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Thread: Prestige Classes for Monster Characters

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    Bugbear in the Playground
     
    Goblin

    Join Date
    May 2016

    Default Re: The Blazer

    After some feedback from Cosi and Morphic Tide, I've tried to retool the Blazer class a little bit.

    Spoiler: Summary of Changes
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    • Expanded to 10 levels, including 4 Shaped Energy options at levels 3, 5, 7 and 9.
    • Both Side Effects are gained automatically: you no longer have to choose just one.
    • You eventually gain immunities to the Side Effect conditions.
    • Side Effects and Shaped Energy are usable at will. Side Effect has a "not in consecutive rounds" clause, and Shaped Energy is usable once per round.
    • Energy Aura protects the Blazer and allies from its energy
    • Denature Energy transforms half of the Blazer's Energy to untyped, so it bypasses Resistances
    • Energy Healing lets a Blazer heal when exposed to its Associated Energy type.
    • Energy Supremacy is meant to be a set of related abilities, but right now it only contains a redirect mechanic that lets it suborn an enemy's energy attacks.



    The Blazer

    Spoiler: Requirements
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    In order to take levels in the Blazer prestige class, a character must be a race or monster with a special attack that deals energy damage. Special attacks that meet all of the following criteria can qualify:
    • The attack must be Extraordinary or Supernatural. Spell-like abilities and spells do not qualify.
    • The attack must be innate to the character, granted by either its race or a template. Attacks gained from class levels, feats or items do not qualify.
    • The attack must deal one of the following damage types: acid, cold, electricity, fire or sonic. Light-based attacks (such as a lantern archon's light rays) also qualify, and for the purposes of this class, "light" can be considered an energy type.

    Attacks that meet these criteria will be referred to as "qualifying attacks."

    Special: A creature that lacks a qualifying racial special attack, but has either the [Cold] or [Fire] subtype, can also qualify for this class, and its benefits are slightly different, as explained below.

    Hit Dice: d10
    Class Skills: 2 + Int modifier skill points per level
    Spoiler: Class Skills List
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    A Blazer treats all skills mentioned in its monster stat block as class skills, and adds the following:

    Balance
    Climb
    Intimidate (Str)
    Jump
    Listen
    Sense Motive
    Spot
    Tumble


    Level BAB Fort Ref Will Special
    1 +1.00 +2.50 +2.50 +0.33 Associated Energy, Escalation, Intensity
    2 +2.00 +3.00 +3.00 +0.67 Energy Mastery, Side Effects (Minor)
    3 +3.00 +3.50 +3.50 +1.00 Shaped Energy
    4 +4.00 +4.00 +4.00 +1.33 Denature Energy, Immunity (Minor)
    5 +5.00 +4.50 +4.50 +1.67 Shaped Energy
    6 +6.00 +5.00 +5.00 +2.00 Side Effects (Major)
    7 +7.00 +5.50 +5.50 +2.33 Shaped Energy
    8 +8.00 +6.00 +6.00 +2.67 Energy Healing, Immunity (Major)
    9 +9.00 +6.50 +6.50 +3.00 Shaped Energy
    10 +10.00 +7.00 +7.00 +3.33 Energy Supremacy

    Class Features:
    Spoiler: Weapon and Armor Proficiencies
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    A Blazer gains no new proficiencies with any weapons or armor.


    Spoiler: Blazer Levels and Racial Hit Dice
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    Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

    The reverse is not necessarily true. That is, do not automatically count racial Hit Dice as class levels, unless specifically noted to do so.


    Spoiler: Associated Energy
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    At 1st level, a Blazer must select one energy type that matches the energy type of one of its qualifying attacks. If the creature qualified for the Blazer class by means of the [Cold] or [Fire] subtype, but lacks a qualifying attack, it must select the energy type that matches its subtype (see Intensity, below, for further details about how to work with such creatures).

    Once the Associated Energy type is chosen, the decision is permanent: the Blazer may not change it later. The features of this class can be applied to any or all of the Blazer's qualifying attacks that deal damage of the chosen energy type, but not to any spell-like abilities, spells or special attacks it gains from class levels or items. If it also has attacks that deal different types of energy damage, those attacks will not be treated as "qualifying attacks" for that Blazer.


    Spoiler: Escalation
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    A Blazer can tap into hidden reserves of power, allowing it greater stamina with its energy attacks. All of its qualifying attacks can be used more often, as shown on the accompanying table. Qualifying attacks that are already usable at will gain no benefit from this ability.

    Normal Number of Uses Escalation
    once every 1d4 rds at will
    once every X rds once every X – (class level) rds (a result of 0 or lower means the attack is usable at will)
    once per minute once every 1d4 rds
    once per hour once every 1d4 rds
    X times per day X + (class level) times per day

    Note: Some creatures may have usage rates expressed in ways that are are not represented on this chart. In those cases, use the formula from the chart that's most similar to the creature's standard formula. If that somehow results in the creature not gaining additional uses of its ability, then use the next closest formula instead.

    Spoiler: Examples
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    A red dragon can use its breath weapon once every 1d4 rounds. A red dragon 1st-level Blazer can use its breath weapon at will.

    A vril can use its Shriek attack once per day. A vril 1st-level Blazer can shriek twice per day.

    An ankheg can use its Spit Acid attack once every 6 hours. Among the formulas listed on the table, the formula "once per hour" is most similar to the ankheg's normal usage rate, so an ankheg Blazer's Spit Acid attack will increase to "once every 1d4 rounds."

    A behir can use its Breath Weapon once every 10 rounds. Since 10 rounds is the same as 1 minute, the formula "once per minute" is most similar to the behir's normal usage rate, so a behir Blazer can use its Breath Weapon once every 1d4 rounds.


    Spoiler: Intensity
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    A Blazer's energy-based special attacks are more potent than usual for a creature of its kind. Modify the damage value of the Blazer's qualifying attacks as follows. If the attack deals damage in terms of dice, increase the die size to d6. The attack deals 1d6 damage, plus an additional 1d6 for every two racial hit dice above first. Do not include Blazer levels yet (see the next paragraph), and if the attack already uses a larger die size, use that die size instead. If the base creature's attack already deals more dice of damage than this, use the base creature's damage value instead.

    Additionally, at 1st level, the Blazer's qualifying attacks deal 1 extra die of damage, and increasing by one more die of damage for every two levels in the Blazer class beyond 1st.

    If the original attack deals a set amount of damage instead of dice of damage, the process is slightly different. it now deals 1 damage per racial hit die (including Blazer levels). If the base creature's attack already deals more damage than this, use the base creature's damage value, and add its Blazer level to it.

    If the creature qualified for the Blazer class by means of the [Cold] or [Fire] subtype, but lacks a qualifying special attack, it instead gains the ability to deal cold or fire damage (depending on its Associated Energy type) with its melee attacks. The amount of damage is equal to the Blazer's racial hit dice (including its Blazer class level).

    Spoiler: Examples
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    A behir (9 HD) has a breath weapon that deals 7d6 electricity damage, so a behir 3rd-level Blazer will deal 9d6 electricity damage (7d6 base, +2d6 at Blazer 3rd).

    A adult arrowhawk (7 HD) has an electricity ray attack that deals 2d8 electricity damage An adult arrowhawk 1st-level Blazer will deal 5d8 electricity damage (4d8 base, +1d8 at Blazer 1st).

    An azer (2 HD) deals 1 fire damage with a melee attack, so an azer 10th-level Blazer will deal 12 fire damage with a melee touch (2 base, +10 at Blazer 10th).

    A frost giant (14 HD) has the [Cold] subtype, but has no innate ability to deal cold damage. A frost giant 4th-level Blazer deals 18 cold damage with each melee attack (14 base, +4 at Blazer 4th).


    Spoiler: Energy Mastery
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    At 2nd level, a Blazer becomes so infused with energy, that it emanates an aura of energy about it. It is immune to damage from its Associated Energy type, and it can choose to prevent any damage its qualifying attacks would deal to an ally or any other creature it doesn't wish to harm.


    Spoiler: Side Effects
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    A Blazer's power leaves a strong impression, and its energy attacks do more than harm a foe physically: they assault the mind, test the reflexes and weaken the body. A Blazer of 2nd level or higher can sacrifice damage from a qualifying attack to subject the target(s) to a secondary effect. For every 2 dice of damage sacrificed (or every 2 points of damage, if the attack doesn't deal damage measured in number of dice), the Blazer may include one of the side effects listed for its Associated Energy type below. It may deliver two or more side effects by sacrificing 2 units of damage for each one, but it may not apply the same side effect twice to the same attack. Delivering a special attack with side effects counts as one use of the attack.

    At 2nd level, the Blazer only has access the two minor effects listed for its energy type, and can apply either (or both) of them to its attacks as it sees fit. At 6th level, it also gains access to the two major effects for its energy type.

    The Blazer may apply side effect(s) to only one attack each round, and it must wait one round thereafter before applying a side effect to an attack again. All creatures that take damage from the attack must save against the side effect(s). Each side effect applied requires a separate saving throw. If the base attack allows a saving throw, the side effects use the same DC as the base attack. If the base attack lacks a save DC, the save DC's for these side effects are Constitution-based (DC = 10 + HD/2 + Con modifier).

    Spoiler: Acid
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    Minor Effects:
    Acid Burned (1d6 acid per round) for 1d4 rounds (Ref negates), +1d6 per three class levels (because it is a passive attack)
    Sickened for 1d4 rounds (Fort negates)

    Major Effects:
    Nauseated for 1d6 rds (Fort negates)
    Poison 1d8 Con (primary and secondary, Fort negates)


    Spoiler: Cold
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    Minor Effects:
    Fatigued (Fort negates)
    Sickened for 1d4 rds (Fort negates)

    Major Effects:
    Exhausted (Fort negates)
    Slowed as the spell (Fort negates; CL = class level + RHD)


    Spoiler: Electricity
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    Minor Effects:
    Entangled (Ref negates; not immobilized)
    Fatigued (Fort negates)

    Major Effects:
    Blinded for 1 min (Fort negates)
    Paralyzed for 1d4 rds (Fort negates; repeat save each round)


    Spoiler: Fire
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    Minor Effects:
    Catch Fire (1d6 fire per round) for 1d4 rds (Ref negates), +1d6 per three class levels (because it is a passive attack)
    Shaken for 1 min (Will negates; does not stack with itself)

    Major Effects:
    Blinded for 1 min (Fort negates)
    Nauseated for 1d6 rds (Fort negates)


    Spoiler: Light
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    Minor Effects:
    Dazzled for 1 min (Fort negates)
    Shaken for 1 min (Will negates; does not stack with itself)

    Major Effects:
    Blinded permanently (Fort negates)
    Cower for 1d4 rds (Will negates)


    Spoiler: Sonic
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    Minor Effects:
    Sickened for 1d4 rds (Fort negates)
    Knocked prone (Ref negates)

    Major Effects:
    Deafened permanently (Fort negates)
    Stunned 1 rd (Fort negates)


    Spoiler: Shaped Energy
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    A Blazer of 3rd level has mastered its energy-based special attacks. It gains total control over the energy damage it deals. It may always choose to suppress an energy attack that is usually active continuously (e.g., a magmin Blazer can choose to suppress its Fiery Aura). It may also decide whether or not its energy damage is delivered in situations where it is able to deliver energy damage (e.g., a thoqqua Blazer can choose not to deal Heat damage to a creature that touches it).

    Additionally, at 3rd level, and again at 5th, 7th and 9th level, it may choose one of the attack forms listed below. Once per round, a Blazer may choose to deliver a qualifying attack in one of the chosen forms instead of its normal form. It deals the same amount of damage as it would in its normal form, though if converted into an area attack, it always allows a Ref save (DC = 10 + HD/2 + Con modifier) for half damage. If the base attack allowed a different kind of save, use that save instead of the Ref save. Delivering a special attack this way counts as one use of the attack, and requires the same type of action as the original attack requires (unless noted otherwise in the description below):

    Spoiler: Example
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    An adult arrowhawk's electricity ray normally deals 2d8 electricity damage on a ranged touch attack, or 4d8 damage for a 3rd-level adult arrowhawk Blazer. If it selected the Cone option below, if could instead deal 4d8 electricity damage in a 30-ft cone, and all creatures in the area of effect would get a Ref save to halve the damage.


    • Burst: A 10-ft radius burst, centered on the Blazer (Ref halves; the Blazer itself is not affected)
    • Cone: A 30-ft cone (Ref halves)
    • Line: A 60-ft line (Ref halves)
    • Projectile: A ranged touch attack against a single target, with a range increment of 30 feet (max range = 5 increments).
    • Touch: Delivered with a melee touch attack as an attack action.
    • Wall: A stationary barrier similar to the wall of fire spell, except as described here. The wall's height is 10 ft and its length is up to 10 ft / class level; or a closed ring with radius up to 5 ft / 2 class levels. The energy type matches the attack's base energy type, and the damage dealt for passing through the barrier is equal to the number damage dealt by the attack. The wall lasts as long as the Blazer concentrates on it, plus 1 round.
    • Weapon: Added to all attacks with one melee or ranged weapon for 1 round. This option is activated as a swift action.


    Instead of choosing a new form, a Blazer may choose to improve an effect it already has. If the Blazer chooses to improve an area attack, the primary measure of the area of effect (e.g., length, radius, etc) increases by an amount equal to the original measure.
    Spoiler: Example
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    A destrachan's Destructive Harmonics (Flesh) attack is normally delivered as either an 80-ft cone or a 30-ft radius burst. It may choose to increase the cone-shaped effect to a 160-ft cone, or the burst effect to a 60-ft burst (but not both). If the destrachan chooses to improve its cone effect twice, it increases to a 240-ft cone.

    Note: The destrachan's Destructive Harmonics (Nerves) attack is treated as a separate attack, and must be improved separately. The Destructive Harmonics (Shatter) attack does not qualify for improvements from this prestige class.


    If the Blazer chooses to improve a ranged attack, it may choose one of two options: (1) increase the range by an amount equal to the original base range or (2) deliver the attack as a volley with one additional attack.
    Spoiler: Example
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    A yrthak has a Sonic Lance attack that targets a single creature at a range of up to 60 ft. If a yrthak Blazer were to choose the Ranged Attack option above, it could choose to increase the maximum range of its Sonic Lance to 120 ft, or it could choose to be able to deliver Sonic Lance attacks against two targets simultaneously.


    If the Blazer chooses to improve a melee touch attack, it may make one extra melee attack with its energy-based weapon at its highest BAB as part of a full attack, but all attacks in the round take a -2 penalty. If it selects this option multiple times, the penalties are cumulative, though it can always choose to take fewer shots than the maximum number allowed.
    Spoiler: Example
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    A Will-O'-Wisp has a melee touch attack that deals electricity damage. A Will-O'-Wisp Blazer that chooses to improve its melee touch attack would be able to make two touch attacks as part of a full attack, taking a -2 penalty on both attacks, as well as on any other attacks it makes that round.


    Once an effect is chosen, it becomes permanent, and cannot be changed.


    Spoiler: Denature Energy
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    At 4th level, a Blazer learns to manipulate the very nature of its Associated Energy. From now on, whenever it uses a qualifying attack, half of the damage dealt is untyped damage, and is not affected by immunity or resistance to energy.


    Spoiler: Immunity
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    At 4th level, a Blazer's connection with its chosen energy type empowers its body to with additional immunities. It gains immunity to any conditions listed as minor effects for its energy type. At 8th level, it gains immunity to any conditions listed as major effects for its energy type.


    Spoiler: Energy Healing
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    At 8th level, a Blazer is no longer simply immune to its Associated Energy type, but is actually healed by it. Each time it is subjected to an attack of its Associated Energy type, it instead heals an amount of damage equal to the amount of damage that would be dealt to it. The Blazer does not gain this healing effect from its own attacks, but allies' attacks do work.


    Spoiler: Energy Supremacy
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    At 10th level, a Blazer becomes an undisputed master of its energy type. It automatically knows when its Associated Energy is being used to make an attack within 100 feet of it, and can attempt to absorb the effect as an immediate action, whether or not it is within the area of effect. This works as a dispel check, with a caster level equal to the Blazer's character level. If the attack the Blazer is attempting to absorb does not have a caster level or effective caster level, use the creature's hit dice as its caster level. If the dispel check is successful, the Blazer absorbs all the energy from the attack, preventing any damage or other effects against the attack's target or on any creatures within its area of effect. The Blazer can heal from this using its Energy Healing ability, but it counts as having absorbed the damage of the attack only once, no matter how many creatures would have been affected. If the attack also deals damage of a second type, aside from the Blazer's Associated Energy, the Blazer takes all of that damage. If the Blazer fails the dispel check, the attack resolves as normal (though any other creatures that would have been affected are only dealt half damage), and the Blazer also suffers all effects of the attack as if it were targeted by the attack or were in its area of effect (targeted effects must still hit its Armor Class, and the Blazer is still entitled to any saving throw(s) that may apply).
    Last edited by Blue Jay; 2020-05-02 at 11:32 PM.