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    Ettin in the Playground
     
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    Sep 2007

    Default [PrC] "Gravity? The hell are you talking about?"

    The ragged-cloaked man didn't seem like too much of a threat for the bandits, despite the jagged scythe he used as a walking stick. They burst from their hiding places with wild whoops and cries, charging the lone traveler.

    The scythe swept down and tripped the first of the chargers. Moving with amazing agility, the traveler somehow caught the falling bandit with the hook of the scythe and whirled in a circle, sending him crashing into another of the robbers. The third unfortunate recieved a resounding blow from the haft of the weapon and was kicked away with a resounding thud.

    The leader circled warily then, and the lone traveler stood stock still. As the rest of the bandits watched, the ragged-cloaked man surged forward in a blur, and their leader was sent sailing into the air, impossibly fast and high. With a grunt, the traveler bent severely at the knees and followed him up. With a sound like a funeral bell tolling, the scythe came down and the two began descending back towards Earth from more than eighty feet up.

    When they finally impacted, sending up dust and dirt, the other three bandits had fled.


    Angel of Death

    Angels of Death are a class related closely to the Flick Reaper (see signature). Instead of focusing on using the scythe to keep their enemies at bay, the angels take to the skies, using their scythe as a weapon of trick manuevers and powerful strikes that send their enemies airborne. As they gain levels, powerful Angels of Death can even follow their enemies into the skies, delivering powerful finishing blows before crashing their foes down to the unforgiving earth below.

    Requirements
    Base Attack Bonus: +8
    Skills: Jump 11 ranks, Tumble 5 ranks
    Feats: Acrobatic, Combat Expertise, Improved Trip, Skill Focus (Jump), Weapon Focus (Scythe)
    Special: The character must learn from either another Angel of Death or must uncover and learn from one of the Reaper's Blades.

    Class Features
    Angel of Death
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +0
    |
    +2
    |
    +0
    |Angel Leap (No Limitations), Sweep Up

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +0
    |Death's Reprimand

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +1
    |Angel Leap (Vertical)

    4th|
    +4
    |
    +1
    |
    +4
    |
    +1
    |Cast to the Heavens

    5th|
    +5
    |
    +1
    |
    +4
    |
    +1
    |Angel Leap (Running Start)

    6th|
    +6/+1
    |
    +2
    |
    +5
    |
    +2
    |For Whom the Bell Tolls

    7th|
    +7/+2
    |
    +2
    |
    +5
    |
    +2
    |Heavenly Strike

    8th|
    +8/+3
    |
    +2
    |
    +6
    |
    +2
    |Unwilling Martyr

    9th|
    +9/+4
    |
    +3
    |
    +6
    |
    +3
    |Soar to the Heavens

    10th|
    +10/+5
    |
    +3
    |
    +7
    |
    +3
    |Their Souls to Judgement[/table]

    Base Attack Bonus: Full
    Fortitude Save: Poor
    Reflex Save: Good
    Will Save: Poor

    Hit Die: D10

    Class Skills - Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Intimidate (Cha), Tumble (Dex).

    Skill Points Per Level - 2 + Intelligence Modifier

    Weapon and Armor Proficiency: Angels of Death do gain proficiency with any weapon or armor. Unless otherwise stated, their class features may only be used in light or no armor and while carrying no more than a light load and only while weilding a scythe.

    Angel Leap (Ex): While incapable of true flight, the Angels of Death are capable of gravity-defying leaps that awe and astound those who witness them. At first level, the Angel of Death is not limited in how far or high they may jump, regardless of size. At third level, they use the same table for vertical jump distances as they do for horizontal ones. At fifth level, they are always treated as having a running start on jumps.

    Sweep Up (Ex): Angels of Death trip opponents by sweeping their bodies up and letting them crash to the ground. Whenever an Angel of Death makes a successful trip attempt, the victim takes 1d4 bludgeoning damage in addition to being knocked prone.

    Death's Reprimand (Ex): Starting at second level, an Angel of Death may make an additional attack against an opponent they successfully trip in addition to the one already granted by Improved Trip. This attack is made at their second-highest attack bonus.

    Cast to the Heavens (Ex): Starting at fourth level, the Angel of Death begins learning the true strength of his art. When he sucessfully trips an opponent, he may choose to forgo his attack and instead make an opposed Strength check with his victim. Large creatures get a +4 size bonus on this check, Huge creatures get a +8, Gargantuan creatures get +12, and Colossal creatures get +16. Success indicates that he may hurl the opponent ten feet per class level in any direction (except downward). If hurled into the air, the victim takes falling damage as normal. If their motion is stopped by an obstacle (such as a wall, cieling, or living being) both they and the obstacle take 1d6 points of damage per 10 feet that the victim hasn't yet traveled. The victim always lands prone - a living being of the victim's size that is struck by the victim may make a Reflex save (DC = damage dealt) to stay on their feet. Using this ability is a standard action.

    For Whom the Bell Tolls (Ex): Fear can be a powerful weapon against the weak-willed and the weak-minded, and it is easy to inspire when one weilds Death's weapon. Sarting at sixth level, whenever you make a successful melee attack against a foe wearing Medium or Heavy armor with your scythe, a mournful, bell-like sound fills the air. The victim must make a Will save (DC 10 + Angel of Death level + Cha modifier) or become Shaken. If they fail another Will save against one of your attacks, they become Frightened, and if they fail a third, Panicked. This is a sonic, mind-affecting, fear ability. The Angel of Death may use this ability in any armor.

    Heavenly Strike (Ex): Starting at seventh level, the Angel of Death may leap into the air after a victim of his Cast to the Heavens ability. If he hurls the creature into the air, he may leap after them as a free part of a full-round action. From there, he has one of two options - he may strike with his scythe, automatically gaining a critical hit if he deals damage, or he may slam the creature back down towards the ground, increasing the falling damage they take by one half (x1.5) and reducing the falling damage dealt to the Angel to 0. The Angel of Death only takes half of the falling damage he normally would when using this ability. Using this ability in conjunction with Cast to the Heavens is a full-round action.

    Unwilling Martyr (Ex): Starting at eighth level, if the Angel of Death would be struck by a melee or ranged attack, he may make an opposed Strength check with an adjacent creature (besides his attacker) as an immediate action. Creatures get a bonus on this check based on size (see Cast to the Heavens). If he succeeds, he pulls the creature into his square, dealing it 1d4 slashing and causing it to recieve the attack instead of him. The Angel of Death may use this ability in any armor.

    Soar to the Heavens (Ex): Starting at ninth level, the Angel of Death may choose to leap off of a victim of his Cast to the Heavens ability, making a Jump check as though his victim were solid ground. This manuever deals the victim 1d6 bludgeoning damage.

    Their Soul to Judgement (Ex): At tenth level, the Angel of Death perfects their art, performing astounding displays of arial combat. A number of times per day equal to 1 + the Angel's strength modifier, they may choose to leap after a victim of their Cast to the Heavens ability, sailing into the air after them without making a Jump check. From there, they may make a full attack action, with each successful hit automatically threatening a critical hit. The Angel then rides his opponent to the earth, as the second option of their Heavenly Strike ability. Using this ability is physically tiring and leaves the Angel of Death fatigued for the rest of the encounter.
    Last edited by Lord_Gareth; 2008-04-25 at 06:19 AM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig