View Full Version : A load of Prcs
02-09-2007, 11:17 AM
I made these DnD Prestige classes and d20 Modern Advanced and Prestige classes over a long time frame but never really got around to posting them.
Hit Dice: d8
Good Saves: Fort and Will
Base Attack Bonus: Good
Spellcasting Progression: Caster/Manisfester level advances but gains no additional power points or spells per day.
Skills: Concentration 12 ranks, Craft (Weaponsmithing) 12 ranks, Spellcraft or Psicraft 12 ranks.
Feats: Either Combat Manifestation or Combat Casting, Craft Magical Arms and Armour or Craft Psionic Arms and Armour, Either Extend Spell or Extend Power.
Spellcasting/Psionics: Ability to cast either Major Creation or manifest Psionic Major Creation, knowledge of at least 3 other Conjuration or Metacreativity powers.
Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special
|Call Weapon +3, Trace Weapon
|Trace Weapon (Summoning)
|Call Weapon (free action)
|Trace Material, Transform Weapon
|Call Weapon +4
|Trace Artefact Weapon
|Call Weapon +5
The Class’s class skills (and the key ability for each skill) are Autohypnosis, Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana), Psicraft, Ride (Dex) and Spellcaft (Int).
Skill Points at Each Level: 2 + Int Modifier
All of the following are class features of the Class prestige class.
Weapon and Armour Proficiency: A Blade Caller gains proficiency with any 3 martial weapons of his choice but gains no armour proficiencies.
Call Weapon [Sp]:
As a standard action, a Blade Caller may create up to his total Hit Dice in pounds of weapons and ammunition from nothingness as a move action. The weapon may be of any type the blade caller is proficient with. The weapon has an enhancement bonus of +3 and increases every four levels, he can trade all but +1 of this enhancement bonus for any of the following magic weapon abilities; keen, throwing or defending. All weapons called by the Blade Caller last only three rounds. A Blade Caller of at least 3rd level can call weapons and ammunition as a free action although he may only call his Hit Dice in pounds of weapons and ammunition per round.
Trace Weapon [Ex]:
As a standard action, a Blade Caller may analyse the weapon of any opponent within 30 ft. To do so he makes a caster level check against a DC of the caster level of the weapon +10. He gains knowledge of all that weapon’s abilities and powers. If it is a sentient weapon, it is aware of the Blade Caller tracing it and may make a will save (DC 10 + class level + Int modifier) to avoid being traced.
A Blade Caller of 2nd level or higher may summon a copy of the traced weapon through his Call Weapon ability long as the weapon he traced is not an artefact. However this copy is inferior in that its enhancement bonus is one less than the originals and it loses the benefit of any special materials it was made from. A Blade Caller may not summon the same traced weapon again until 6 rounds have passed. In addition, he permanently gains proficiency with any weapon he traces.
From 4th level, traced weapons retain the effects of any special materials the original had and the Blade Caller gains the ability to make the standard weapons he creates with the Call Weapon ability made out of any material he has traced an example of. From 7th level, he can call copies of artefact weapons he has traced. Treat artefacts as having a DC of 35 to trace, though at the DM’s discretion this may be even higher.
Transform Weapon [Su]:
A Blade Caller of 4th level or higher may transform a weapon he has summoned using his call weapon ability into another as a move action. The weapon can be transformed into any weapon that deals the same damage type and is no heavier than the original weapon. The weapon keeps all the same properties but deals the damage and has the threat range etc of the new weapon type. The Blade Caller may change a melee weapon into ammunition (but not a ranged weapon) although he will only have a single piece of ammunition.
Create Weapon [Sp]:
A Blade Caller of 6th level or higher can make the weapons he creates through his call weapon ability permanent. As a standard action, he may pay the XP cost that would be required to create that item to make it a permanent item.
Dancing Blades [Sp]:
A Blade Caller of 8th level or higher can command the blades he has summoned to move on their own. He can animate a number of blades equal to his intelligence modifier, but can make no other actions when controlling them and must make concentration checks to continuously animate them as though he was maintaining a spell. Each dancing weapon attacks with the Blade Caller’s Base attack bonus and can move 40 ft. in any direction in a round as long as they remain within 100 ft. of the Blade Caller.
02-09-2007, 11:31 AM
Hit Die: d6
To qualify to be a Quickblade, a character must fulfil all the following criteria.
Skills: Sleight of Hand 2 ranks, Tumble 6 ranks.
Feats: Dodge, Mobility, Improved Initiative, Weapon Finesse (any slashing or piercing)
NAME OF CLASS
Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Speed Bonus
|Rapid Flurry, Melee Sneak Attack +1d6
|Improved Reaction +2
|Melee Sneak Attack +2d6
|Melee Sneak Attack +3d6
|Melee Sneak Attack +4d6
|Improved reaction +4
|Melee Sneak Attack +5d6
The Quickblade’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha) Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Iaijutsu Focus (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
All of the following are class features of the Quickblade prestige class.
Weapons and Armour Proficiency: Quickblades gain no proficiency with any weapons, armour or shields.
At first level a Quickblade in light or no armour may choose to make a rapid flurry of attacks at the expense of accuracy as long as he makes a full attack action. When wielding a weapon the character has weapon finesse with he may make an additional attack at their highest base attack bonus but suffer a –2 penalty on all attacks. At 5th level the attack penalty decreases to –1 and at 9th level it disappears. At 6th level he may make a further additional attack at his highest base attack bonus. A Quickblade with the quick draw and may make a rapid flurry with thrown weapons though he may not use the rapid shot feat at the same time. A multi-classed Monk/Quickblade does not gain this ability and instead adds their Quickblade level to their Monk level when determining their flurry of blows. The Quickblade forgoes any extra damage from precision attacks such as sneak attack or the Duelist’s precise strike class feature.
A Quickblade adds this level derived value to their base speed as long as they are wearing light or no armour. This bonus stacks with other speed increases such as that of a barbarian or monk.
Melee Sneak Attack:
A Quickblade can sneak attack as a Rogue when wielding any melee weapon he has weapon finesse in or a thrown weapon. This ability starts at +1d6 and increases by a further +1d6 every odd level. A Quickblade’s sneak attack from any other classes stacks with this sneak attack as long as he is wielding a melee weapon and his Quickblade levels stack with his Rogue levels when determining whether he can sneak attack a character with Improved Uncanny dodge by flanking him.
At 2nd level, the Quickblade gains a +2 bonus on all Initiative checks. At 8th level this bonus increases to +4. This bonus stacks with the bonus from the Improved Initiative feat.
At 4th level, the Quickblade gains Spring attack as a bonus feat.
At 6th level, the Quickblade gains the ability use his sneak attack to strike at opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of temporary strength damage.
At 10th level the Quickblade gains the ability to make incredible bursts of speed. When the Quickblade uses this ability he may make a full attack action (and a Rapid Flurry attack) and a move action in the same round. He may make use of the Spring attack feat along with this ability. This ability can be used a number of times per day equal to 1 + the Quickblade’s dexterity modifier.
02-09-2007, 11:41 AM
I'm not entirely sure how to do a d20 modern advanced class table.
Knight [Advanced Class]
Base Attack Bonus: +2
Skills: Knowledge (History) 3 ranks, Handle Animal 6 ranks, Ride 6 ranks
Feats: Armour Proficiency (light and medium), Archaic Weapons Proficiency
Special: Must have completed 7 years of squire training
The Knight gains 1d10 hit points per level. The character’s constitution modifier applies.
The Knight gains a number of action points equal to 6 + one half his character level, rounded down, every time he gains a new level in this class.
The Knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft, Diplomacy, Handle Animal (Cha), Intimidate (Int), Jump (Str), Knowledge (Art, Civics, History, Tactics), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Treat Injury (Wis). Skill Points at Each Level: 5 + Int Modifier
All of the following are class features of the Knight advanced class.
At first level, a Knight becomes fully proficient with all kinds of armour, Bastard Swords and all kinds of shields for free.
Due to his Knightly code, a Knight may not attack an unarmed opponent or use a missile weapon against a creature with intelligence of 3 or over. Tales of past valour however grant him a +1 moral bonus to damage against creatures of the dragon type and outsiders with the evil subtype.
At second level, a Knight gains the Faith ability, which functions as the dedicated hero ability of the same name. If the Knight already has the Faith ability, he gains a further +1 bonus to dice rolls involving action points.
Heavy Armour Adaptation
At second level, the armour check penalty for any heavy armour the Knight wears is 1 points less and his speed increases by 5 feet whilst in heavy armour (This may not make his speed greater than his speed outside heavy armour).
At 3rd, 6th and 9th level, the Knight gets a bonus feat. The bonus feat must be selected from the following list, and the Knight must meet all the prerequisites of the feat to select it.
Action Boost, Animal Affinity, Athletic, Blind-Fight, Brawl, Cleave, Combat Reflexes, Expertise, Great Cleave, Iron Will, Improved Brawl, Improved Shield Bash, Power Attack Mounted Combat, Weapon Focus.
Improved Shield Defence
[/spoiler]At fourth level, the defence bonus from the Knight’s shield increases by one whilst using a melee weapon in his other hand. When using the total defence option he gains a further +1 bonus.[/spoiler]
Heavy Armour Optimisation
At fifth level, the equipment bonus from any heavy armour the Knight wears increases by one.
Greater Shield Defence
At 7th level, the Knight’s ability to defend himself improves. He gains a further +1 dodge bonus to his defence when wielding a shield.
Greater Heavy Armour Adaptation
At 8th level, the Knight becomes further at home in his armour. The maximum dexterity bonus for any suit of heavy armour he wears increases by 1. The armour check penalty for any heavy armour the Knight wears is 2 points less and his speed increases by 10 feet whilst in heavy armour (This may not make his speed greater than his speed outside heavy armour), this does not stack with Heavy Armour Adaptation.
Heavy Armour Mastery
At 10th level, the Knight becomes a master of fighting in heavy armour. The equipment bonus from armour increases by 2 (replacing the bonus from Heavy Armour optimisation). Further, by spending an action point he may gain a +4 dodge bonus to defence and ignore any penalties for fighting in armour. This bonus lasts until his first action in the next round.
02-09-2007, 11:43 AM
Psion Hunter [advanced class]
Whenever a dangerous force exists, there will be those who are somehow able to survive it. The Psion Hunter is a warrior who turns his natural abilities against the supernatural.
Skills: Concentration 3 ranks, Survival or Knowledge (Streetwise) ranks 6
Feats: Iron Will
Special: Must not have any levels in a class that grants power points. A Psion Hunter may still have the Wild Talent feat or racial psionic abilities however.
The Psion Hunter gains 1d8 hit points per level. The characterís constitution modifier applies.
The Psion Hunter gains a number of action points equal to 6 + one half his character level, rounded down, every time he gains a new level in this class.
The Psion Hunterís class skills (and the key ability for each skill) are Bluff (Cha), Concentration, Demolitions (Int), Disable Device (Int), Craft (Chemical, mechanical) (Int), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (current events, streetwise) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Read/ Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis).
Skill Points at Each Level: 5 + Int Modifier
All of the following are class features of the Psion Hunter advanced class.
At 1st level, a Psion Hunter gains the ability to control his emotions in order to protect his thoughts. As a free action you may make a DC 20 Concentration check. If you succeed then any creatures who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you. You must continue to make concentration checks every round in order to maintain this ability.
A Psion Hunter has the Psicraft skill and may use it as described in the Telepath entry in the d20 Modern book.
If a Psion Hunter of at least 2nd level makes as successful Will or Fortitude saving throw that would normally reduce the effect of an ability, spell or power, he suffers no effect from that ability at all.
At 2nd level, a Psion Hunter gains +2 dodge bonus to armour class against touch attacks as long as he is not wearing anything heavier than medium armour. This ability increases to +4 at 5th level and +6 at 8th level.
At 3rd, 6th and 9th level, the Psion Hunter gets a bonus feat. The bonus feat must be selected from the following list, and the Psion Hunter must meet all the prerequisites of the feat to select it.
Builder, Combat Reflexes, Confident, Defensive Martial Arts, Dodge Double-Tap, Elusive Target, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Great Fortitude, Heroic Surge, Improved Initiative, Lightning Reflexes, Low-Profile, Mobility, Point Blank Shot, Shot on the Run, Skip-Shot, Spring Attack, Track and Unbalance Opponent.
At 4th level, the Psion Hunter gains the ability to designate a single target for their pressure ability. Whenever that target attempts to use a Psionic Power, that power costs an extra number of power points equal to the Psion Hunterís charisma modifier. This ability cannot force a psionic character to pay power points over his normal limit, such powers are un-manifestable as long as the Psionic Hunter continues to use this ability.
From 7th level, the Psion Hunter gains the ability to turn his emotions against those who would try to invade his mind. Whenever you succeed on a saving throw against power with the mind-effecting descriptor (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + your class level + your Charisma bonus or take 1d6 points of non-lethal damage for every two class levels (maximum 5d6 at 10th level).
This ability applies only to psionic powers and psi-like abilities.
If a Psion Hunter of 10th level is exposed to any effect that normally allows a character to attempt a Will or Fortitude saving throw for half damage, the Psion Hunter suffers no damage if he or she makes a successful saving throw and only half damage on a failed save.
02-09-2007, 11:45 AM
This is just a sort of fix for the Thrasher classs from Urban Arcana
Berzerker [Advanced Class] Description
Skills: Intimidate 6 ranks
Feats: Archaic Weapons Proficiency, Confident
The Berzerker gains 1d12 hit points per level. The characterís constitution modifier applies.
The Berzerker gains a number of action points equal to 6 + one half his character level, rounded down, every time he gains a new level in this class.
The Berzerkerís class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (mechanical, structural) (Int), Intimidate (Cha), Jump (Str), Knowledge (popular culture, streetwise) (Int), Profession (Wis), Ride (Dex), Swim (Str), Survival (Wis) and Tumble (Dex).
Skill Points at Each Level: 5 + Int Modifier
All of the following are class features of the Berzerker advanced class.
From 1st level, the Berzerker can temporarily increase her Strength and Constitution, but at a penalty to Defense. At 4th and 7th level, she can use this ability more frequently.
The Berzerker gains a +4 morale bonus to Strength and Constitution, but takes a Ė2 penalty to Defense. Activating ability surge is a free action, and the surge lasts for a number of rounds equal to the Berzerkerís class level. Following the ability surge, the Berzerker is fatigued for as many rounds as she surged, but may negate this penalty as a free action by spending an action point. The Berzerker may use the ability surge once per day at 1st level, twice per day at 4th level, and three times per day at 7th level.
Uncanny Dodge X
At 2nd level, the Berzerker gains the uncanny dodge ability. If he already had uncanny dodge he gains improved uncanny dodge instead.
At 3rd, 6th and 9th level, the Berzerker gets a bonus feat. The bonus feat must be selected from the following list, and the Berzerker must meet all the prerequisites of the feat to select it.
Advanced Two-Weapon Fighting, Animal Affinity, Athletic, Brawl, Cleave, Combat Reflexes, Endurance, Frightful Presence, Great Cleave, Improved Brawl, Improved Two-Weapon Fighting, Lightning Reflexes, Monkey Grip, Power Attack, Two-Weapon Fighting or Street-fighting.
At 5th level, the Berzerker gains the ability to turn aside even lethal blows from weapons. While in ability surge, the Berzerker gains damage reduction 2/-. If he already has damage reduction, his damage reduction increases by 2 during ability surge instead.
At 8th level, this ability increases to damage reduction 4/-.
Greater Ability Surge
At 10th level, the Berzerkerís ability surge improves. He gains a + 6 morale bonus to Strength and Constitution though the Ė2 armour class penalty still applies.
02-09-2007, 11:47 AM
This one also needs a capstone.
Brave [d20 modern PRC]
Even in the modern times there will always be someone who wants to play at being a hero of old.
Base Attack Bonus: +7
Skills: Knowledge (History) 6 ranks
Feats: Heroic Surge, Power Attack, Cleave, Great Cleave and Iron Will.
Special: Must have completed a recognisably heroic act. In addition he must have the requirements for at least 1 of the Heroic Talent abilities in order to progress past first level and another to progress past third.
The Brave gains 1d10 hit points per level. The character’s constitution modifier applies.
The Brave gains a number of action points equal to 7 + one half his character level, rounded down, every time he gains a new level in this class.
The Brave’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Armour Smithing, Weapon Smithing) (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump, Knowledge (Current Events, History, Streetwise, Tactics) (Int), Profession (Wis) and Ride (Dex).
Skill Points at Each Level: 3 + Int Modifier
All of the following are class features of the Brave prestige class.
The Brave is at his strongest whilst facing into the jaws of death. Whenever he successfully makes a saving throw vs. fear he gains a cumulative +1 bonus to attack, damage and saving throws for every 5 he exceeds the saving throw DC by. These bonuses last until the end of the encounter.
At 2nd and 4th level the Brave increases his near legendary abilities. He may choose one of the following abilities as long as he meets the requirements.
Survive Mortal Wound: Any time the Brave would be reduced to –10 hp or below, he may make a DC 20 fortitude save. If he passes he is instead reduced to –5 hp and stabilises automatically.
Requirements: Improved Massive Damage Threshold, Great Fortitude, Remain Conscious.
Once per day, the Brave may heal a number of hit points equal to twice his class level as a free action.
Requirements: Robust, Second Wind, Stamina.
Increase one of the ability score bonuses granted by the Ability Surge class feature by 2 or alleviate the penalty by 2.
Requirements: Ability Surge Class Feature,
Choose an ability that is limited to a certain number of uses a day or has a set duration. You gain 3 more uses of that ability or increase the duration by your class level.
Requirements: Ability with duration or limited use, Athletic, Endurance.
You may add your Charisma modifier to all action point rolls. This does not stack with the Dedicated Hero’s Faith talent.
Requirements: Charm Talent, Fast-Talk talent, Dazzle talent.
You may use your class level instead of the normal bonus gained against characters who recognises you
Choose a single ability (excepting spells and powers) that requires the enemy to make a saving throw. Add your class level to the DC.
Requirements: Charisma 15+, Bluff and Intimidate 6 ranks.
The Brave’s base speed increases by 5 ft. and he gains a +2 bonus on initiative checks.
Requirements: Run, Increased Speed.
Against the Odds
From 3rd level, whenever the Brave faces an opponent with a CR of 5 higher than the Brave’s ECL, the Brave adds his class level as a bonus to all action point rolls.
02-09-2007, 11:49 AM
The fastest way into this class is through either the Berzerker, Thrasher or Dreadnought advanced classes.
Allegiance: Any but good
Base Attack Bonus: +7
Skills: Intimidate 12 ranks, Sense Motive 6 ranks
Feats: Cleave, Frightful Presence, Power Attack, Weapon Focus (any melee).
Special: Ability Surge class feature
The Sword Demon gains 1d8 hit points per level. The characterís constitution modifier applies.
The Sword Demon gains a number of action points equal to 7 + one half his character level, rounded down, every time he gains a new level in this class.
The Sword Demonís class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Iaijutsu Focus (Cha)*, Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Sense Motive and Swim (Str).
Skill Points at Each Level: 3 + Int Modifier
All of the following are class features of the Sword Demon prestige class.
At 1st level, the Sword Demon can take a 5 ft. step between attacks when using the Cleave or Great Cleave feat, if he has not otherwise moved in that round. This ability can be used once per round and counts as the Sword Demonís 5-foot move for the round.
At 1st level, the Sword Demonís becomes a master of killing. When the Sword Demon succeeds on an attack with a melee weapon he has weapon focus in and deals damage that exceeds the targets massive damage threshold, the DC for the fortitude save increases by the Sword Demonís class level.
Fight like a Madman
At 2nd level, the Sword Demon gains a bonus on all saving throws against fear spells or effects equal to his class level.
At 3rd level, the Sword Demonís blood lust becomes so great that he becomes more terrifying the more he kills. Every time the Sword Demon kills a creature he gains a cumulative +1 (up to a maximum of his twice his class level) bonus to the save DCs of all his charisma based Extraordinary abilities. The bonuses last until the combat ends.
Improved Frightful Presence
At 4th level, the range of the Sword Demonís Frightful presence feat increases by 10 ft. and the penalty increases to Ė4.
Gaze of Terror
At 5th level, the Sword Demon gains the ability to focus his violent urges on a single target within 30 ft. as an attack action. The Sword Demon makes an intimidate check opposed by the targetís level check. If the Sword Demon wins he scores a hit as though he had struck the target with an attack from his on hand weapon. This damage is nonlethal and if the roll of the intimidate check was within the Sword Demonís threat range he may roll a normal attack roll to confirm it.
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