of himself for 1d4 + class level rounds. These images replicate those from the Mirror Image spells except as follows.. Each image has 3 HP +1 HP per level of the ghostwalker. Have the same BAB and saving throws, though only deal half base weapon damage on a successful attack ( 1d6/2 for example if a spear is being used by the ghostwalker.). The images attack the same target the ghostwalker does.

Repulsion Aura (Su): A ghostwalker is continuously surrounded by an aura similar to the spell Repulsion, except it is only 10 feet in radius. A Dispel magic or greater dispel magic suppresses this for 3 rounds, whilst a disjunction suppresses it for 1 round per caster level.

Implacable Tracker (Sp): As a full round action a ghostwalker can cast the spell Discern Location. He may do this a number of times per day equal to 1 plus his Intelligence modifier.


Ghostwalker (Su): Once per day, when a 10th level Ghostwalker would die due to hit point damage, he may instead choose to become incorporeal and must stay in this state for 1 minute per level, after which he is healed as if he had slept 8 hours. He also wakes with an innate knowledge of who it was that almost killed him, and where they are, this knowledge remains until that person is dead.


@tempest stormwind
I looked over this class and it struck me as a revenge/anon mancer. So i kept close to that, giving it was to ignroe scrying and keep things away. SOrry but I cannot think of a cool capstone yet /cry

ngilop
2013-11-17, 10:53 PM
Lasher
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+0|+2|+0| Sudden Whip Attack +1d6, Close Combat, Wound

2nd|+2|+0|+3|+0| Improved Trip, Third hand

3rd|+3|+1|+3|+1| Lightning Crack, Lashing Whip

4th|+4|+1|+4|+1|Improved Disarm

5th|+5|+1|+4|+1| Sudden Whip Attack +2d6, Sonic Crack

6th|+6|+2|+5|+2| Stunning Snap

7th|+7|+2|+5|+2| Death Spiral

8th|+8|+2|+6|+2| Evasion

9th|+9|+3|+6|+3| Sudden Whip Attack +3d6

10th|+10|+3|+7|+3| Crack of Doom
[/table]

Hit Die: 1d10

Requirements
Base Attack Bonus: +5.
Rope Use: 2 ranks.
Craft (leatherworking): 2 ranks.
Weapon Focus: Whip.
Exotic Weapon Proficiency: Whip.
Special: The lasher must own a whip.

Class Skills
Balance (Dex), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Spot (Wis), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier


Sudden Whip Attack (Ex): If a lasher catches an opponent unable to defend himself effectively from her attack anywhere within range (up to 15 ft.), she can use a whip to strike a vital spot for extra damage (a lasher does not gain a sudden attack with other weapons). Any time the lasher’s target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), the lasher’s attack deals +1d6 points of damage. This extra damage increases by a +1d6 points every fourth level (+2d6 at
5th level, and +3d6 at 9th level). Should the lasher score a critical hit with a sneak attack, this extra damage is not multiplied. With a whip the
lasher can make a sudden attack that deals subdual damage instead of normal damage

Close Combat (Ex): At 1st level, the lasher can attack an opponent in a threatened square with a whip and not provoke an attack of opportunity. Also can make attacks of opportunity with her whip against foes within 5 feet as if it were a melee weapon.

Wound (Ex): At 1st level, a lasher can use a whip to deal regular damage to an opponent, instead of subdual damage, at her option. This allows the lasher to inflict damage on creatures with an armor bonus of +1 or better or a natural armor bonus of +3 or better. If using the whip to deal subdual damage, it deals no damage to creatures with a +1 or more armor bonus or +3 or more natural armor (as usual).

Improved Trip: At 2nd level, the lasher gains the Improved Trip feat, if using a whip to perform the trip. She need not have taken the Expertise feat, normally a prerequisite, before this.

Third Hand (Ex): At 2nd level, a lasher’s precision with the whip allows her to use it almost like a third hand—a third hand at the end of a flexible 15-foot-long arm—as a standard action. Depositing a lashed object into your hand is a move-equivalent action. A lasher successfully performs a task if her attack roll equals or exceeds the DC for a given task:
• Punch a button, snuff a candle flame, flick a coin lying along the ground, etc. as a move-equivalent action. Range 15 feet, DC 15.
• Retrieve an unattended object of up to 20 pounds, and deposit into your off hand as a move-equivalent action. Range 15 feet, DC 20.
• Firmly wrap the end of your whip around a pole, spike, or other likely projection up to 15 feet away as a move-equivalent action. The DC is 22. If used to wrap around a projection at the top of a wall, reduce the DC to climb the wall by 5. If the point of attachment is optimal on a ceiling fixture, you could swing over a chasm of up to 25 feet wide. You can also wrap
items heavier than 20 pounds, but you cannot automatically flick them into your off hand (but you could drag them). You can unwrap the end of your whip from the entangled object as a free action.
• When the victim of a precipitous fall, you can give up your Reflex save in an attempt to use your whip to snag a likely projection, pillar, rafter, etc., within 15 feet of the edge of the pit, cliff, bridge, etc.
Generally, an unattached item (such as a statue, table, etc.) must weight twice as much as you for you to arrest your fall, otherwise you merely pull it
after you). You may attempt to snag a friend or foe standing near the edge of the precipice as you fall. You make a ranged touch attack against another creature’s AC (the friend does not apply his Dexterity bonus while an unwilling friend or a foe applies their Dexterity modifier to AC), If you hit,
you wrap your whip around the target, who must make a successful Strength check against DC 20 to arrest both you and himself. An unsuccessful Strength check sends both you and your target into the precipice. You can unwrap the end of your whip from the entangled object as a free action.

Lightning Crack (Ex): At 3rd level when making a full attack, a lasher can take one extra attack per round with a whip at the lasher’s highest base attack bonus.

Lashing Whip (Ex): At 3rd level, the lasher adds a +2 damage bonus to her whip equal to half her levels in lasher when using a whip. She can choose subdual damage or regular damage, at her option.

Improved Disarm: At 4th level, the lasher gains the Improved Disarm feat, if using a whip to perform the disarm action. She need not have taken the Expertise feat, normally a prerequisite, before this. If the lasher successfully disarms a foe, she can attempt use her third hand ability to deposit the weapon of up to 20 pounds in her off hand if she makes the appropriate check, as a move-equivalent action. Treat the lasher’s whip as a Medium-size weapon for purposes of disarming an opponent

Sonic Crack (Ex):As a standard action the lasher makes one attack, if that attack is successful she deals an additional amount of sonic damage equal 1d6 per levels in lasher.

Stunning Snap (ex): A lasher can use a whip to stun a creature instead of inflicting subdual or normal damage. The lasher can use this ability once per round. The lasher must declare she is using a stun attack before making an attack roll. (A missed attack roll ruins the attempt.) A foe struck by a whip must make a Fortitude saving throw (DC 10 + lashers level + Strength modifier), in addition to receiving normal damage (subdual or standard). If the saving throw fails, the opponent is stunned for one round. A stunned character cannot act and loses any Dexterity bonus to AC, while attackers get a +2 bonus on attack rolls against a stunned opponent. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned by the lasher’s stunning attack.

Death Spiral (Su): At 7th level, the lasher gains transcendental understanding of her whip. Once per day per lasher level, but only once per particular encounter, she can spin the whip over her head with supernatural speed. All foes within a 15-foot radius of the lasher must make a Reflex save against a DC equal to the lasher’s attack roll. Opponents who fail are dazed for 1d4+1 rounds. Allies (as selected by the lasher) in range are spared the effects of the death spiral.
effects of the death spiral.

Evasion (Ex): If a lasher makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless lasher does not gain the benefit of evasion.

Crack of Doom (Su): As a full round action the lasher can delcare a Crack of Doom. She takes a -10 penalty to an attack. If successful the target must make a Fortitude save using the lashwer attack roll as the DC, if the save fails, the target is instantly brought to 0 hit points. If the save was successful the target takes normal damage, but suffers a -4 penalty to its next action.

@cyberdrag
Your post over in the d20 forums gave me inspiration to make this. I kept the same abilites. condensed them a bit.. and added in some really cool new whip themed abilities.. I hope you enjoy this.

DracoDei
2013-11-19, 04:31 PM
Weird they get a class bonus to Intimate, but it isn't on their skill list. Not a BAD thing, especially since it is ALMOST always effective, rather than always or only sometimes, but interesting.




Painful Reckoning (Ex): If the ghostwalker is damaged in an encounter
(and survives), he gains q competance bonus to his AC, attack, and damage rolls for the rest of that particular encounter.
(two typos) should be "a competence"


Anonymity: The ghostwalker benefits from anonymity, but should his name ever become known to his foes, his powers are weakened. On those
enemies who know his name, his resolute aura no longer functions. If they are hostile, he cannot feign death, become ethereal, or shadow walk in their presence (to a distance of 100 feet), and his painful reckoning bonus, if any, is halved against them. The ghostwalker does gain the supernatural ability to be under an effect similar to the spell Undetectable Alignment, but only for himself.
Does that last sentence apply only against enemies who know his name? Probably not, but that is how you may be making it sound.



Feign Death (Sp): Once per day, the ghostwalker can enter a cataleptic state that is impossible to distinguish from actual death—usually for ending an encounter. The effect lasts for 10 rounds per level of the ghostwalker.
Although he can smell, hear, and knows what is going on, no feeling or sight of any sort is possible for the ghostwalker; any wounding of his body is not
felt, and any damage taken is only one-half normal. Paralysis, poison, and energy drain do not effect the ghostwalker in this state, but poison injected into the body becomes effective when the effect ends. The ghostwalker gains another use of Feign Death at 5th and again at 8th levels.
Thematic, and somewhat useful.



Inconspicuous (Su:) This continuous ability is similar to the Obscure Object spells, but effects only the ghostwalker. A dispel magic or greater disple supresses this ability for 5 rounds whilst a disjuction suppresses it for 1 minutes per level.
Should include his equipment too, just to be clear. Also, three typos: "greater dispel suppresses" and "disjunction". Italics aren't the mispelled words, they are spell names, which should be italicized. Ditto for Obscure Object



Superior Iron Will: This ability provides an additional +2 bonus to Will saves. It stacks with the Iron Will feat.
Name could be better.



Implacable Persuer (Ex): A ghostwalker can add his Intelligence bonus (if any) to his Initiative, Move Silently, Climb, Jump, Balance, escape and Hide checks
Should be "Escape Artist".

The name doesn't fit the skills it helps very well. Maybe if the skill bonuses only applied while moving towards a foe they can detect? Or maybe the Move Silently and Hide stuff should instead apply against a foes they have seen before, or have a good knowledge of? So if they are hunting a band of goblin highway men, but don't know about the new ogre they recruited, then the hide and move silently checks apply against the spot/listen of the goblins, but not the ogre, and especially not the brown bear the party stumbles into on a failed Survival check while searching the woods?





Shrouded in Vengeance and Malice (Su): A Ghostwalker can for a number of minutes equal to his class level plus his wisdom modifier use this ability that is identicle to the spell Obscurring mist. this must be used in 1 minute increments
identical

Obscuring Mist (typo and italic)


That is all I feel like doing.

ngilop
2013-11-19, 10:27 PM
RAGE MAGE
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+2|+0|+2| Spell Rage 1/encounter

2nd|+1|+3|+0|+3| Armored Caster, +1 level of existing arcane spellcasting class

3rd|+2|+3|+1|+3| Rage +1 use/day

4th|+3|+4|+1|+4|, Frenzied Mind, +1 level of existing arcane spellcasting class

5th|+3|+4|+1|+4| Spell Rage 2/encounter

6th|+4|+5|+2|+5| Angry Spell, +1 level of existing arcane spellcasting class

7th|+5|+5|+2|+5| Spell Frenzy

8th|+6|+6|+2|+6| Rage +1 use/day, +1 level of existing arcane spellcasting class

9th|+6|+6|+3|+6| Tireless Rage, Spell Rage 3/encounter

10th|+7|+7|+3|+7|, Warrior Cry, +1 level of existing arcane spellcasting class
[/table]
Hit Die: 1D8

Requirements
Base Attack Bonus: +4
Alignment: Any nonlawful
Feats: Combat Casting
Spells: Able to cast 2nd-level arcane spells.
Special: Rage or frenzy ability.

Spells per Day: At every even-numbered level gained in the rage mage class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. In no case, however, does she gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting (but see spell rage, below). If a character had more than one arcane spellcasting class before becoming a rage mage, she must decide to which class she adds the new level for purposes of determining spells per day.

Spell Rage (Ex): A rage mage can cast spells while in a rage, as long as the spell's casting time is no more than 1 full round. When she casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while in a rage, the rage mage uses her character level as her caster level. This ability only works when the rage mage is in a spell rage. She starts by being able to cast 1 spell an encounter while raged, gaining addtional uses per encounter every 4th level thereafter

Spell Rage is identicle to a normal rage except as follows. She can attempt Concentration checks to avoid having a spell disrupted, but can't use any other Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride) while in a spell rage.

Armored Caster (Ex): A rage mage suffers no chance at arcane spell failure if she is wearing light or no armor.

Rage (Ex): A rage mage can enter a rage one additional time per day at 3rd level and another time per day at 8th level.

Frenzied Mind (Su): While the rage mage is raging she gains a bonus against mind-affecting abilities equal to her class level.

Angry Spell (Ex): Beginning at 5th level, when a rage mage casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while raging, the save DC for the spell increases by +2. At 10th level, this increase becomes +4.

Spell Frenzy (Sp): Upon reaching 7th level, a rage mage can quicken one spell of 4th level or lower (as if she had used the Quicken Spell feat), but without adjusting the spell's level or casting time. She may use this ability once during each rage.

Tireless Rage (Ex): At 9th level and higher, a rage mage no longer becomes fatigued at the end of her rage.

Warrior Cry (Sp): A 10th-level rage mage may scream out a cry once per day (plus a number of times equal to her Intelligence or Charisma modifier) as a swift action and gain the benefit of the Transformation spell, with two exceptions: She does not lose her spellcasting ability for the duration of this effect, and she gains fast healing 4 for the duration.. The rage mage's caster level for the purpose of this effect is equal to her character level.

Why make a class about rageing and casting a spell whne you kinda make it not work? YAAY WoTC you guys so awesome! I just changed spell rage to be about casting X spells / encounter during a rage than wtf ever it used to be. Also made the capstone cooler.

ngilop
2013-11-21, 06:44 PM
Ok, my next take will be the theif acrobat.

still looking for people to submit PrCs that they feel needs fixing, and again i am looking for more ' make this better/does what its supposed to/be as cool as the concept' than trying to weaken a PrC, like for instance Incantrix.

WoTC made it much eaiser to upgrade classes (whether they be base or prestige) than downgrade, and it still resemble D&D.

also Im palnning on including the racial iconic PrC as well, already have teh Dwarven Defender, so i'l be posting the Elven Bladesinger, Halfling Slinger, Half-Orc Reavers, Gnome Tinkerer ans the rest.

Manly Man
2013-11-21, 08:45 PM
I'd like to see a fix on a couple of different classes. I'd like to see something done with the Spellsword to make it worth more than just a one-level dip, and something to make the Enlightened Spirit be less harsh than it currently is on invocation choices for Warlocks. Having it keep the invocations it gets as class features is okay, but being stuck with menagerie of leasts and lessers by the time you're level fifteen is highly disappointing.

ngilop
2013-11-24, 12:51 AM
Theif-Acrobat
{table=head]Level| BaB| Fort| Ref| Will| Special
1st| +0| +0| +2| +0| Fast Acrobatics, Kip Up, Steady Stance, Untouchable, Acrobatic Attack
2nd| +1| +0| +3| +0| Agile Fighting +2/+3, Slow Fall 20 ft, Wall Running.
3rd| +2| +1| +3| +1| Acrobatic Charge, Defensive Roll 1/day, Perfect Balance
4th| +3| +1| +4| +1| Agile Fighting +3/+5, Skill Mastery, Slow Fall 40 ft.
5th| +3| +1| +4| +1| Defensive Roll 2/day, Improved Evasion, Blink of The Eye
[/table]
Hit Die: 1D8

Requirements
Skills: Balance 8 ranks, Climb 8 ranks, Jump 8 ranks, Tumble 8 ranks.
Special: Evasion class feature.

Class Skills
Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Open Lock
(Dex), Perform (Cha), Search (Int), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.

Fast Acrobatics (Ex): A thief-acrobat can avoid the normal penalties for accelerated movement while using her acrobatic talents. She ignores the normal –5 penalty when making a Balance check while moving at her full normal speed. She can climb at half her speed as a move action without taking a –5 penalty on her Climb check. Finally, she can tumble at her full speed without taking the normal –10 penalty on her Tumble check. In addition the tthief0acrobat gains a competance bonus to balance, climb, jump, and tumble checks equal to her class level.

Kip Up (Ex): A thief-acrobat can stand up from a prone position as a free action that doesn’t provoke attacks of opportunity. This ability works only if the thief-acrobat wears light or no armor and carries no more than a light load.

Steady Stance (Ex): A thief-acrobat remains stable on her feet when others have difficulty standing. She is not considered flat-footed while balancing or climbing, and she adds her class level as a bonus on Balance or Climb checks to remain balancing or climbing when she takes damage.

Untouchable (Ex): The theif-acrobat gains a dodge bonus to AC equal to her class levels.

Acrobatic Attack (Ex): If the theif-acrobat attacks by jumping at least five feet toward her opponent, jumping down at least five feet onto her opponent or swinging on a rope or similar object into her opponent, she gains a bonus on attack equal to her class level and damage rolls equal to twice this amount. The theif-acrobat must make a Jump check; if the result is less than five feet, she cannot use this ability on that attack. If the result is greater than the distance between the theif-acrobat and the opponent, the theif-acrobat can limit the distance to that between herself and the opponent as a free action.

Agile Fighting (Ex): A whirling, spinning thief-acrobat is a devilishly mobile fighter. Starting at 2nd level, when allowed to move before her attack, she gains a +2 bonus to her attacks and a +3 bonus to AC versus any attacks of opportunity. At 4th level, these bonuses increase by 1 and 2 (to +3 and +5, respectively). In addition, a thief-acrobat takes no penalty to her
Armor Class or on her melee attack rolls when kneeling, sitting, or prone.
This ability works only if a thief-acrobat wears light or no armor and carries no more than a light load.

Slow Fall (Ex): Beginning at 2nd level, a thief-acrobat reduces
the effective distance of falls by 20 feet. At 4th level, this improves to reduce the effective distance of falls by 40 feet. See the monk class feature, page 41 of the Player’s Handbook. If a thief-acrobat has this ability from another class, the distances stack to determine the effective reduction of the falling distance.

Wall Running (Ex): A Theif-acrobat can , as a full round action, make a Climb check with a +10 to DC after a running start of 20ft to move there base land speed along a vertical surface (wall, fence, etc.) if she does not end on a horizontal surface they must make another Climb Check with a +20 to DC or fall.

Acrobatic Charge (Ex): Starting at 3rd level, a thief-acrobat can charge in situations where others cannot. She can charge over difficult terrain that normally slows movement or through allies blocking her path. This ability enables her to charge across a cluttered battlefield, leap down from a ledge, or swing across a chasm to get to her target. Depending on the circumstance, she may still need to make appropriate checks (such as Jump, Tumble, or Use Rope checks) to successfully move over the terrain.

Defensive Roll (Ex): Beginning at 3rd level, once per day a thief-acrobat can roll with a potentially lethal blow to take less damage from it than she otherwise would. See the rogue class feature, page 51 of the Player’s Handbook. At 5th level, a thief-acrobat can use this ability twice per day.

Perfect Balance (Ex): A theif-acrobat is never able to be tripped, and gains a bonus against any effect that would knock her prone equal to 1+ her class level, she gains this bonus as well to opposed overrun and bullrush attempts.

Skill Mastery (Ex): At 4th level, a thief-acrobat has become so confident in the use of certain skills that she can use them reliably even under adverse conditions. When making a Balance, Climb, Jump, or Tumble check, she can take 10 even if stress and distractions would normally prevent her from doing so.

Improved Evasion (Ex): A 5th-level thief-acrobat can avoid damage from certain attacks with a successful Reflex save and takes only half damage on a failed save. See the monk class feature, page 42 of the Player’s Handbook.

Blink of The Eye (Ex): Once per encounter the theif-acrobat gains an additional standard action.

@Krusk
I decided to forgo adding sneak attack to this class and instead went in teh direction of crazy maneuverability and speed. I love giving bonuses to mundane classes so this might seem a bit ability heavy.. but then wizards and druids get spells..

CinuzIta
2013-11-24, 07:57 PM
I like your rework on the thief acrobat but why you gave him a d8 as its HD? Also, I think blink of an eye could be raised to 3/encounter..

That said, what about an overhaul of the stormtalon from races of the wild?:)

DracoDei
2013-11-25, 08:14 PM
I like your rework on the thief acrobat but why you gave him a d8 as its HD? Also, I think blink of an eye could be raised to 3/encounter..

That is going to be most or all of the rounds at those levels I think, since that would be only a few levels before the game turns back into "rocket tag" as I understand it.

Standard actions can be converted into move actions which means it can be used for Pounce, plus it substitutes for Improved Feint. Both of these things go very well with a rogue's sneak attack. Of course, you they will be down 2 to 3 dice on that because the class doesn't progress those, but Agile Fighting is actually better than sneak attack for the damage added per attack.


Niglop: For Agile Fighting, "able to move before attack" is unclear to me. Do they actually have to move (at least 5'?)? Do they have to expend at least a move action before attacking? Do they just have to have the OPTION of doing one of the above, even if they don't actually do it?

Also, you have an extraneous linebreak after "In addition, a thief-acrobat takes no penalty to her"

ngilop
2013-11-25, 08:21 PM
Ciuizta
considering that most combats last 3-5 rounds gaining an addtional standard action in each or almost all of those is a bit too powerful.

I am doing the Enlightened Spirit then I'll be working on the storm-less stormtalon

DracoDie
Wow.. thanks for the insult.. I know that the vast majority of GiTP forum goers hate me to no end. but to come into my thread and refer to me as a completely different ( and of course well liked) homebrewer, that took some chutzpah.

ngilop
2013-11-25, 09:06 PM
Enlightened Spirit
{table=head]Level| BaB| Fort| Ref| Will| Special| Spellcasting
1st| +0| +0| +0| +2| Aura of Courage, Aura of Menace, Spirit Blast| +1 level of existing invocation-using class
2nd| +1| +0| +0| +3| Eldritch blast +1d6, Righteous Glare |+1 level of existing invocation-using class
3rd| +2| +1| +1| +3| Celestial Flight| -
4th| +3| +1| +1| +4| Eldritch Blast +2d6, Tongues| +1 level of existing invocation-using class
5th| +3| +1| +1| +4| Shape Invocation, Energy Resistance 5| +1 level of existing invocation-using class
6th| +4| +2| +2| +5| Eldritch blast +3d6, Consecrated Presence| +1 level of existing invocation-using class
7th| +5| +2| +2| +5| Holy blast| +1 level of existing invocation-using class
8th| +6| +2| +2| +6| Eldritch blast +4d6, Death Ward| -
9th| +6| +3| +3| +6| Transform Magic| +1 level of existing invocation-using class
10th| +7| +3| +3| +7| Eldritch blast +5d6, Holy Aura| +1 level of existing invocation-using class
[/table]
Hit Die: 1D8

Requirements
Alignment: Any good.
Skills: Knowledge (the planes) 8 ranks.
Special: Eldritch blast 3d6.

Class Skills
Bluff (Cha), Concentration (Con), Craft (Wis), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.

Aura of Courage (Su): You are immune to fear, and each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.

Aura of Menace (Su): A righteous aura surrounds you whenever you fight or get angry. Any hostile creature within a 5-foot radius of you takes a -2 penalty on attacks, AC, and saves for 24 hours or until it successfully hits you. A creature that has resisted or broken the effect can't be affected again by your aura for 24 hours.

Spirit Blast (Sp): This ability allows your eldritch blast to deal an extra 1 point of damage per die to undead. Your spirit blast also affects incorporeal creatures without the normal miss chance.

Eldritch Blast (Sp): At 2nd level and every even-numbered level thereafter, the damage of your eldritch blast improves by 1d6 points.

Spirit Armor (Su): Beginning at 2nd level, you gain a +1 divine bonus to Armor Class. The bonus improves to +2 at 6th level and +3 at 10th level. This bonus stacks with other armor enhancements.

Righteous Glare (Su): Once per encounter the Enlightened Spirit can as a standard action use this ability. Righteous Glare duplicates the fear spell, but only effects those who are evil-aligned.

Celestial Flight (Sp): At 3rd level, the powers of light bear you aloft as you sprout shimmering spirit wings. You can fly at a speed equal to your land speed with good maneuverability.

Tongues (Su): Beginning at 4th level, you can speak any language. This ability works as the tongues spell does, except that it is continuously active. You can suppress or resume the effect as a free action.

Shape Invocation (Sp): At 5th level, you learn any one least, lesser, or greater blast shape invocation as a bonus invocation.

Energy Resistance 5 (Su): At 5th level, you gain resistance 5 to any two of the following energy types: acid, cold, electricity, and fire. This is in addition to any other resistance you previously have.

Consecrated Presense (Su): At 6th level and higher, an enlightened spirit is surrounded by an aura of positive energy that extends 20 feet from his presence. An enlightened spirit may use this ability once per day plus a number of times equal to his Wisdom modifier. This aura duplicates the effects of a consecrate spell, but it moves with the enlightened spirit. If the enlightened spirit enters an area affected by a desecrate spell, both effects are negated while he remains in the area. If the sacred exorcist is the target of a desecrate spell, his aura is suppressed for the duration of the desecrate spell. A dispel or greater dispel magic suppresses this effect for 5 minutes while a disjunction suppresses it for 1 rminute per level.

Holy Blast (Sp): At 7th level, your eldritch blast deals an extra 2d6 points of holy damage to evil outsiders. The blast also affects any evil outsider as if you had cast a dimensional anchor spell on it, if they fail a Will save at DC 10+enlightened spirit levels + Charisma modifier.

Death Ward (Su): At 7th level, you become immune to death spells, magical death effects, energy drain, and negative energy effects as the death ward spell.

Transform Magic (Sp): Gained at 9th level, this invocation (Greater; 6th) allows you to deliver a targeted greater dispel magic with your touch. You or any ally within 30 feet of you can heal 5 points of damage for each spell level dispelled by this touch (the spell level is determined by its caster's class).
For example, if you successfully dispel a wall of ice, you or an ally can heal up to 20 points of damage. You can't transform your own invocations.

Holy Aura (Su): At 10th level the Enlightened Spirit is protectect as if by a continuous Holy Aura spell. A dispel or greater dispel magic suppresses this effect for 5 rounds while a disjunction suppresses it for 1 round per level.

@manly man
I thought.. why does a warlock PrC not progress invocations.. I think that getting a couple crappy ones is some bull-ish. so I made those just class abilities and the eldricth blast modifications always on moved dearth ward down and gave it a decent capstone that is good, good as in aligned and, something that equal 15th level.. of course you are focusing on a specific path so you general inovcation progression slows so its 8/10

Reathin
2013-11-25, 09:55 PM
Interesting! I'd love to try out that Dwarven Defender in particular.

Would you maybe consider trying your hand with the Entropomancer (Complete Divine)? I love the idea of the class, but I'm afraid "Behold the power of OBLIVION!" swiftly becomes "behold the power of a cheap knockoff effect that I sacrificed most of my power for! Pity me and despair!"

Everynone
2013-11-26, 02:57 AM
I'd like to see what you do with Elemental or Argent Savant prestige classes. Evokers are usually touted as weak on the forums, but a good blaster PrC never hurt anyone...except for that orc chief over there. :smallbiggrin:

EDIT: Good work on the Dwarven Defender. I had been wanting to rebuild it for awhile, but never got around to it...I might just use yours as a fix.

Imperial Psycho
2013-11-26, 06:49 AM
How about one of the most underwhelming core PrCs. The Duelist.

nonsi
2013-11-26, 07:29 AM
I second the motion for a Fochlucan Lyricist fix.

And no. Unless you cheese your way into it and go Fochlucan-Ur-Lyrist, there's nothing that makes this class more breakable than any other spellcasting PrC (especially since nothing prevents you from going Mystic-Ur-Theurge).
And given this PrC is as late-bloomer as they come, I see no particular issue with it.

Also, there's nothing in Evasion that particularly says "Polymath", therefore I see no reason to keep this requirement.
If anything, then it should progress Wild Shape and grant Companion Familiar like the AH (yes, I know that a bard would have to take Obtain Familiar for that). This will be a much stronger "I'm a Polymath" proclamation than being evasive.
And to justify full BAB, it should require at least 2 combat feats.

If Evasion is replaced with Inspire Competence and Wild Shape, then this will both obliterate the Fochlucan-Ur-Lyrist option and make it a solid PrC (culminating at 19th as Bard 13/Druid 16 in features).

nonsi
2013-11-26, 07:30 AM
How about one of the most underwhelming core PrCs. The Duelist.

You mean Shining Blade of Heironeous.

ngilop
2013-11-26, 05:52 PM
@everyone
Thanks so much for the positive dwarven defender words. :) Like i stated in that post. I made the dwarven defender more about teh dwraven creation roots and to me, what a tunnel fighting ultra defender should be. Mots of what I put on this site is hated upon by just about everybody.. its nice to see that some people think my creations are wonderful. ALl that I ever ask is, whne you do actually use any creation of mine. I get due credit :smallsmile: thanks again.

Stormtalon
{table=head]Level| BaB| Fort| Ref| Will| Special
1st| +1| +2| +0| +0| Foot talons, Storm Touched
2nd| +2| +3| +0| +0| Bonus aerial feat, Electricity Resistance 10
3rd| +3| +3| +1| +1| Fast flight, Wind Shield
4th| +4| +4| +1| +1| Bonus aerial feat, Eye of The Storm
5th| +5| +4| +1| +1| Lightning Bolt
6th| +6| +5| +2| +2| Bonus aerial feat
7th| +7| +5| +2| +2| Improved foot talons, Sonic Resistance 10
8th| +8| +6| +2| +2| Bonus aerial feat, Electricity Resistance 20
9th| +9| +6| +3| +3| Storm Calling
10th| +10| +7| +3| +3| Bonus aerial feat, Tempest
[/table]
Hit Die: 1D10

Requirements
Race: Raptoran.
Base Attack Bonus: +5.
Special: Flight extraordinary ability.

Class Skills
Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 4+ Int modifier

Foot Talons (Ex): The first lesson a stormtalon learns is how to sharpen his or her foot talons so they become weapons. Such sharpening takes an hour a day to maintain, but it turns your feet into claws that deal 1d6 points of damage plus your Strength modifier. You are considered proficient with these attacks. When you make a full attack, you use your full base attack bonus with any weapons in hand and take a –5 penalty on your talon attack. The Multiattack feat (see page 304 of the Monster Manual) lessens this penalty to –2. You can use your foot talons only when you’re airborne.
They deal both piercing and slashing damage, so they’ll do double damage when you make a dive attack (see page 68 of Races of The Wild). The talons are useful as weapons, but they’re not dexterous enough to wield weapons or perform any action requiring fine motor skills.

Storm Touched (Su): The stormtalon's weapons (including thier Foot Talons) becomes Shocking and deal an addtional 1 point of sonic damage, At 6th level this increases to Shocking Burst, but still only deals 1 additional point of sonic damage.

Bonus Aerial Feat: At every even-numbered level, you learn a new trick useful to aerial combat. Choose a feat from the following list: Aerial Reflexes†, Aerial Superiority†, Born Flyer†, Diving Charge†, Flyby Attack*, Hover*, Improved Flight†, Multiattack*, Wingover*.
*Feat described on page 304 of the Monster Manual.
†New feats described in Chapter 6 of Race of The Wild.

Electrical Resistance 10 (Ex): A stormtalon gains resistance 10 to electrical attacks. This increases to 20 at level 8.

Fast Flight (Ex): Beginning at 3rd level, you gain a fly speed 10 feet faster than the norm for your race. At 5th level, it’s 20 feet faster, and at 9th level, it’s 40 feet faster. Except that this class feature applies only to fly speed rather than land speed, it otherwise functions like the fast movement
barbarian class feature described on page 25 of the Player’s Handbook.

Wind Shield (Sp): Starting at 3rd level, you can call up high winds to cast aside the arrows of your foes. As an immediate action you can surround your space with an effect equal to a Wind Wall for 2 rounds. You can use this ability once per day plus a number of times equal to wisdom modifier at 3rd level an additional times per day at 6th level and at 9th level.

Eye of The Storm (Ex): Beginning at 4th level, the stormtalon ignores the penalties associated with ranged attack rolls and Listen checks due to high winds (see page 95 of the Dungeon Master’s Guide). Actions that are impossible in high winds (such as using ranged attacks in winds above 50 mph) are still impossible. In addition the stormtalon gains a +4 bonus to avoid being blown away, knocked down, or checked by high winds (whether natural or magical).

Lightning Bolt (Sp): Once per encounter a stormtalon can cast Lightning bolt at his stormtalon level as caster level. The DC is 10 + stormtalon level + wisdom modifier.

Sonic Resistance 10 (Ex): A stormtalon gains resistance 10 to sonic attacks.

Storm Calling (Sp): A stormtalon can cast each spell from the Windstorm domain once a day, provided the stormtalons total levels are equal to the mininim needed to cast the particualr spell ( for example a stromtlaon my be at least a 15th level character to cast Whirlwind) The caster level for these spells are equal to the stromtalon's class level plus wisdom modifer.

Tempest (Su): Once a day a stormtalon can use this ability which duplicates the Storm of Vengeance spell except as follows. It only has a 30 foot radius and the first round of teh spell deals cold damage instead of acid, the spell also last the full 10 rounds with no need for concentration.

@cinutiza
I hated how this class was named STORMtalon and didn;t get diddly squat in teh cool torm related abilities department.. I fixed that. and i think id di a bang up job.. IF i had raptorans in my campaign world.. this would def be a racial iconic.

DracoDei
2013-11-27, 06:46 PM
DracoDie
Wow.. thanks for the insult.. I know that the vast majority of GiTP forum goers hate me to no end. but to come into my thread and refer to me as a completely different ( and of course well liked) homebrewer, that took some chutzpah.

My apologies for the unintended insult. I noticed my error within minutes of posting, and fixed it... unless there is something else I am missing?

ngilop
2013-11-28, 01:06 PM
Entropomancer
{table=head]Level| BaB| Fort| Ref| Will| Special| Spells per Day
1st| +0| +2| +0| +2| Shard of Entropy, Entropic Shield| —
2nd| +1| +3| +0| +3| Dispel Magic| +1 level of existing divine spellcasting class
3rd| +2| +3| +1| +3| Entropic field | —
4th| +3| +4| +1| +4| —| +1 level of existing divine spellcasting class
5th| +3| +4| +1| +4| Entropic field (reroll)| —
6th| +4| +5| +2| +5| Improved Entropic Shield| +1 level of existing divine spellcasting class
7th| +5| +5| +2| +5| Entropic field (wounding)| —
8th| +6| +6| +2| +6| —| +1 level of existing divine spellcasting class
9th| +6| +6| +3| +6| Reverse Gravity|—
10th| +7| +7| +3| +7| Control sphere| +1 level of existing divine spellcasting class
[/table]
Hit Die: 1D8

Requirements
Alignment: Any nongood.
Skills: Concentration 5 ranks, Knowledge (arcana) 5 ranks.
Feats: Great Fortitude, Magical Aptitude.
Spells: Able to cast 4th-level divine spells.

Class Skills
Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.

Spells per Day/Spells Known: Whenever an even-numbered level in the prestige class is gained, the entropomancer gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class in which he could cast 4th-level divine spells before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which she could cast 4th-level spells before she became an entropomancer, she must decide to which class she adds each level of entropomancer for the purpose of determining spells per day and spells known.

Shard of Entropy (Su): Thrice per day, for a maximum of 1 round per entropomancer level, the character can create a miniature shard of entropy. The shard is a chunk of absolute blackness, 2 inches across, and can be moved up to 30 feet by the entropomancer as a standard action. Against objects, the shard deals 3d6 points of damage per entropomancer level, bypassing the object's hardness. Against creatures, the entropomancer must make a ranged touch attack to hit, and if successful the shard deals 2d6 points of damage per entropomancer level to the target (Fortitude half, DC 10 + entropomancer level + Wis modifier). The shard appears in any square adjacent to the entropomancer when it is created, and it can be used to attack on the round it is formed. The entropomancer gains another use of this ability at every 3rd level after 1st.
The shard of entropy lurches, jumps, and bounces around the square it's in. Any creature who passes through the shard's square takes damage as if the shard struck him (Fortitude half), as does any creature that's in the same square as the shard at the beginning of the entropomancer's turn. The entropomancer can move the shard into another square with a move action, or aim it at a specific creature (dealing damage immediately) as a standard action.
At 9th level, the shard of entropy becomes even stronger, exerting an inexorable tug on creatures nearby, pulling them toward the shard. At the end of the entropomancer's turn, the shard tries to pull creatures within 15 feet closer to it. This is treated as a bull rush attempt, for which the shard has a +11 bonus. If the shard wins the opposed check, it bull rushes creatures in a direct line toward its square. The entropomancer isn't immune to this effect.

Entropic Shield (Sp): Once per encounter the entropomancer gains a use of this ability that mimics the spell Entropic Shield. Except the spell only lasts 3 rounds. At 6th level the miss chance applies against melee attacks as well.

Dispel Magic (Sp): As a full round action a number of times equal to class level plus wisdom modifer an entropomancer can dispel magic.

Entropic Field (Su): As a standard action, an entropomancer can surround herself with a field of invisible, entropic energy that lasts for 1 round per entropomancer level. The field extends in a 5-foot-per-entropomancer-level radius, centered on the entropomancer. All magical healing automatically fails within the entropic field. It takes the entropomancer a standard action to dismiss the entropic field.
At 5th level, the entropic field becomes strong enough to warp the laws of probability. Once per round, as a free action, the entropomancer can force a character within the field (including herself) to reroll an attack, save, or check. The entropomancer demands the reroll after she knows whether the attack, save, or check succeeded or failed, but before the exact consequences have been calculated and applied. The result of the reroll takes precedence, even if it's worse than the original roll.
At 7th level, the entropic field causes wounds created within it to continue bleeding. Any being not at full Hit Points suffer an additional 1 point of damage per round thereafter (at the end of the entropomancer's turn) as long as they remain within the entropic field. If multiple wounds are suffered, then the creature takes 1 point of damage per wound. This damage bypasses all resistances and immunities.

Reverse Gravity (Sp): An entropomancer can Reverse Gravity as the spell once a day.

Control Sphere (Su): The entropomancer has the ability to control a sphere of annihilation (described on page 279 of the Dungeon Master's Guide) as if he were using a talisman of the sphere, and the entropomancer is personally unaffected by a sphere of annihilation, which passes through him as if his square was completely empty, in addition the entropomancer is immune to the disintegration, destruction, and implosion spells and effects which duplicate their effects. High-level entropomancers are often obsessed with acquiring spheres of annihilation

@reathin
I never really paid attention tot his class before.. the damage for the origina mini sphere was CRAP.. i changed that greatly:smallamused:. made it do some cool gravity warping and well.. entropy

ngilop
2013-11-30, 10:51 PM
Argent Savant
{table=head]Level|BAB|Fort|Ref|Will|Special |1st

1st|+0|+2|+0|+2|Force specialization |—

2nd|+1|+3|+0|+3|Force Armor|+1 level of existing divine spellcasting class

3rd|+1|+3|+1|+3|Enduring Force, Weapon of Force|+1 level of existing divine spellcasting class

4th|+2|+4|+1|+4|Ablative force, Force Spell Power|+1 level of existing divine spellcasting class

5th|+2|+4|+1|+4|Unbind force|+1 level of existing divine spellcasting class
[/table]
Hit Die: 1D4

Requirements
Skills: Knowledge (arcana) 6 ranks , Spellcraft 12 ranks
Spells: Able to cast at least five spells with the force descriptor, at least one of which must be 5th level or higher.


Class Skills:
Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier

Spells per Day/Spells Known: At each level after 1st, an argent savant gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an argent savant, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Force Specialization: An argent savant gains a +2 competence bonus on attack rolls made with her force spells. She also adds a +1 bonus to each die of damage dealt by spells she casts with the force descriptor. If the force spell doesn’t deal damage expressed by dice, she adds only a +1 bonus to the total damage dealt. For example, a magic missile cast by a 9th-level wizard/1st-level argent savant deals 1d4+2 points of damage per missile. A 9th-level wizard/4th-level argent savant deals 4d6+7 points of force damage with her Mordenkainen’s sword spell. This increases to +2 per die at 5th level.

Force Armor (Ex): At 2nd level and higher, an argent savant gains more benefit from defensive force spells than other characters. If she casts a force spell that provides an armor bonus or a shield bonus to Armor Class, she increases the spell’s normal armor bonus by her argent savant level. For example, mage armor normally adds an armor bonus of +4 to the caster’s AC, but an argent savant of 2nd level with this ability who casts mage armor adds an armor bonus of +6 to her AC.

Enduring Force (Ex): Force spells cast by an argent savant of 3rd level or higher linger longer than normal, and they are more difficult to counter or dispel. The duration of a force spell cast by the savant is doubled, as if the Extend Spell feat had been applied to it. However, the spell’s level and casting time are unchanged. The same restrictions that apply to extended spells apply to spells affected by enduring force. In addition, the DC required to counter or dispel the argent savant’s force spells increases by 4.

Weapon of Force (Su): Once per encounter, the argent savant can surround her weapon in force. The weapon is considered magic for purposes of overcoming damage reduction and has the ghost tough special property. The weapon deals an addition 1 point of force damage per weapon damage die. This ability last 2 rounds plus a number of rounds equal to argent savant level.

Ablative Force (Ex): Due to her improved understanding of magical force, an argent savant of 4th level or higher can prevent damage to herself. An argent savant gains a number of temporary hit points each round equal to boudle her AC bonus from all force effects. (so a 2nd level. argent savant with Mage Armor and Shield gains 20 temporary HP at the beginning of everyround).

Force Spell Power (Ex): At 4th level the argent savant's force spells gain a +2 bonus to their save DCs

Unbind Force (Su): At 5th level, an argent savant learns how to unweave a force spell or effect and liberate its magical energy. As a standard action, she can attempt to dispel a single force spell or effect within 60 feet (even those normally immune to dispel magic, such as wall of force). If she succeeds on a caster level check (DC 11 + opposing caster’s level) with a bonus equal to her argent savant levels, the force effect is unbound. This immediately dispels the effect and deals 1d6 points of force damage per level of the dispelled spell to all creatures and objects within 10 feet of the unbound spell. For example, if an argent savant unbound another caster’s wall of force, the liberated spell energy would deal 5d6 points of force damage to anyone within 10 feet of the wall’s former location.

@everynone
Yeah.. this class really could have been a 10 level class with the capstone being force immunity, (look mah i walk through walls of force) But i got hit with the "this can so be a hybrid set up!" SO i went with keeping it 5 levels. I increased the original abilities power level and added ins ome that I think are suh weet!

ngilop
2013-12-01, 02:36 PM
Duelist
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+0|+2|+0| Canny Defense, Elaborate Parry

2nd|+2|+0|+3|+0| Improved Reaction, Precise Strike +1d6

3rd|+3|+1|+3|+1| Enhanced Mobility, Grace

4th|+4|+1|+4|+1| Acrobatic Charge, Precise Strike +2d6

5th|+5|+1|+4|+1| Deflect Arrows, Uncanny Dodge

[/table]
Hit Die: 1D10

Requirements
Base Attack Bonus: +6
Skills: Balance 3 ranks , Tumble 5 ranks
Feats: Dodge , Mobility , Weapon Finesse

Class Skills:
Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: The duelist is proficient with all simple and martial weapons, but no type of armor or shield.

Canny Defense (Ex): When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. For instance, a 2nd-level duelist with an Intelligence score of 16 (+3 bonus) can add +2 to her Armor Class. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Elaborate Parry (Ex): At 1st level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.

Improved Reaction (Ex): At 2nd level, a duelist gains an additional attack of opportunity in a round. At 5th level this increases by one additional attack of opportunity. This ability stacks with combat reflexes

Enhanced Mobility (Ex): When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Grace (Ex): At 3rd level, a duelist gains an additional +2 competence bonus on all Reflex saving throws and Initiative rolls. This ability functions for a duelist only when she is wearing no armor and not using a shield.

Precise Strike (Ex): At 2nd level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll. When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures-unless the duelist has a ghost touch weapon) is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from a precise strike. At 4th level, the extra damage on a precise strike increases to +2d6.

Acrobatic Charge (Ex): At 4th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. This enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her charge target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks in particular) to successfully move over the terrain.

Deflect Arrows: At 5th level, a duelist gains the benefit of the Deflect Arrows feat (see page 93 of the Player’s Handbook) when using a light or one-handed piercing weapon.

Uncanny Dodge (Ex): At 5th level, a duelist retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a duelist already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

@imperial psycho
I condensed this down to a 5 level PrC. 10 levels was just too much to get a hand full of abilities that really were so-so. I switched around at what level you get some abilities. and added in one. I think the biggest offense of this class was the huge investment you put into it and you did not really get anything back. also the perform req made no sense to me so i switched it with balance.

Temji
2013-12-04, 01:09 PM
greetings...

I like your work... perhaps slightly off PrC, and My apologies if so... what about hellfire warlock extended to ten levels... would you consider working that up? ... three levels of that have always bothered Me... seems to be as shortchanged as the original 3.5 warlock itself..

I appreciate it if so... and appreciate YOU and your work even if you don't decide to do this...

have a great day,

Temji Sho Khan

ngilop
2014-05-19, 09:01 PM
Drunken Master
\n\n\tLevelBABFortRefWillSpecial
1st+0+2+2+0Drink like a Demon, Improvised Weapons, For Medicinal Purposes, Monk Abilities
2nd+1+3+3+0Stagger, Bottle Proficiency
3rd+2+3+3+1Swaying Waist
4th+3+4+4+1AC Bonus +1, Improved Improvised Weapons
5th+3+4+4+1Greater Improvised Weapons, Improved Feint
6th+4+5+5+2Improved Grapple, Nauseating Breath
7th+5+5+5+2AC Bonus +2, Gulp it Down
8th+6+6+6+2Corkscrew Rush, Superior Improvised Weapons
9th+6+6+6+3
10th+7+7+7+3Breath of Flame

Alignment: Any
Hit Die: 1d8

Requirements
Skills: Tumble 8 ranks
Feats: Dodge , Great Fortitude , Improved Unarmed Strike (or monk's unarmed strike ability)
Special: Flurry of blows ability; evasion ability; must be chosen by existing drunken masters and survive a night of revelry among them without being incarcerated, poisoned, or extraordinarily embarrassed.


Class Skills:
The Drunken Master’s’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: Drunken masters gain no proficiency with any weapon or armor.

Drink Like a Demon (Ex): A drunken master's body handles alcohol differently from other people's. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move action. Every bottle or tankard of alcohol he consumes during combat reduces his Wisdom and Intelligence by 2 points each, but increases his Strength or Constitution (character's choice) by 2 points. A drunken master may benefit from a number of drinks equal to twice his class level. The duration of both the penalty and the bonus is a number of rounds equal to the character's drunken master level +3.

Improvised Weapons (Ex): While bottles and tankards are a drunken master's preferred improvised weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A drunken master's improvised weapon deals as much damage as his unarmed strike plus an extra 1d4 points. Most improvised weapons deal bludgeoning damage, although some (a broken glass bottle, for example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless.

For Medicinal Purposes (Sp): At 1st level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure moderate wounds, as if he had just drunk a dose of the potion. To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon, above). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+2 to Intelligence and Wisdom, —2 to Strength or Constitution) as if the duration of the alcohol's effect had expired. It is a standard action that does not provoke an attack of opportunity. At 3rdh level this increases to a cure serious wounds, to cure critica wounds at 5th and finally cure grievous wounds at 7th. at 2nd level he can instead chose to turn his ingested drink into a remove fear, resist energy, or lesser restoration. at 6th level the drunken master can instead remove disease, remove blindness/deafness, and neutralize poison.

Monk Abilities (Ex): A drunken master's level stacks with his monk level to determine his flurry, bonus movement, unarmed strike damage, and slow fall distance.

Stagger (Ex): By tripping, stumbling, and staggering, a drunken master of 2nd level or higher can make a charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need not be in a straight line, even though the character can still move up to twice his speed. Second, if a drunken master makes a DC 15 Tumble check before beginning a charge, his movement through threatened squares provokes no attacks of opportunity.

Bottle Proficiency (Ex): a drunken master can use bottles and large tankards as weapons using his base attack bonus, including his more favorable number of attacks per round. Bottles do 1d6 points of bludgeoning damage with their first blow, then 1d4 points of slashing damage thereafter. Tankards do 1d6 points of bludgeoning damage.

Swaying Waist (Ex): At 3rd level, a drunken master knows how to weave and bob during an attack, making him more difficult to hit. The character gains a 10% true miss chance against attacks.

AC Bonus (Ex): At 4th level, a drunken master gains a +1 bonus to Armor Class. This bonus improves to +2 at 8th level.

Improved Improvised Weapons (Ex): A drunken master of 4th level or higher can use long improvised weapons (such as ladders) as reach weapons according to their length, and improvised weapons with many protrusions (such as chairs) provide a +2 bonus on opponents' disarm attempts. Finally, large objects with broad, flat surfaces (such as tables) can be upended to become improvised tower shields. In addition the drunken master gains his wisdom bonus on all attack rolls with improvised weapons.

Greater Improvised Weapons (Ex): At 5th level and higher, a drunken master wielding an improvised weapon deals an extra 1d8 points of damage instead of 1d4.

Improved Feint (Ex): A drunken master who attains 5th level gains Improved Feint as a bonus feat even if he does not meet the prerequisites.

Improved Grapple (Ex): A drunken master who attains 6th level gains Improved Grapple as a bonus feat even if he does not meet the prerequisites.

Nauseating Breath (Sp): At 6th level can turn on ingested drink to replicate the spell Nauseating Breath. Doing so is a move action and consumes one drink's worth of alcohol from within his body, lessening the penalty to his Wisdom and Intelligence scores and reducing the bonus to his Strength or Constitution score (character's choice).

Gulp It Down (Ex): The drunken master can now Drink Like a Demon as a swift action.

Corkscrew Rush (Ex): A drunken master of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt an opponent. When making a charge attack he can, in addition to dealing normal damage, initiate a bull rush (without provoking an attack of opportunity). If the bull rush attempt succeeds, the opponent is stunned unless she makes a Will save (DC 10 + the drunken master's class level + the drunken master's Wis modifier). However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent.

Superior Improvised Weapons (Ex): At 9th level and higher, a drunken master wielding an improvised weapon deals an extra 1d12 points of damage instead of 1d8.

Breath of Flame (Sp): A 10th-level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth as a swift action. This breath of flame deals 1d12 points of fire damage per drunken master level to all within the 20-foot cone, or half damage to those who make a Reflex save (DC 10 + the drunken master's class level + the drunken master's Con modifier). Each time a drunken master uses breath of flame, it consumes one drink's worth of alcohol from within his body, lessening the penalty to his Wisdom and Intelligence scores and reducing the bonus to his Strength or Constitution score (character's choice).

Multiclass Note: A monk who becomes a drunken master may continue advancing as a monk.


I felt that drunken master fell short in what it is supposed to be, a drunk that guy beats you up ( yaay Jackie chan!) I condensces some abilities, slapped in one from the 3.0 version and let the Drunken Master have a better attack bonus with improvised weapons. I expanded upon medicinal purposes. also I never understood why the poor monk didn't have his abilities soo fixed that... I wanna slap an ability in at 9th level but yargh!! I cano think of anything

Seripham89
2014-05-25, 06:31 PM
Can I request an Order of the Bow Initiate fix?

ngilop
2014-05-25, 09:00 PM
Order of the Bow Initiate
\n\n\t
[tr]
Level
BAB
Fort
Ref
Will
Special


[td] 1st
+1
+0
+2
+2
Ranged precision+1d8, Evasive Fire, Bonus Feat


2nd
+2
+0
+3
+3
Close Combat Shot, Ranged precision+2d8


3rd
+3
+1
+3
+3
Ranged precision+3d8, Quick Aim


4th
+4
+1
+4
+4
Ranged precision+4d8, Bonus Feat


5th
+5
+1
+4
+4
Ranged precision+5d8, Ranged Flanking


6th
+6
+2
+5
+5
Sharp Shooting, Ranged precision+6d8


7th
+7
+2
+5
+5
Ranged precision+7d8, Bonus Feat


8th
+8
+2
+6
+6
Ranged precision+8d8, Rain of Arrows


9th
+9
+3
+6
+6
Ranged precision+9d8, Zen Penetration


10th
+10
+3
+7
+7
Extend Precision, Ranged precision+10d8, Bonus Feat



Alignment: Any
Hit Die: 1d8

Requirements
Base Attack Bonus: +5
Skills: Craft (bowmaking) 5 ranks , Knowledge (religion) 2 ranks
Feats: Point Blank Shot , Precise Shot , Rapid Shot , Weapon Focus (longbow, shortbow, or composite version of either)


Class Skills:
The Order of the Bow initiate's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Knowledge (religion) (Int), Ride (Dex), Spot (Wis), and Swim (Str). See Chapter 4 of the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: Order of the Bow initiates gain no proficiency with any weapon or armor.

Ranged Precision (Ex): As a standard action, an initiate may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, an initiate must be within 30 feet of his target. An initiate's ranged precision attack only works against living creatures with discernible anatomies.
Unlike with a rogue's sneak attack, the initiate's target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the initiate's extra damage stacks with sneak attack damage.

The initiate's bonus to damage on ranged precision attacks increases by +1d8 every level.

An initiate can only use this ability with a ranged weapon for which he has taken the Weapon Focus feat.

Evasive Fire (Ex): As an immediate action the initiate can give himself a +4 dodge bonus to AC for the reminder of the round, provided
the initiate has attacked or will attack in the round.

Bonus Feat: At 1st level and every 3rd level thereafter, the initiate can select a feat for which he qualifies from the following: Deadeye Shot, Far Shot, Improved Critical (Any bow), Improved mounted archery, Improved Precise Shot, Improved rapid shot, Manyshot, Greater Manyshot, Mounted Archery, Penetrating Shot, Point Blank Shot, Precise Shot, Power Critical, Ranged disarm, Ranged pin, Range sunder, Ranged Trip, Ranged Weapon Mastery, Rapid Shot, Sharp-Shooting, Shot on the Run, Weapon Focus (Any bow), Greater Weapon Focus (Any bow), Weapon Specialization (Any bow), or Greater Weapon Specialization (Any bow).

Close Combat Shot (Ex): At 2nd level, an initiate can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.

Quick Aim (Ex): As a swift action the initiate makes a spot check against the target's AC. If the check is successful the initiate can stagger his opponent for 1 round. An initiate can only perform 1 quick aim a round.

Ranged Flanking (Ex): The initiate threatens foes (for purposes of flanking only) from up to 30 feet away. In order to threaten an enemy in this way, he must have line of effect. Both the initiate and ally gain all the benefits of flanking, including +2 flanking bonus on attacks, rogues can sneak attack, etc.

Sharp Shooting (Ex): The initiate ignores 10% of miss chance due to concealment.

Rain of Arrows (Ex): The initiate makes one attack at his highest attack bonus this deal an extra 4d8 damage in a 10 foot radius opposed by the highest AC of any caught in the area of effect. Those damaged must make a successful reflex save DC 10+class level + int modifier or be rendered flat-footed for 1 full round.

Zen Penetration (Ex): The initiate makes a DC 15 knowledge religion check as a move action with an attack. If successful the arrow penetrates the target and attacks the one behind at a -5 penalty. This attack continues each time the attack is successful though each new target the penalty increases by 5 each time (-5 for the 2nd, -10 for the third, -15 for the 4th etc) the attack must follow a straight line and ends as soon as one attack misses.

Extended Precision (Ex): A 10th-level Order of the Bow initiate's senses and feel for "the shot" become so attuned that he may make ranged precision attacks (and sneak attacks, if he has the ability) at a range of up to 60 feet.

@Seripham89
There, I felt that ranged precision was crap from the get go. I thought about making it a swift action. but keeping it standard and just making it do more damage felt better, that way multi-shot don't really surpass it completely. I added in some cool wasy to incorpate skill checks hope you like it.

ngilop
2014-06-16, 03:49 PM
Shining Blade of Heironeous
\n\n\t
[tr]
Level
BAB
Fort
Ref
Will
Special

Spell Casting


[td] 1st
+1
+2
+0
+2
Shock Blade



2nd
+2
+3
+0
+3
Will of Heironeous

+1 level of existing divine spellcasting class


3rd
+3
+3
+1
+3
Smite Evil 1/day



4th
+4
+4
+1
+4
Holy Blade

+1 level of existing divine spellcasting class


5th
+5
+4
+1
+4
Righteous Strike



6th
+6
+5
+2
+5
Smite Evil 2/day

+1 level of existing divine spellcasting class


7th
+7
+5
+2
+5
Brilliant Blade



8th
+8
+6
+2
+6
Divine Lightning

+1 level of existing divine spellcasting class


9th
+9
+6
+3
+6
Smite Evil 3/day, Heart of Lightning



10th
+10
+7
+3
+7
Righteouness

+1 level of existing divine spellcasting class


Hit Die: 1d10

Requirements
Base Attack Bonus: +5
Alignment: Lawful good
Skills: Knowledge (religion) 7 ranks
Base Save Bonus: Will +2.
Spells: Able to cast 1st-level divine spells
Special: Must have Heironeous as a patron deity.


Class Skills:
The Shining Blade of Heironeous's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: The shining blades of Heironeous are proficient with all simple and martial weapons, with all armor, and with shields.

Shock Blade (Su): A shining blade of Heironeous can cause a weapon he is holding to become a shock weapon, dealing an extra 1d6 points of electricity damage on a successful hit, but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. At 6th level The weapon becomes shocking burst

Spells per Day/Spells Known: When an even-numbered level is gained, the shining blade of Heironeous gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast divine spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which he could cast 1st-level spells before he became a shining blade, he must decide to which class he adds each level of shining blade for the purpose of determining spells per day and spells known.

Will of Hieroneous (Ex): the shining blade gains a bonus to saves against spells and effects with the fear, charm and compulsion descriptors equal to his charisma modifier.

Smite Evil (Su): Once per day, a shining blade may attempt to smite evil with one normal melee attack. he adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per shining blade level. If the shining blade accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. The shining blade gains an additional useof this ability a 6th and again at 9th level.

Holy Blade (Su): At 4th level, the shining blade of Heironeous can choose to make the weapon a holy weapon dealing +2d6 points of bonus damage against evil creatures. The weapon is enhanced this way for up to a number of rounds equal to the shining blade’s level but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. Activating this ability is a swift action and can be done a number of times per day equal to the shining blade's charisma modifier.

Righteous Strike (Su): As a free action that does not provoke an attack of opportunity a shining blade sacrifices one of his divine spells. His next successful attack perform within 1 round deals an additional 1d6 points of divine damage per level of the spell sacrificed. A shining blade can only perform this ability once in any given round.

Brilliant Blade (Su): At 7th level, a shining blade can choose to make the weapon a brilliant energy weapon, which sheds light as a torch and ignores nonliving matter (including armor, undead, constructs, and objects). The weapon is enhanced this way for up to a number of rounds equal to the shining blade’s level but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. Activating this ability is a swift action and can be done a number of times per day equal to the shining blade's charisma modifier.

Divine Lighting (Su): Once per encounter as a standard action the shining blade can project divine lightning in a 60 foot cone. Half the damage is electricity damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to electricity-based attacks.

Heart of Lightning (Ex): A shining blade gains electricity resistance 30.

Righteousness (Su): A shining blade continuously projects a magic circle against evil. A unhallow effect suppresses this for as long as the shining blade remains within the area of effect. A dispel or greater dispel suppresses it for 4 rounds while a disjunction suppresses it for 1 round per level. In addition the shining blade gains a +2 bonus to strength as well as natural armor.

Special: Paladins who take levels in the Shining Blade class may continue to advance as paladins.

Well just getting some temporary weapon enchantments was WEAK SAUCE I made them a bit better, like for instaxnce shock blade is always on! I also added in some cool smite-ness and some other supporting abilities I think fit the concept.

ngilop
2014-06-21, 09:09 PM
Ok ive done a couple recently(hope the requesters are satisfied) and as always request are completely open :)

nonsi
2014-06-22, 06:09 AM
Shining Blade of Heironeous
\n\n\t
[tr]
Level
BAB
Fort
Ref
Will
Special

Spell Casting


[td] 1st
+1
+2
+0
+2
Shock Blade



2nd
+2
+3
+0
+3
Will of Heironeous

+1 level of existing divine spellcasting class


3rd
+3
+3
+1
+3
Smite Evil 1/day



4th
+4
+4
+1
+4
Holy Blade

+1 level of existing divine spellcasting class


5th
+5
+4
+1
+4
Righteous Strike



6th
+6
+5
+2
+5
Smite Evil 2/day

+1 level of existing divine spellcasting class


7th
+7
+5
+2
+5
Brilliant Blade



8th
+8
+6
+2
+6
Divine Lightning

+1 level of existing divine spellcasting class


9th
+9
+6
+3
+6
Smite Evil 3/day, Heart of Lightning



10th
+10
+7
+3
+7
Righteouness

+1 level of existing divine spellcasting class


Alignment: Any
Hit Die: 1d10

Requirements
Base Attack Bonus: +7
Alignment: Lawful good
Skills: Knowledge (religion) 7 ranks
Base Save Bonus: Will +3.
Spells: Able to cast 1st-level divine spells
Special: Must have Heironeous as a patron deity.


Class Skills:
The Shining Blade of Heironeous's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: The shining blades of Heironeous are proficient with all simple and martial weapons, with all armor, and with shields.

Shock Blade (Su): A shining blade of Heironeous can cause a weapon he is holding to become a shock weapon, dealing an extra 1d6 points of electricity damage on a successful hit, but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. At 6th level The weapon becomes shocking burst

Spells per Day/Spells Known: When an even-numbered level is gained, the shining blade of Heironeous gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast divine spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which he could cast 1st-level spells before he became a shining blade, he must decide to which class he adds each level of shining blade for the purpose of determining spells per day and spells known.

Will of Hieroneous (Ex): the shining blade gains a bonus to saves against spells and effects with the fear, charm and compulsion descriptors equal to his charisma modifier.

Smite Evil (Su): Once per day, a shining blade may attempt to smite evil with one normal melee attack. he adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per shining blade level. If the shining blade accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. The shining blade gains an additional useof this ability a 6th and again at 9th level.

Holy Blade (Su): At 4th level, the shining blade of Heironeous can choose to make the weapon a holy weapon dealing +2d6 points of bonus damage against evil creatures. The weapon is enhanced this way for up to a number of rounds equal to the shining blade’s level but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. Activating this ability is a swift action and can be done a number of times equal to the shining blade's charisma modifier.

Righteous Strike (Su): As a free action that does not provoke an attack of opportunity a shining blade sacrifices one of his divine spells. His next successful attack perform within 1 round deals an additional 1d6 points of divine damage per level of the spell sacrificed. A shining blade can only perform this ability once in any given round.

Brilliant Blade (Su): At 7th level, a shining blade can choose to make the weapon a brilliant energy weapon, which sheds light as a torch and ignores nonliving matter (including armor, undead, constructs, and objects). The weapon is enhanced this way for up to a number of rounds equal to the shining blade’s level but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. Activating this ability is a swift action and can be done a number of times equal to the shining blade's charisma modifier.

Divine Lighting (Su): Once per encounter as a standard action the shining blade can project divine lightning in a 60 foot cone. Half the damage is electricity damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to electricity-based attacks.

Heart of Lightning (Ex): A shining blade gains electricity resistance 20.

Righteousness (Su): A shining blade continuously projects a magic circle against evil. A unhallow effect suppresses this for as long as the shining blade remains within the area of effect. A dispel or greater dispel suppresses it for 4 rounds while a disjunction suppresses it for 1 round per level. In addition the shining blade gains a +2 bonus to strength as well as natural armor.

Special: Paladins who take levels in the Shining Blade class may continue to advance as paladins.

Well just getting some temporary weapon enchantments was WEAK SAUCE I made them a bit better, like for instaxnce shock blade is always on! I also added in some cool smite-ness and some other supporting abilities I think fit the concept.

A few things:
1. Heironeous is LG to a fault. This merits alignment restriction (not Evil, not Chaotic)
2. Holy Blade - I'm guessing the #uses is per day. This should be noted.
3. Same goes for Brilliant Blade.
4. Heart of Lightning - consider adding electricity resistance 10 at an earlie

ngilop
2014-06-22, 07:01 PM
1) atfirst I was confused as right there in the requiremtns is says LG, then I realized that I had the alignment any under the tbale form my pRC template.. so removed that

2&3) thanks for pointing both out

4) mm I thinkim just gonna up the amount also lower the pre reqs as id like a paladin to be able ot enter this BEFORE level 9.

ngilop
2014-06-23, 06:45 PM
Eldritch Knight


Level
BAB
Fort
Ref
Will
Special

Spell Casting


1st
+1
+2
+0
+0
Ignore Spell Failure, Bonus feat



2nd
+2
+3
+0
+0

+1 level of existing arcane casting class


3rd
+3
+3
+1
+1
Arcane Infusion



4th
+4
+4
+1
+1

+1 level of existing arcane casting class


5th
+5
+4
+1
+1
Bonus feat



6th
+6
+5
+2
+2

+1 level of existing arcane casting class


7th
+7
+5
+2
+2
Arcane Boost



8th
+8
+6
+2
+2

+1 level of existing arcane casting class


9th
+9
+6
+3
+3
Bonus feat



10th
+10
+7
+3
+3
Spell Flurry
+1 level of existing arcane casting class


Alignment: Any
Hit Die: 1d10

Requirements
Weapon Proficiency: Must be proficient with all martial weapons.
Spells: Able to cast 3rd-level arcane spells.

Class Skills:
The eldritch knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier

Weapon and Armor Proficiency
Eldritch knights gain no proficiency with any weapon or armor.

Bonus Feat At 1st level, an eldritch knight may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats. She gains another bonus feat at 4th and 9th levels.

Ignore Spell Failure (Ex): At first level the Eldritch knight ignores any spell failure while wearing light armor. This increases to medium armor at 5th level.

Spells per Day From 2nd level and every even level gained, the character gains new spells per day as if she had also gained a level in whatever arcane 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 eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

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

Arcane Infusion (Su): As a swift action the eldritch knight can sacrifice a spell and give herself one of the following benefits.

+1 deflection bonus to Armor Class per level of the spell for 1 round.
+1d4 damage per level of the spell on the next successful attack.
Resistance to fire, cold, acid, electricity, or sonic equal to 5 times the level of the spell.
+1 insight bonus to attacks per level of the spell for 1 round.
+1 bonus to saves per level of the spell for 1 round.


Arcane Boost (Su): An eldritch knight finds her spells stronger. Any spell with a range of personal is extended as if the meta magic feat has been used, with no change on the spell's actual level.

Arcane Flurry (Ex): . When using this ability, an eldritch knight can quicken one spell as part of a full attack. Doing this has no effect on the spell's effective level. An eldritch knight must make at least one melee attack in any round in which he uses this ability, although if a spell cast in conjunction with this ability requires an attack roll, she can still make the spell's attack.

So.. yeah the old EK was pretty crap and didn't really hybridize the two classes at all, something that I feel the dagger spell mage did perfectly hence why i stole dat capstone! also I allowed them to cast spells in armor yaay me!

nonsi
2014-06-24, 01:38 AM
. . . Eldritch Knight . . .


Give it more spell progression. I'd say at levels 1, 5 & 9.
Reason: Bonus Feat is hardly something to write home about and Ignore Spell Failure is not enough a compensation for the CL you lose for gaining martial weapon prof.


I love Arcane Infusion.
At last a feature worthy for a gish :smallcool:


Enhance Arcane Boost somehow. Having its benefits limited to Abjuration & buffs is not really impressive.


Arcane Flurry - what's the daily #uses ?

ngilop
2014-06-24, 01:57 AM
arcane flurry has no dail yuses it whenever the guy does a full attack because that's pretty bawss:)


and no. I do not want a 'gish' class to progress casting like crazy. its just something I do not agree with.. I dislike the getting 9s as a 'gish'

basically I want something more than I am fighter 1/wizard 9/EK 10 cuz that way I get everything plus look at all tis PIMP ARSE CRAP I get along with it near full BAB and near FULL casting as well hey anything that is a ful BAB char.. you suck LOLOLOL

im down to enhancing arcane boost.. got any ideas on how to expand upon that?

nonsi
2014-06-24, 11:59 AM
arcane flurry has no dail yuses it whenever the guy does a full attack because that's pretty bawss:)


and no. I do not want a 'gish' class to progress casting like crazy. its just something I do not agree with.. I dislike the getting 9s as a 'gish'

basically I want something more than I am fighter 1/wizard 9/EK 10 cuz that way I get everything plus look at all tis PIMP ARSE CRAP I get along with it near full BAB and near FULL casting as well hey anything that is a ful BAB char.. you suck LOLOLOL

Fair enough. In the big picture, I guess it's ok.




im down to enhancing arcane boost.. got any ideas on how to expand upon that?

Nothing comes to mind ATM.

ngilop
2015-02-16, 07:30 PM
Eye of Gruumsh


Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th


1st
+1
+2
+0
+0
Blind Fight, Command the Horde, Rage
1





2nd
+2
+3
+0
+0
Swing Blindy, Battle Howl
2





3rd
+3
+3
+1
+1
Ritual Scarring, Blindsight
2
1




4th
+4
+4
+1
+1
Blinding Spittle
2
2




5th
+5
+4
+1
+1
Elf Slayer
3
2




6th
+6
+5
+2
+2
Great Blows
3
2
1



7th
+7
+5
+2
+2
Sight of Gruumsh
3
2
2



8th
+8
+6
+2
+2
Tireless Rage
3
3
2



9th
+9
+6
+3
+3
Immortal Rage
3
3
2
1


10th
+10
+7
+3
+3
Champion of Gruumsh
3
3
2
2


Hit Die: 1d12

Requirements
Base Attack Bonus: +6
Alignment: Chaotic evil, chaotic neutral, or neutral evil.
Race: Half-Orc or Orc
Feats: Exotic Weapon Proficiency (orc double axe) , Weapon Focus (spear)
Special: The character must be a worshiper of Gruumsh and must put out his own right eye in a special ritual. None of the eye of Gruumsh's special abilities function if the character regains sight in both eyes


Class Skills:
Climb (Str), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), Swim (Str).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: Eyes of Gruumsh gain no proficiency with any weapon or armor.

Blind-Fight: An eye of Gruumsh gains Blind-Fight as a bonus feat. In addition, he suffers no adverse effects from the loss of one of his eyes.

Command the Horde (Ex): An eye of Gruumsh can direct the actions of any nongood orcs or half-orcs that are within 30 feet of him and whose Hit Dice are lower than his character level. Those who follow the character's orders gain a +2 morale bonus on Will saves. Any eligible orc or half-orc who willingly goes against the eye of Gruumsh's directions loses this bonus immediately.

Rage (Ex): An eye of Gruumsh can fly into a rage just as a barbarian can, with all the same benefits and drawbacks (see page 25 of the Player's Handbook). An eye of Gruumsh's class levels stack with his barbarian levels (if any) for determining the number of times per day he can use his rage ability. Add together the character's levels in the eye of Gruumsh and barbarian classes and refer to Table 3—3: The Barbarian on page 25 of the Player's Handbook to determine the number of rages per day. For example, a 6th-level barbarian/2nd-level eye ofGruumsh could rage three times per day (the same as an 8thlevel
barbarian), while a 4th-level eye of Gruumsh with no levels in barbarian could rage twice per day (the same as a 4th-level barbarian).

Swing Blindly (Ex): An eye of Gruumsh's rage becomes more powerful when he reaches 2nd level, but at the cost of lowered defenses. The character adds an extra +4 to Strength while in a rage, but his Armor Class penalty goes from —2 to —4.

Battle Howl (Su): Once per encounter as a standard action the eye of Gruumsh lets our a terrifying roar. This deals 1d6 points of sonic damage + 1 per class level. In addition all those within 20 feet who can hear must succeed on a will save DC 10+ 1/2 eye of Gruumsh levels+ Con modifier, or be shaken for 1d4 rounds.

Ritual Scarring (Ex): Through frequent disfiguration of his own skin, an eye of Gruumsh's natural armor bonus improves by +1 at 3rd level (or to +1 if he didn't already have a natural armor bonus). This bonus increases by another +1 for every three eye of Gruumsh levels gained thereafter.

Blindsight (Ex): At 3rd level, an eye of Gruumsh gains blindsight (see page 306 of the Monster Manual) out to 5 feet. The range increases to 10 feet at 8th level.

Blinding Spittle (Ex): An eye of Gruumsh of 4th level or higher can launch blinding spittle at any opponent within 20 feet. With a successful ranged touch attack (at a —4 penalty), he spits his stomach acid into the target's eyes. An opponent who fails a Reflex save (DC 10 + eye of Gruumsh's class level + eye of Gruumsh's Con modifier) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don't have eyes or don't depend on vision. Blinding spittle is usable once per encounter.

Elf Slayer (Su): Every weapon the eye of Gruumsh wields gains the elf bane weapon property. The weapon loses this should it ever leave the eye of Gruumsh's hand.

Great Blows (Ex): At 6th level an eye of Gruumsh deals an extra point of damage per class level on any successful weapon attack. This extra damage is multiplied upon a critical attack.

Sight of Gruumsh (Ex): At 7th level, an eye of Gruumsh gains the ability to see the moment of his own death through his missing eye. This foreknowledge gives him a +2 morale bonus on all saving throws and Armor Class from then on. He also does not go unconscious when reduced to negative hit points; however, the character still dies at —10 hit points. (Whether or not the vision is accurate is irrelevant—the character believes it to be true).

Tireless Rage (Ex): Starting at 8th level, an eye of Gruumsh no longer becomes fatigued at the end of his rage.

Immortal Rage (Ex): While an eye of Gruumh is raging and is reduced to -10 hitpoints or lower, he continues to fight until his Rage ends, during this time, he can spend one use of his Rage to return himself to -1 hitpoints; if the rage ends and he is still at -10 hitpoints or below, he dies normally.

Champion of Gruumsh (Ex): The eye of Gruumsh gains a +2 bonus to his Constitution and Strength, a +10 movement speed bonus, and DR 5/-

Eye of Gruumsh Spell List
1st Bane, Cause Fear, Corrupt Weapon, Cure Light Wounds, Detect Magic, Doom, Inflict Light Wounds, Magic Weapon, Protection from Good, Shield of Faith.

2nd Bear’s Endurance, Bull’s Strength, Cure Moderate Wounds, Darkness, Death Knell, Eagle’s Splendor, Heroism, Infernal Wound, Inflict Moderate Mounds, Produce Flame, Rage, Resist Energy, Shatter, Spiritual Weapon, Zeal.

3rd Bestow Curse, Contagion, Cure Serious Wounds, Deeper Darkness, Inflict Serious Wounds, Magic Circle Against Good, Prayer, Protection From Energy, Weapon of The Deity.

4th Cure Critical Wounds, Divine Power, Freedom of Movement, Greater Magic Weapon, Inflict Critical Wounds, poison, Shout.


So, the eye of gruumsh seemed like to me a 'paladin' of gruumsh only it got not divine coolness also the abilities were crap, I slapped on 4th level casting and upped the abilities and added in a couple that I felt were fitting.

CinuzIta
2015-02-17, 08:57 AM
It's nice to see this is still going!:)

Do you still take requests? If so I'd like to see a fix for the Red Avenger from Fist and Sword! I like the fluff and the shouts abilities but I found it a bit underpowered!

Zireael
2015-02-17, 10:13 AM
It's nice to see this is still going!:)

Do you still take requests? If so I'd like to see a fix for the Red Avenger from Fist and Sword! I like the fluff and the shouts abilities but I found it a bit underpowered!

See 3rd post on 1st page :)

I like those fixes, let me think on which PrCs IMHO need fixing.

CinuzIta
2015-02-17, 11:11 AM
See 3rd post on 1st page :)

I like those fixes, let me think on which PrCs IMHO need fixing.

Ahah I can't believe it! It was my first request in this thread! 😂

ngilop
2015-02-17, 05:16 PM
Ahah I can't believe it! It was my first request in this thread! ��

:) its Ok cinuItza, I still love you.

and yes Im always taking requests.

CinuzIta
2015-02-18, 05:14 AM
:) its Ok cinuItza, I still love you.

and yes Im always taking requests.


Very nice! :smallbiggrin:

What about a *double checks the list*, yes, a gladiator retool?

Zireael
2015-02-18, 09:05 AM
Very nice! :smallbiggrin:

What about a *double checks the list*, yes, a gladiator retool?

I'd love the gladiator fix, too!

ngilop
2015-02-18, 09:55 PM
Gladiator

LevelBABFortRefWillSpecial
1st+1+2+2+0Study Opponent +2, Improved Feint
2nd+2+3+3+0Improved Coup De Grace, Exhaust Opponent
3rd+3+3+3+1Roar of The Crowd, Uncanny Dogge
4th+4+4+4+1The Crow Goes Wild, Make Them Bleed, Study Opponent +4
5th+5+4+4+1Savage Strike, Improved Uncany Dodge

Hit Die: 1d10

Requirements
Base Attack Bonus: +5
Skills: Perform 4 ranks or Intimidate 4 ranks
Feats: Must have at least two feats from the list of fighter bonus feats. You do not have to earn them as a fighter, but they must appear on that list.


Class Skills:
The Gladiators class skills are Bluff(Cha), Climb(Str), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Ride(Dex), Performance (Cha), and Tumble(Dex).
Skill Points at Each Level: 4 + Int modifier

Improved Feint (Ex): The gladiator has learned sneaky tactics such as kicking dirt in a foe's face, pretending to be badly wounded, or forcing an opponent to stare into the sun. You can use the feinting in combat Bluff technique on page 64 of the Player's Handbook as a move-equivalent action.

Study Opponent (Ex): You are adept at spotting weaknesses in your foes' fighting styles. If you fight defensively, you gain a dodge bonus to your AC equal to the number shown against any opponent who attacks you in melee combat that round.

Exhaust Opponent (Ex): As combat continues, you can tire out your foe. You must attack the same opponent for at least 2 for consecutive rounds. After your second set of attacks, your opponent must make a Fortitude save to avoid taking 1d4 subdual damage per gladiator level from exhaustion. The DC for this save starts at 15 and increases by 1 for every round beyond the third you continue to attack the same foe. Many gladiators fight defensively while employing this attack. If you do not attack for one round, the count resets to zero.

Roar of the Crowd (Ex): With each blow you strike, the spectators cheer more loudly. If you have already engaged the spectators with roar of the crowd, you gain a +2 morale bonus to damage on your first successful blow. This bonus increases by +2 for each successive consecutive blow that deals damage to your opponent. The bonus resets to +2 if you miss.

Improved Coup de Grace (Ex): You dispatch fallen foes quickly, or with great flair. You may use a melee weapon to deliver a coup de grace attack as a standard action. If you are being showy, you take a full-round action to deliver the coup de grace attack, but gain a +2 morale bonus to attack for the rest of the combat.

Uncanny Dodge (Ex): Starting at 3rd level, you can react to danger before your senses would normally allow you to do so. You retains your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.

If you already have uncanny dodge from a different class you automatically gains improved uncanny dodge instead.


Make Them Bleed (Ex): You are skilled at dealing wounds that cause extra blood loss. When you deal damage with a slashing weapon, the wound bleeds for one point of Constitution damage per round thereafter until a Heal check (DC 15) is made, any cure spell is applied, or 10 rounds minus the opponent's Constitution modifier elapse, minimum one round. Multiple wounds are cumulative, but creatures without discernible anatomies such as constructs, undead, and plants are immune to this effect.

The Crowd Goes Wild (Ex): You can appeal to spectators with flourishes, trash-talking, and fancy moves. As a move action, make a Perform check (DC 15). If you succeed, you get an benefit that acts as the Aid spell, with your gladiator level as the caster level, this only last in rounds as opposed to minutes though.

Savage Strike (Ex): At 5th level, the critical multiplier for a gladiator's wielded weapon increases by one. Thus, if you had a critical multiplier of ×2, it would become ×3; if it was already ×3, it becomes ×4. In addition any weapon is considered magical and adamantine for purposes of overcoming damage reduction. In addition you gain a +2 bonus to confirm critical strikes, this stacks with the bonus from any ability, feat, or spell that improves critical confirmation.

Improved Uncanny Dodge (Ex): You at 5th level or higher can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking, unless the attacker has at least four more rogue levels than the target does.

If a you already have uncanny dodge from a second class, you automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.


This class was a lot like the duelist, not enough stuffs in too many levels I bumped it down to a level PrC and added in and took out some abilities.

CinuzIta
2015-02-19, 03:53 AM
Mmh, that's not bad but I would have liked to see a bit more cheese in it! As it is now, it seems to me that the gladiator has some low-power abilities and just sit there happy..
For example, I think that the first 3 levels are good, but make them bleed and the crowd goes wild seems very little useful to me while the cap abilities is somewhat "meh", as it is somewhat plain..

Hope you take these as constructive critics!

What I would do is maybe let them progress their improved feint so that they can feint as an immediate action, let them have better bonuses with crowd goes wild and maybe some good abilities (like a tactical feat) if their feinting succeed (as the cap ability maybe?) or some good bonuses to their combat moves (talking about grapples, bullrush etc)! I would also encourage a player ti choose an historical gladiator's equipment but that maybe would require taking back the class to ten levels and introduce a combat style path, like the one the ranger has!

ngilop
2015-05-11, 03:51 PM
Im not one for powergameing or cheesiness, but I do agree that as is the way I had gladiator was a bit subpar, added in the uncanndy dodge ness and changed up a couple of abilities a tad.

as always still taking requests :)

ngilop
2015-05-13, 08:15 PM
Arcane Archer
\n\n\t
[tr]
Level
BAB
Fort
Ref
Will
Special

Spell Casting


[td] 1st
+1
+2
+0
+0
Enhance Arrow



2nd
+2
+3
+0
+0
Imbue Arrow
+1 Level of spellcasting


3rd
+3
+3
+1
+1
Seeker Arrow



4th
+4
+4
+1
+1
Bonus Feat
+1 Level of spellcasting


5th
+5
+4
+1
+1
Phase Arrow



6th
+6
+5
+2
+2
Greater Imbue
+1 Level of spellcasting


7th
+7
+5
+2
+2
Hail of Arrows



8th
+8
+6
+2
+2
Bonus Feat
+1 Level of spellcasting


9th
+9
+6
+3
+3
Improved Imbue



10th
+10
+7
+3
+3
Death Arrow
+1 Level of spellcasting


Hit Die: 1d8

Requirements
Race: Elf or half-elf.

Base Attack Bonus: +5.

Feats: Point Blank Shot, Precise Shot, Weapon Focus (any bow).


Spells Ability to cast 1st-level arcane spells.

Class Skills:
The arcane archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spellcrafy (Int), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are Class Features of the arcane archer prestige class.

Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Enhance Arrow (Su:) At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +2 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+2 at 1st level, +3 at 3rd level, +4 at 5th level, +5 at 7th level, and +6 at 9th level).

Imbue Arrow (Sp:) At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
At 6th level, when this ability is gained, an arcane archer may store touch and ranged touch spells. At 9th level the arcane archer can store personal spells

Seeker Arrow (Sp) At 3rd level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).

Bonus Feat (Ex:) At 4th and again at 6th level the arcane archer gains a feat from the following list, the arcane archer need not meet all prerequisites for the chosen feat:

Far Shot, Improved Critical (any bow), Improved Precise Shot, Manyshot, Mounted Archery, Penetrating Shot, Pinpoint Targeting, Plunging Shot, Rapid Shot, Sharp-Shooting, Shot on the Run, Weapon Focus (any bow),


Phase Arrow (Sp) At 5th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.

Using this ability is a standard action (and shooting the arrow is part of the action).

Hail of Arrows (Ex:) In lieu of her regular attacks, once per day an arcane archer of 7th level or higher can fire an arrow at each and every target within range, to a maximum of two targets for every arcane archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.

Arrow of Death (Sp:) At 10th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC 20 + the arcane archer's dexterity modifier Fortitude save or be slain immediately, a successful save instead deals 10d6 damage in addition to the attack's regular damage,. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time. If used upon a creature immune to death effects, this ability deals an extra 5d4 damage

So, I like the idea of a hybrid caster archer, but man.. the core Aa has no spellcasting progression.. don't like that at all, I know the got o fix for things here in GiTP land is to give it spell casting, but 1) full base attack and 2) this is centered around making your spells be launchable via arrows not about casting spells. SO 5/10 progression seems good. I added some cool things and then went with a little knock down on some of the abilities levels.

ngilop
2015-06-08, 07:36 PM
Warpriest
\n\n\tLevelBABFortRefWillSpecial Spell Casting
1st+1+2+0+2Bonus Domain, Rally, Turn/Command Undead, Warrior Priest, Blessings —
2nd+2+3+0+3Divine Might, Inflame, Mass Cure Light Wounds+1 level of existing divine spellcasting class
3rd+3+3+1+3Fear Aura, Haste, Pious Strike —
4th+4+4+1+4Endurance of Faitht+1 level of existing divine spellcasting class
5th+5+4+1+4Divine Fervor, Heroes Feast, Righteous Might —
6th+6+5+2+5Greater Rally+1 level of existing divine spellcasting class
7th+7+5+2+5Greater Heroism, Crushing Despair —
8th+8+6+2+6Mass Heal+1 level of existing divine spellcasting class
9th+9+6+3+6Implacable Foe, Battle Intuition —
10th+10+7+3+7Aspect of War+1 level of existing divine spellcasting class

Alignment: Any
Hit Die: 1d10

Class Skills:
The warpriest class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (history) (Int), Knowledge (Religion) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: Warpriests gain proficiency with all simple and martial weapons, with all types of armor, and shields (including tower shields).

Spells per Day/Spells Known: A warpriest continues advancing in divine spellcasting ability. When a warpriest gains a new even-numbered level, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine 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 (improved chance of controlling or rebuking undead, more frequent remove disease, and so on).

If a character had more than one divine spellcasting class before he became a warpriest, the player must decide which class to assign each even-numbered level of warpriest for the purpose of determining divine spells per day and spells known.

Bonus Domain: At 1st level, a warpriest gains the Glory domain (if he turns undead) or the Domination domain (if he commands undead).

Rally (Ex): A warpriest who currently is not suffering from a fear or compulsion effect can use this ability as an immediate action. Allies within 60 feet who are suffering from any fear or compulsion effect and who can hear the warpriest are allowed another saving throw against the effect, with a +1 morale bonus per warpriest level.

Turn or Rebuke Undead (Su): Levels of warpriest stack with any of the character’s cleric or paladin levels when turning or commanding undead.

Inflame (Ex): As a standard action, the warpriest can inflame the passions of his allies. All who can hear the warpriest gain a morale bonus on weapon attacks as well as saving throws against any charm or fear effect. The bonus begins at +2 for a 2nd-level warpriest and increases by +2 at each even-numbered level thereafter (+4 at 4th level, +6 at 6th level, and so on). This effect lasts for 2 minutes per level of the warpriest. The warpriest also gains the bonus.

Mass Cure Light Wounds (Sp): Starting at 2nd level, a warpriest can use mass cure light wounds once per day as a spell-like ability. Treat the warpriest’s caster level for this effect as equal to double his warpriest level. The warpriest gains another use of this spell like ability at 5th and again at 8th level.

Fear Aura (Su): Starting at 3rd level, a warpriest can emanate a fear aura in a 20-foot radius for 1 round per level a number of times per day equal to his Wisdom modifier. Foes must make a Will save (DC 10 + warpriest’s class level + warpriest’s Cha modifier) or be affected as if by a fear spell.

Haste (Sp): At 3rd level, a warpriest gains the ability to use haste once per encounter as a spell-like ability. Treat the warpriest’s caster level for this effect as equal to his 1+his wisdom modifier.

Pious Strike (Ex): The warpriest gains his wisdom modifier to weapon attack rolls.

Endurance of Faith (Su): Allies within a 20 foot radius of the warpriest (including the warpriest himself) are immediately healed for a number of hit points equal to warpriest level when the particlar ally drops a foe (typically by dropping it to below 0 hit points or killing it). A creature can only be affected by this ability once in a given round.

Divine Fervor (Ex): At 5th level a warpriest can fly into a holy frenzy a certain number of times per day. In this fervor, a warpriest temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +1 morale bonus on all saves. The increase in Constitution increases the warpriest’s hit points by 2 points per level, but these hit points go away at the end of the fervor when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While in the fervor, a warpriest cannot use any Dexterity-, or Intelligence-based skills, the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. The Fervor lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A warpriest may prematurely end his Fervor. At the end of the Fervor, the warpriest loses the Fervor modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level warpriest, at which point this limitation no longer applies; see below). A warpriest can fly into a Fervor only once per encounter. At 1st level he can use his Divine Fervor ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a Fervor takes no time itself, but a warpriest can do it only during his action, not in response to someone else’s action.

Heroes’ Feast (Sp): Once per day, a warpriest of 5th level or higher can use heroes’ feast as a spell-like ability.

Righteous Might (Sp): A warpriest can at 5th level use righteous might once a day plus an additional number of times per day equal to wisdom modifier. Treat the warpriest’s caster level for this effect as equal to double his warpriest level.

Greater Rally (Ex): Rally is improved giving the warpriest as well as all affected allies 5d8 bonus temporay hit points. these bonus hit points last for 1 minute

Crushing Despair (Sp): A warpriest can use crushing despair once a day plus a number of times equal to wisdom modifier as a spell-like ability, except it is a 60 foot cone. Treat the warpriest’s caster level for this effect as equal to doulbe his warpriest level.

Mass Heal (Sp): Once per day, a warpriest of 8th level or higher can use mass heal as a spell-like ability. Treat the warpriest’s caster level for this effect as equal to doulbe his warpriest level.

Implacable Foe (Su): At 9th level, a warpriest can channel positive (or negative) energy to keep allies fighting even after suffering mortal wounds. Activating this ability requires only a free action and the expenditure of 3 turn/command attempts, that can be only used once an encounter, While active, the warpriest emanates an aura with a 100- foot radius. Allies within the radius are under the effects of a delay death spell. When the effect ends, or if a creature moves more than 100 feet from the warpriest, the normal effects of the damage apply immediately. If the warpriest normally turns undead, this ability affects living allies. If the warpriest normally commands undead, this ability affects undead allies.
This aura lasts for 2 rounds per warpriest level plus a number of additional rounds equal to charisma modifier.

Battle Intuition (Su): At 9th level the warpriest gains a permanent foresight effect on himself. A successful dispel deactivies this ability for 3 rounds, while a disjunction deactivites it for 1 round per caster level.

Aspect of War (Su): When first damaging an opponent in combat, the warpriest and all allies within 100 feet gain a +1 divine bonus to AC and all saves, as well as deal an extra 10 points of damage on all successful weapon attacks. These bonuses last untill the end of the encounter. In addition the warpriest gains a +2 bonus to Wisdom and Charisma.

I asked a bit earlier what the warpriest was lakcing and basically all I was told was not how to make the warpriest combie fighter& cleric, but how its pointless to not play a full caster, but I am one of the few who belive that just because you are not slapping things with 9th level spells it does not make you useless. Here I am with my warpriest.

ngilop
2017-12-18, 05:40 PM
Alglarondan Griffon Rider
\n\n\t

Level
BAB
Fort
Ref
Will
Special



[td] 1st
+1
+0
+2
+0
Improved Mounted Combat +1, Flyby Attack, Bonded Mount


2nd
+2
+0
+3
+0
Greater Mounted Combat, Aerial Invasion


3rd
+3
+1
+3
+1
Power Diver, Hover, Improved Mounted Combat +2


4th
+4
+1
+4
+1
Relentless Steed, Superior Flight, Superior Aerial Invasion


5th
+5
+1
+4
+1
Indomnitable Steed, Fell Swoop, Improved Mounted Combat +3


Hit Die: 1d8
Requirements
Alignment: Any nonevil.
Base Attack Bonus: +3.
Skills: Diplomacy 5 ranks, Ride 10 ranks, Spot 5 ranks.
Feats: Mounted Combat, Ride-By Attack.
Special: The character must qualify to select regional feats
from Aglarond (Aglarond is her home region, or she has 2
ranks in Knowledge [local—Aglarond]).

Class Skills: The Aglarondan griffonrider’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (local, nobility) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier

CLASS FEATURES

Weapon and Armor Proficiency: An Aglarondan griffonrider is proficient with all simple and martial weapons, and with light and medium armor, but not with shields.

Bonded Mount: When a character becomes an Aglarondan griffonrider, she is gifted with a griffon as a willing, bonded mount. It gains the advantages listed on the following table, based on the griffonrider’s level. The griffon retains its own type and gains no abilities other than those listed, although the griffonrider may be able to confer the ability to perform special maneuvers. The griffonrider can have only one bonded mount at a time, and either party may sever this relationship at any time without penalty (although the griffon almost never does so unless the griffonrider violates the griffonrider code described below). If the griffonrider is a paladin, she may designate the griffon as both her bonded mount and her special paladin mount. In this case, the mount abilities described under Paladin in Chapter 3: Characters of the Player’s Handbook supersede those listed on the table below, and the paladin adds her griffonrider levels to her paladin levels to determine which abilities her bonded mount gains.


Griffon Rider Level
HD
Natural AC Bonus
Str/Dex Bonus


1st
+2
+1
+2


2nd
+4
+2
+4


3rd
+6
+3
+6


4th
+8
+4
+8


5th
+10
+5
+10



Flyby Attack: While an Aglarondan griffonrider is on her bonded mount, both she and her griffon have access to the Flyby Attack feat described in the Monster Manual.

Improved Mounted Combat (Ex): At 1st, 3rd, and 5th level an Aglarondan griffonrider increases by one the number of Ride checks she may attempt each round to negate a hit against her mount (two times per round at 1st, three times per round at 3rd, and four times per round at 5th). The hit is negated if the griffonrider's Ride check result is greater than the attack roll.

Aerial Evasion (Ex): Beginning at 2nd level, when an Aglarondan griffonrider is airborne on her bonded mount, both she and her mount gain the benefit of evasion. If exposed to any attack that normally allows a character to attempt a Reflex saving throw for half damage, the character and her mount may attempt a single saving throw at the better of their two Reflex saving throw bonuses. If successful, both the griffonrider and her mount take no damage. Aerial evasion can't be used if the griffon is carrying a medium load.

At 4th level, the griffonrider and her mount gain superior aerial evasion. This works like aerial evasion, except they take only half damage on a failed saving throw.

Greater Mounted Combat (Ex): At 2nd level, if the cavalier successfully negates damage to her mount by using the Mounted Combat feat, her mount receives a free attack of opportunity with its primary natural weapon against the attacker, provided she is within reach. This stacks with means to gain extra attacks of opportunity in a round such as Combat Reflexes.

Power Dive (Ex): At 3rd level, an Aglarondan griffonrider gains the ability to direct her bonded mount to perform a power dive attack while she is riding it. The griffon must begin its move at least 50 feet above its target, and it uses the charge action to attack with both foreclaws simultaneously, making a single attack that deals 2d4 + (Strength bonus × 1 1/2) points of damage. The griffon may fly past the target and alter course after it makes its attack.

Hover (Ex): Starting at 3rd level, when an Aglarondan griffonrider is on her bonded mount, her mount gains the ability to hover much as some dragons do. When flying, the griffon can halt its forward motion and hover in place, fly straight down, or fly straight up, regardless of its maneuverability. While hovering, the griffon can perform a full attack action but cannot rake.

Superior Flight (Ex): From 4th level on, when an Aglarondan griffonrider is airborne on her bonded mount, her mount's fly speed increases to 100 feet (good). The griffonrider knows how to encourage the best possible performance from her mount.

Relentless Steed (Ex): An Aglarondan griffonrider’s mount does not reduce its speed when wearing heavy barding or carrying a heavy load. In addition, an Aglarondan griffonrider may re-roll one save throw from her mount once a day, the result of the second roll must be accepted even if it is worse than the original.

Fell Swoop (Ex): When an Aglarondan griffonrider reaches 5th level, her mount deals double damage in a power dive attack, as if it knew the Spirited Charge feat.

Indomitable Steed (Ex): An Aglarondan griffonrider and hes steed gain DR 5/— when mounted.

I thought 10 levels was a bit much to sink into a class to get so-so abilities. I condensed it down to 5 and added in a few to better round it out. the same basic premise as my gladiator fix.