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    Default [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Knight of the Fractured Prism

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    A Knight of the Fractured Prism emerges from her Faerie Gold Fade.

    Art credit goes to =agnes-cecile


    "Laugh all you like, but the sorcerers are right about one thing - these are more than just colors. They are the essence of life."
    Krystal Shieldhart, a Knight of the Fractured Prism


    The Knights of the Fractured Prism both are and are not kept mercenaries. Nominally initiated by the Prismatic Crusade, the Knights have a threefold set of responsibilities; to serve the Crusade, to defend the weak, and to seek out sources of light and stoke their power. When the Crusade sends out the call, their Knights gather in their glory and their wrath, forming a supernaturally-empowered regiment of shock troops, but otherwise one might find them anywhere, marked by the burning light in their eyes and hair.

    What exactly do the Knights do? That can be a complicated question. Their most important duty is always to find sources of the power of light and protect them, nurturing them until the Crusade can find and suborn them for its own purposes. Whether that light is the gentle light of a soft sunset or the burning glare of noonday wrath is of little concern to the Crusade.

    Becoming a Knight of the Fractured Prism

    It is difficult to make general statements as to how any given Knight joins the Crusade and gains their power. Some degree of martial prowess is a necessity, of course, and many Crusaders, Warblades, and Swordsages join the ranks. However, it is not unheard of - or, indeed, uncommon - for a character of another class to become interested in the Crusade's cause and petition them for training, permitting themselves to be groomed for eventual Knighthood. Most such characters are still martially inclined, such as rogues, fighters, or barbarians, although a rare cleric or paladin may choose to join. Wizards and other spellcasting characters do not often choose to serve the Prismatic Crusade in this fashion, although they may, of course, still ally themselves with it.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +6
    Skills: Craft (Glassmaking or Painting) 9 ranks
    Feats: Improved Shield Bash, Shield Ward (Player’s Handbook II)
    Martial Maneuvers: Must be able to ready at least one 3rd-level or higher strike and at least two boosts and/or counters.
    Special: Must claim victory (by any means) in the Rite of the Fractured Prism; living through the Rite is not necessary if the supplicant manages to slay their opponent(s) first.

    Sidebar: Rite of the Fractured Prism
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    Used as both a test for would-be initiates to the Prismatic Crusade and offered as a reward to their most stalwart and worthy allies, the Rite of the Fractured Prism is both a test of one’s mettle in battle and a spiritual journey undertaken to discover one’s own weaknesses. The candidate, if ready (and/or willing), is divested of her possessions and given a simple white robe and one masterwork weapon of their choice (in the rare event that the Rite is offered to a spellcaster that is not physically adept – such as a wizard that has done the Crusade a great service – the candidate is also provided with a basic spell component pouch and a holy symbol of their patron deity) and then taken into a sacred arena. There they are confronted by a specially made mirror of opposition formed entirely of a single pane of dark obsidian, which functions normally with one exception – their double’s clothing, hair, eyes and possessions are all possessed of vibrant kaleidoscopic hues. Should the candidate defeat their double, these colors slide into their hair and eyes, turning both into dizzying, ever-shifting explosions of color. Thereafter, the successful candidate is completely immune to effects that would render her blind (indeed, even if her eyes were gouged out they would simply be replaced with a faint rainbow glow that functioned just as well as her missing orbs), as well as all spells and/or abilities with the word ‘prismatic’ in their name (as well as those that duplicate or mimic their effects, such as an Initiate of the Seven-Fold Veil’s various wardings); that is, while she remains aware of the effect(s) and may study and observe them normally, she simply treats them as not being present with regards to her unless she deliberately chooses to be affected by them, including (but not limited to) purposes such as cover, concealment, and/or line of effect.


    Class Skills
    The Knight of the Fractured Prism's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Martial Lore (Int), Ride (Dex)
    Skills Points at Each Level: 4 + Intelligence Modifier

    Hit Dice: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuver Learned|Maneuvers Readied

    1st|
    +1
    |
    +0
    |
    +2
    |
    +2
    |Rising Sun Style|Crimson Quell|0

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Iris' Fleetness|Shattered Topaz Strike|0

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Noonday Mirage Stance|Faerie Gold Fade|1

    4th|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Heimdall's Cunning|Creeping Jade Strike|0

    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    |Descending Twilight Style|Azure Reversal|0

    6th|
    +6
    |
    +2
    |
    +5
    |
    +5
    |Quetzal's Resplendence|Indigo Tide Step|0

    7th|
    +7
    |
    +2
    |
    +5
    |
    +5
    |Bifrost Surge|Violet Ascendance Strike|1[/table]

    Weapon Proficiencies: The Knight of the Fractured Prism gains no new weapon or armor proficiencies.

    Maneuvers: At first level (and each level thereafter), the Knight of the Fractured Prism learns a new maneuver as shown on the table above (so a first level Knight leans Crimson Quell, then learns Shattered Topaz Strike at second level, and so on). Each time the Knight learns a new maneuver from this class, she selects a discipline from amongst any of the disciplines from which she knows at least one maneuver; her new maneuver is treated as being from that discipline for all purposes (including, but not limited to, meeting prerequisites for learning new maneuvers and applying the effects of her feats and/or class features). Once made, this choice cannot be changed, but the Knight is free to choose a different discipline to associate with each maneuver she learns from this class if she so desires.

    At third and seventh level, the Knight may ready an additional maneuver, if applicable.

    Maneuvers gained through this class are considered supernatural abilities. However, the Knight may initiate them within an antimagic field, though at additional cost – each maneuver so initiated requires her to shatter a mirror (no smaller than a steel hand mirror, though it needn’t be made of steel) as a free part of initiating the maneuver. A mirror so shattered bursts into shards of multicolored light that rapidly evaporate, rendering repair or reuse impossible.

    Rising Sun Style (Ex): The Prismatic Crusade trains its Knights to perfect a sword-and-shield style, using their shield as much for attack as defense. At first level, the Knight gains Two-Weapon Fighting as a bonus feat, even if she doesn’t meet the prerequisites. Additionally, her shield bonus to Armor Class increases by an amount equal to her Dexterity modifier, provided that she is actually holding a shield.

    Iris’ Fleetness (Ex): The Prismatic Crusade recognizes that heavy armor has both benefits and limitations, but tends to favor it because of the powerful image of status, prestige, and intimidation that it projects. As such, they train their Knights intensively in the best methods of moving in heavier armors, using a punishing regimen to help them offset their armor’s bulk and weight; starting at second level, the Knight may move at her full speed regardless of what armor she is wearing. Additionally, she increases her armor’s maximum Dexterity modifier (and decreases its armor check penalty) by an amount equal to her Strength modifier, up to a minimum armor check penalty of +0.

    Noonday Mirage Stance (Su): As the sun reaches its zenith and its punishing rays mingle with the heat haze below, fantastic illusions appear to deceive the eye and bewitch the senses. Knights of the Fractured Prism that have reached third level or higher master these illusions. By tapping into their prismatic power to shield themselves with deception and guile, they may, as a swift action, end the normal benefits of whatever stance they are currently using and assume the benefits of the Noonday Mirage Stance for as long as they could have benefited from their previous stance or until they resume its effects as another swift action.

    Upon assuming the Noonday Mirage Stance, the Knight of the Fractured Prism gains the benefits of a mirror image spell, as if cast by a sorcerer of their character level; however, their duplicates are made out of woven light and color and are not distinguishable from the Knight of the Fractured Prism by magical methods of detecting illusions such as detect magic spells (they are otherwise identical to mirror images). Furthermore, if one or more of the Knight’s images have been discovered or dispelled, she may call forth additional images equal to her charisma modifier by expending one of her readied maneuvers as an immediate action, up to a maximum number of duplicates equal to her character level.

    Heimdall’s Cunning (Ex): Like a good watchman, the Knights of the Fractured Prism train to take advantage of the tiniest opportunities, piling injury onto injury with vicious economy of motion. Starting at fourth level, whenever the Knight initiates a strike that requires a melee attack roll or makes an attack of opportunity, she may also make a free attack with her shield at her highest base attack bonus. Her free shield attack does not gain the benefits of the strike she initiated, if any, though it still benefits from any boosts affecting her.

    Descending Twilight Style (Ex): At fifth level, the Knight of the Fractured Prism masters the final techniques of the sword-and-shield style that the Prismatic Crusade favors. She gains Improved Two-Weapon Fighting as a bonus feat, even if she doesn’t meet the prerequisites. Additionally, she increases the damage of her shield attacks by one die step.

    Quetzal’s Resplendence (Ex): A Knight of sixth level and higher shines with her own inner radiance, her kaleidoscopic power shining from within as she increasingly becomes the light she channels. This power manifests as a personal presence that allures some and frightens others; the Knight adds ½ her Strength modifier (in addition to her Charisma modifier) to her Bluff, Diplomacy, Handle Animal and Intimidate checks.

    Bifrost Surge (Su): A Knight of seventh level can barely contain the Prism’s power within her; its kaleidoscopic light shines forth from behind her eyes and plays over her flesh in rippling rhythms, allowing her to unleash its power nearly at will. She may choose to initiate two strikes or boosts with the same action, provided that at least one of those maneuvers was learned through this class (that is, she can make two strikes as part of one action or two boosts as part of one action, but not one strike and one boost). Unleashing such power has a cost, though – it scorches away those parts of her that are still mortal, dealing her one point of Constitution damage every time she uses this ability.

    New Maneuvers
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    The following new maneuvers are learned through this class, or are available via the Martial Study feat, provided that the Prismatic Crusade teaches the character. Their associated skill is Craft (Glassmaking or Painting).

    Crimson Quell [Counter]
    Level: 4th level maneuver
    Initiation Action: One immediate action
    Range: Melee attack
    Target: One creature

    In a flash of scarlet light you crash into your enemy, the burning light tearing into them and robbing them of their volition.

    It is often said that the best defense is a good offense, and the Prismatic Crusade takes this maxim to heart with their most basic of maneuvers. The Knight may initiate this maneuver as an immediate action in response to any action by a creature she threatens; she makes a melee attack against her target. If she hits, she deals damage as normal and the target must succeed at a Fortitude save (DC 14 + the Knight’s Strength modifier) or have her intended action negated, though any resources expended to perform it (such as spell components) remain used.

    Shattered Topaz Strike [Strike]
    Level: 4th level maneuver
    Initiation Action: One standard action
    Range: Melee attack
    Target: One creature (primary target) plus one creature for every four character levels (secondary targets; minimum one creature).

    An orange radiance envelops your weapon as you strike, unleashing arcs of electrified light that blast your enemies.

    Like the deadly shards of a shattered gem, the Knight of the Fractured Prism can unleash the raw destructive power of orange light in a melee strike. As part of this maneuver, she makes a melee attack; if she hits she deals normal weapon damage. Additionally, her target is struck by intense electrical energy, which deals 1d6 points of electrical damage per character level (maximum 15d6, Reflex save DC 14 + the Knight’s Strength modifier half). This energy then arcs to a number of secondary targets within sixty feet equal to ¼ the Knight’s character level (minimum one secondary target), dealing them 1d4 points of electrical damage per character level (maximum 15d4, Reflex save DC 10 + the Knight’s Strength modifier half).

    Faerie Gold Fade [Boost]
    Level: 5th level maneuver
    Initiation Action: One swift action
    Range: Personal
    Target: You

    A soft golden light emanates from within you and then fades away, leaving an elaborate deception behind.

    Sometimes a strategic retreat is necessary, and the Knights of the Fractured Prism have harnessed the yellow light of twilight to help them weave illusions as elaborate as the long shadows of sunset. Upon initiating this maneuver, the Knight becomes invisible (as invisibility) for a number of rounds equal to her Charisma modifier. Simultaneously, a major image of the Knight is left behind for an equal number of rounds; this image will react to apparent injury, attack the Knight’s enemies, and attempt to distract onlookers until it is disbelieved or fades away.

    Creeping Jade Strike [Strike]
    Level: 5th level maneuver
    Initiation Action: One standard action
    Range: Melee attack
    Target: One creature

    Wrapping your weapon in a sickly green radiance, you strike your foe. Even as they watch, their body slowly turns to stone before you.

    This insidious strike is one of the deadliest tools available to the Knights of the Fractured Prism, though its horrific nature means that many use it only sparingly. When you initiate this maneuver, make a melee attack. If it hits, she deals normal weapon damage and her target is inflicted with an insidious magical curse; her victim must succeed at a Fortitude save (DC 15 + the Knight’s Strength modifier) or take two points of Dexterity damage as part of its body turns to green marble. Each round thereafter, at the beginning of each of its turns, the victim of this maneuver must succeed at another Fortitude save (same DC) or take two more points of Dexterity damage. If, at any point, the victim succeeds at one of their Fortitude saves, the effect stops, though the Dexterity damage remains.

    Undead and other beings normally immune to Dexterity damage are not immune to the damage inflicted by this maneuver, as it literally turns their bodies to stone; however, beings with the incorporeal subtype are immune unless the Knight is also incorporeal or attacks with a ghost touch weapon. Victims reduced to 0 Dexterity are completely turned to stone, just as if they had been affected by a flesh to stone spell; curing their Dexterity damage is impossible until or unless they are returned to their previous state once more.

    Azure Reversal [Counter]
    Level: 6th level maneuver
    Initiation Action: One immediate action
    Range: Personal
    Target: You and one creature

    In a flash of brilliant blue light you rebuff your foe’s foolish attack and force them to suffer its sting.

    Developed by masters of the Prismatic Crusade as a way to counter their foe’s greatest attacks, the Azure Reversal sends an enemy’s ill intent back upon them. The Knight of the Fractured Prism may initiate this maneuver in response to any attack, ability, or spell that targets them (the Knight must be the only target). The Knight makes a Craft (Glassmaking or Painting) check against a DC equal to the attack roll or save DC of the ability (if the ability doesn’t allow a save, the check is against DC 30; in the event of an ability such as disintegrate that has both an attack roll and a saving throw, the Knight checks against whatever is lowest). If the Knight succeeds, they are totally unaffected by the offending attack or ability, but its originator is affected just as if they had been struck (and failed their save, if applicable).

    Indigo Tide Step[Boost]
    Level: 6th level maneuver
    Initiation Action: One swift action
    Range: Personal
    Target: You

    Aided by flowing waves of indigo light, you flow around your enemies, the light crashing into them like the pitiless sea.

    Indigo is the color of cresting waves and the deep, merciless waters of the world where pity is a concept as foreign as air, and its light helps the Knight of the Fractured Prism move through danger. When the Knight initiates this maneuver, she ignores all dangerous terrain, damaging environmental factors, and any effects with an area greater than a ten foot square for one round unless she deliberately chooses to be affected by them. Additionally, enemies that she moves within her reach of must succeed at a Strength check (DC 16 + the Knight's strength modifier) or have all of their movement rates halved for a number of rounds equal to the Knight's Strength modifier as the cold light saps away their energy.

    Violet Ascendance Strike [Strike]
    Level: 7th level maneuver
    Initiation Action: One standard action
    Range: Melee attack
    Target: One creature

    Garbed in the majesty of pure violet light, you strike your enemy, commanding them to prostrate themselves before you.

    Violet - the color of authority, of royalty itself. Just the sight of it compels obedience in some cultures, and the Prismatic Crusade harnesses that with the greatest of their strikes - the dreaded Violet Ascendance Strike. When she initiates this maneuver, she makes a melee attack. If she hits, she deals double damage and the creature struck must succeed at a Will save (DC 17 + the Knight's Strength modifier) or throw themselves at the Knight's feet, pleading for mercy; treat such beings as prone (they are free to stand, as normal) and suffering a -4 morale penalty to armor class and all rolls made against the Knight for the encounter.


    Playing a Knight of the Fractured Prism
    As a servant of the Prismatic Crusade, you are both a warrior and a scholar, expected to be able to recognize and deal with upwellings of positive energy, negative energy manifestations, newly-discovered lore about magical light and other such esoterica. You are also expected to be the definitive symbol of the Prismatic Crusade's honor, dignity, and martial prowess, and to act accordingly.
    Combat: Obviously melee is where you want to be, where you can unleash your array of devastating strikes and boosts. The addition of your new maneuvers in addition to your previous ones increases your offensive and defensive options - abilities like Crimson Quell and Azure Reversal let you step past harmful effects with relative impunity, permitting you to lay down the law with punishing strikes - especially crippling blows like Creeping Jade Strike. Obviously you get the most out of your abilities while equipped with a light or heavy shield, and eventually every strike you initiate comes with a free shield attack - a fact you should exploit as often as possible.
    Advancement: The vast majority of Knights of the Fractured Prism continue to advance as martial adepts. Those that do not typically advance as fighters, rogues, or clerics.
    Resources: The Prismatic Crusade is not really a large order in terms of formalized membership, numbering perhaps three dozen Knights and forty to fifty additional members in the form of support personnel, priests of light gods and wizards interested in magical light. That being said, their mission statement has benevolent connotations that the Crusade is quick to exploit, which means that they have a network of allies, friendly nations and contacts that they make freely available to their Knights. If a given Knight is willing to be patient enough, they can often acquire magical goods at a reasonable price through their contacts in the Prismatic Crusade, or even arrange for high-level magic to be cast on their behalf. There is, however, an element of meritocracy to these services: a Knight that fails to destroy great sources of darkness, find and exploit sources of positive energy or magical light, or increase the favor of the Prismatic Crusade rapidly finds herself sidelined, unable to access her normal spread of favors.

    Knights of the Fractured Prism in the World
    "Those giants were rushin' in, but then her sword, it just exploded with lightning, an' they all dropped dead like they'd seen a ghost. When she said I could learn it too, I signed the paper right there."
    Squire Miller, explaining why he joined the Prismatic Crusade


    As the most visible symbols of the Prismatic Crusade, the Knights of the Fractured Prism enjoy a fairly good reputation among those that have actually heard of them. For those that haven't, the Knights have a rather distinctive appearance that can come off as fey and intriguing or as strange and off-putting, depending on the region they're in.
    Daily Life: Most Knights travel a lot, seeking out great deeds to perform (at least nominally in the name of the Crusade), sources of darkness to expunge or sources of light to flare into life. Some Knights swear themselves to the service of a powerful priest or arcanist that relates themselves to light, but these are relatively rare, as they try not to put themselves in the position of being tugged between two oaths.
    Notables: General Mystral of the Prism is practically synonymous with the Knights of the Fractured Prism; her deeds in their name are renowned through many nations, and these days she organizes the military arm of the Prismatic Crusade and its allies. Her hatred of the undead is legendary, and she is known to dispatch Knights and their allies to quell uprisings of necromancy and lay siege to bastions of negative energy.
    Organizations: The vast majority of the Knights of the Fractured Prism owe their allegiance to the Prismatic Crusade (see sidebar, below). However, those few that choose to muster out often join mercenary companies or law-enforcement agencies where their talents can be put to use.

    Sidebar: The Prismatic Crusade
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    The Prismatic Crusade is a small organization, numbering perhaps a few dozen more or less than a hundred people, dedicated to studying and harnessing magical light. In many cases, this means that the Crusade's goals are benevolent, and they certainly cooperate with many peaceful nations in order to maintain order and shelter the weak (following a sort of metaphoric dedication to 'light' as 'succor'). Often the sources of light they seek turn out to be wellsprings of positive energy, and by nurturing this energy and opening its flow wider, they are able to turn its power to restoring ruined land, enhancing the fertility of crops and healing the sick. Their efforts often generate extremely positive effects, and their agents and allies are generally welcomed wherever they go.

    That being said, the Crusade's efforts are not always so obviously benign. The Crusade considers eliminating sources of magical darkness and negative energy to be one of its highest priorities, and while hunting down nests of the undead isn't always bad, their systemic, half-secret war against necromancers and death-based religions can be. The Crusade also sometimes loses good soldiers and allies in under-planned attacks against haunted locations or ruins, men that are difficult to replace. Because the upper echelons of the Crusade tend to care more about results than methods, their soldiers can sometimes be allowed to exercise rather astonishing cruelty in the line of their duty, and such wounds can fester for years, dark sores on an otherwise bright order.

    The Prismatic Crusade gladly accepts aid from almost anyone, but those who wish to join are required to swear an oath of service and to serve directly under a Knight or a priest affiliated with the order for a year and a day. Those that do so and serve faithfully and well are considered Squires (or Acolytes, in the case of priests) and continue to advance along military lines. The leaders of the Order always include a General-Resplendent (always a high-level Knight), a Daybreak Bishop (always a priest of a light or sun god), and a Twilight Sage (usually an arcanist, but sometimes a psionicist). These three direct the activities of the Crusade and, in the event of an all-out war or the Crusade's participation in a military action, serve as its political heads. The Crusade has no dues, but encourages its members and allies to donate in exchange for offering various magical and mundane services at discounted prices.


    NPC Reaction
    Reactions to a Knight of the Fractured Prism tend to split themselves between people that are familiar with the Prismatic Crusade and those that are not. Those who are familiar with the Crusade (and not on its hit list) tend to view the Knights well; as the Crusade's most visible symbols, they tend to benefit from its positive reputation. Those unfamiliar with the Crusade tend to assume that the Knights are holy warriors of some variety or another, and tend to react accordingly.

    Knights of the Fractured Prism in the Game
    The Knights provide a series of combat-focused abilities that adds versatility to their role as primary damage-dealers on the front lines. Unlike many martially-focused characters, the Knights have some limited responses to magical attacks, and can command the attention of their enemies by using debilitating strikes and boosts. They are otherwise not significantly different from most martial adepts in how they affect the campaign setting.
    Adaptation: The easiest way to adapt the Knights of the Fractured Prism is to divorce them of their affiliation with the Prismatic Crusade, but other adaptations might be possible, such as associating them with various elements, with seven sins or virtues, or another theme. A dungeon master might instead choose to change the focus of their combat style, favoring instead a reach weapon or two lighter swords.
    Encounters: For most good-aligned parties, encounters with Knights might involve rescuing one from a tight spot, aiding the Knight against a powerful necromancer or shadow dragon, or being paid to help locate an upwelling of positive energy. However, parties that make use of the undead or that have a significant pattern of destruction or violence might find the Knights much more hostile, with a Knight and his allies hunting them down to end their threat.
    Last edited by Lord_Gareth; 2012-04-05 at 01:50 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.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    I really like Creeping Jade Strike. The imagery is awesome.

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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Looking pretty nice, especially the custom maneuvers that fit into anybody's discipline. I do wonder if, for whatever reason, you can trade out the maneuvers if you get to a class that has such an ability (go back to a martial adept base class).

    I am a bit concerned about Bifrost Surge, as it invites Hellfire Warlock type mitigation of damage. Something to think about whether you want to remedy or even worry about that.

    Also, the image screen stretches, so if you could spoiler it, that'd be wonderful.
    Last edited by Cieyrin; 2012-02-20 at 10:10 AM.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    This is awesome. One of the best Tome of Battle PrCs I've ever seen, if not the best, both mechanically and flavor-wise. It delivers the concept of a heavy-armor tank with solid class features and exciting maneuvers at every level. Very nicely done.
    Last edited by Ziegander; 2012-02-20 at 04:18 PM.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    I think Bifrost Surge is a bit much. Compare it to the Swordsage capstone, which allows you to double-boost 3/day.

    Your ability has the downsides of Constitution damage, and requiring one of the used maneuvers to be drawn from a very small pool of options. On the upside, it can be used at-will, also allows the use of Strikes, and is available a full 7 levels earlier.

    I would suggest toning it down, and then having it scale by character level in some way so it remains a useful and iconic power for the character.

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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Any specific ideas for how this might be accomplished?


    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.
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    Quote Originally Posted by Lord_Gareth View Post
    Any specific ideas for how this might be accomplished?
    My only idea, which I don't really like very much, is that at KotFP 7, you can use it 1/day to double-boost, and you gain an additional use per day at each character level thereafter. Then add the proviso that you may spend two daily uses to double-strike. This would still require that one of the boosts or strikes be a KotFP maneuver and would deal 1 Con damage per daily use spent (so double-striking would cost 2 Con).
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Quote Originally Posted by Xefas View Post
    I think Bifrost Surge is a bit much. Compare it to the Swordsage capstone, which allows you to double-boost 3/day.

    Your ability has the downsides of Constitution damage, and requiring one of the used maneuvers to be drawn from a very small pool of options. On the upside, it can be used at-will, also allows the use of Strikes, and is available a full 7 levels earlier.

    I would suggest toning it down, and then having it scale by character level in some way so it remains a useful and iconic power for the character.
    The Swordsage capstone kind of sucks though, and I don't think it's really a good thing to balance around. This ability is more in line with the Warblades capstone, and gives a definite incentive to take every level of the PrC.
    Last edited by Curious; 2012-02-20 at 11:09 PM.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Quote Originally Posted by Curious View Post
    The Swordsage capstone kind of sucks though, and I don't think it's really a good thing to balance around. This ability is more in line with the Warblades capstone, and gives a definite incentive to take every level of the PrC.
    I don't think the ability to Double Boost is anything to sneeze at, since it frees up your stance from Stance of Alacrity or lets you get off 3 Boosts. Yeah, it's limited compared to the Warblade version but you generally have far fewer stances to draw upon and you can't exactly trade them out like other maneuvers, so I think they work out well in comparison.

    It's still a strong ability, though. A better comparison, I think, would be against Master of Nine.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Bumping this in an attempt to get further critique. Additionally, I've been told that Crimson Quell may be too strong - are there thoughts about simply making it an AoO that can't be avoided by Tumble/Concentration/the like, maybe with some bonus damage? Scale the save back instead - or give the victim a bonus to their save?


    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.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    I actually find Crimson Quell to be a pretty solid maneuver. It's fairly strong, but it's also got steep requirements to be grabbed, beyond the normal requirements. If it was a level 1 maneuver I might have an issue, but as it is I don't see anything wrong with it.

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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Quote Originally Posted by NineThePuma View Post
    I actually find Crimson Quell to be a pretty solid maneuver. It's fairly strong, but it's also got steep requirements to be grabbed, beyond the normal requirements. If it was a level 1 maneuver I might have an issue, but as it is I don't see anything wrong with it.
    I concur. Also, you have to both hit and the target has to fail its save, which is a lot of ifs, especially since maneuver saves are somewhat harder to boost than spells and such.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Quote Originally Posted by Lord_Gareth View Post
    Bumping this in an attempt to get further critique. Additionally, I've been told that Crimson Quell may be too strong - are there thoughts about simply making it an AoO that can't be avoided by Tumble/Concentration/the like, maybe with some bonus damage? Scale the save back instead - or give the victim a bonus to their save?
    If you're concerned about it's power level, the only thing I would consider changing is that the resources needed for the action are not used. You waste the action, but spell slots, wand charges, etc are saved.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Is there a reason Shattered Topaz uses character level instead of initiator level? It's not overpowered or anything, just seems odd.

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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Quote Originally Posted by Benly View Post
    Is there a reason Shattered Topaz uses character level instead of initiator level? It's not overpowered or anything, just seems odd.
    Probably because it was five in the morning when I drafted it and I hadn't gotten any sleep. I think there was something to do in there with letting it scale for folks that got into the class using Martial Study or something....


    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.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    The DC for the primary target of Shattered Topaz Strike uses Constitution modifier, while the DC for the secondary targets uses Strength modifier, I think that's an error. Also, they both say "modifier half", does that mean you only add half your modifier?
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    Quote Originally Posted by Knight13 View Post
    The DC for the primary target of Shattered Topaz Strike uses Constitution modifier, while the DC for the secondary targets uses Strength modifier, I think that's an error. Also, they both say "modifier half", does that mean you only add half your modifier?
    Both have been changed to Strength. When you're writing a save DC line and the word 'half' appears at the end, it means that a successful save halves the damage - like if you're reading a module and a trap says, "DC 14 will save half".


    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.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Both have been changed to Strength. When you're writing a save DC line and the word 'half' appears at the end, it means that a successful save halves the damage - like if you're reading a module and a trap says, "DC 14 will save half".
    Oh, in my experience it's usually phrased "for half damage" or just "for half".

    Other than that, I love it. Very to see a prismatic-based melee class.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Im probably being thick or something, but does True Seeing still work on Mirror Images created by Noonday Sun Mirage class feature and The Faerie Gold Fade boost? Its noted that Detect Magic does not work on NS but See Invisibility does work on FGF...

    Besides that, I love the light themed class. I especially like the "shatter a mirror to use a strike in an AMF" clause. Very cool.

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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Quote Originally Posted by Elfstone View Post
    Im probably being thick or something, but does True Seeing still work on Mirror Images created by Noonday Sun Mirage class feature and The Faerie Gold Fade boost? Its noted that Detect Magic does not work on NS but See Invisibility does work on FGF...

    Besides that, I love the light themed class. I especially like the "shatter a mirror to use a strike in an AMF" clause. Very cool.
    I KNEW there was something I was going to edit. These clauses will be removed from those maneuvers, and they will function as normal examples of the spells they're emulating.


    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.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Quote Originally Posted by Lord_Gareth View Post
    I KNEW there was something I was going to edit. These clauses will be removed from those maneuvers, and they will function as normal examples of the spells they're emulating.
    I don't have a problem with keeping them, its just confusing. Bypassing True Seeing for a light focused class won't break the world. Specifically since its a Melee class.

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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    It actually kind of makes sense that True Seeing wouldn't let you see through the Mirror Images from Noonday Mirage Stance. True Seeing lets you see what is really there and Mirror Image and other Figment spells are specifically stated as creating a false sensation rather than an image that the subject then views normally. So if the Mirror Images from Noonday Mirage Stances are actual images woven from light and color, then you would still see them with True Seeing, since the images are actually there.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Quote Originally Posted by Knight13 View Post
    It actually kind of makes sense that True Seeing wouldn't let you see through the Mirror Images from Noonday Mirage Stance. True Seeing lets you see what is really there and Mirror Image and other Figment spells are specifically stated as creating a false sensation rather than an image that the subject then views normally. So if the Mirror Images from Noonday Mirage Stances are actual images woven from light and color, then you would still see them with True Seeing, since the images are actually there.
    I disagree - True Seeing also lets you see through glamer effects, which genuinely change an object's sensory qualities, and shadow effects, which create partially-real illusions.

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    Quote Originally Posted by Benly View Post
    I disagree - True Seeing also lets you see through glamer effects, which genuinely change an object's sensory qualities, and shadow effects, which create partially-real illusions.
    This. Additionally, it'll just create headaches with players wanting to use this and DMs thinking that's overpowered or broken; best to cut it out so the class might see use.


    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.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    I think its fine for an ability to ignore true seeing. True seeing is an autowin spell and worse yet autowins against too many effects. It doesn't allow a save and there aren't any spells to really bypass it effectively. At least its not as bad as the worst no-saves of all (anti-magic field and many of the power word spells).
    Why not give the true seeing guy a caster level check or just a auto-save on sight with a bonus to the save if your that worried?
    On a lighter note though, I think this is my favorite initiator prestige class (and one of the best light themed classes) yet. It is really interesting. I'm almost sort of disappointed you didn't make a 'Fractured Prism Discipline.'

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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Reminding myself to give this the requested PEACH later. Initial impressions are that this has your usual strong flavor, right down to the seven levels for the colors. Most of the abilities and the strikes seem nicely unique, although I'm not sure I like the two-weapon shtick. More in-depth critique will follow in about 2 days...hard to post critique from an iPhone, since I can't scroll easily. :-P

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    Quote Originally Posted by eftexar View Post
    I think its fine for an ability to ignore true seeing. True seeing is an autowin spell and worse yet autowins against too many effects. It doesn't allow a save and there aren't any spells to really bypass it effectively. At least its not as bad as the worst no-saves of all (anti-magic field and many of the power word spells).
    Why not give the true seeing guy a caster level check or just a auto-save on sight with a bonus to the save if your that worried?
    Honestly it's a pretty small part of the class, so I'm not worried about being able to defeat True Seeing. At the level where it becomes a problem, it's probably better to be using Creeping Jade Strike on whatever you're fighting and you've probably got a better stance.

    On a lighter note though, I think this is my favorite initiator prestige class (and one of the best light themed classes) yet. It is really interesting. I'm almost sort of disappointed you didn't make a 'Fractured Prism Discipline.'
    I see what you did there.

    I'm glad you like it ^_^ A full discipline is quite a bit more than I want to try and make for ToB at the moment; I still don't understand its system fully, and disciplines are huge in terms of work and commitment. I don't want to try and have to make something like that until I know more fully what it is that I'm doing.


    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.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    So my motherboard exploded, making this hard to do. Still, finally at a decent computer...and therefore as promised, so delivered.

    Quote Originally Posted by Lord_Gareth View Post
    ENTRY REQUIREMENTS
    Base Attack Bonus: +6
    Skills: Craft (Glassmaking or Painting) 9 ranks
    Feats: Improved Shield Bash, Shield Ward (Player’s Handbook II)
    Martial Maneuvers: Must be able to ready at least one 3rd-level or higher strike and at least two boosts and/or counters.
    Special: Must claim victory (by any means) in the Rite of the Fractured Prism; living through the Rite is not necessary if the supplicant manages to slay their opponent(s) first.
    Alright. Not exactly sure why the shield stuff, but okay. I expect it will become clear. Also, the Rite is pretty awesome...but I expect that sort of thing from you. What with the shield focus, however, you might want to also equip the candidate with a shield.

    Maneuvers: At first level (and each level thereafter), the Knight of the Fractured Prism learns a new maneuver as shown on the table above (so a first level Knight leans Crimson Quell, then learns Shattered Topaz Strike at second level, and so on). Each time the Knight learns a new maneuver from this class, she selects a discipline from amongst any of the disciplines from which she knows at least one maneuver; her new maneuver is treated as being from that discipline for all purposes (including, but not limited to, meeting prerequisites for learning new maneuvers and applying the effects of her feats and/or class features). Once made, this choice cannot be changed, but the Knight is free to choose a different discipline to associate with each maneuver she learns from this class if she so desires.
    Love the addition to a discipline part. Great way to avoid people getting locked out of high-level maneuvers due to the requirements. Nice forethought.

    Maneuvers gained through this class are considered supernatural abilities. However, the Knight may initiate them within an antimagic field, though at additional cost – each maneuver so initiated requires her to shatter a mirror (no smaller than a steel hand mirror, though it needn’t be made of steel) as a free part of initiating the maneuver. A mirror so shattered bursts into shards of multicolored light that rapidly evaporate, rendering repair or reuse impossible.
    Cool, but clunky. How am I going to manage my weapon, shield, and still manage to shatter a small mirror? Why does that help? And so on. Flavorful, but I'd rather see it cut, perhaps with some other, slightly more plausible method of this replacing it.

    Rising Sun Style (Ex)
    ...okay. Why? Why the focus on shields? I don't get it.

    Iris’ Fleetness (Ex)
    Alright. Simple, and to the point. Meh...uninteresting, but useful.

    Noonday Mirage Stance (Su)
    Nice. A bit worried about this though...you might want to limit the frequency they can call other images, or lower the number. This will make it all but impossible to hurt the guy, as 1 maneuver isn't a huge price to pay, honestly, given how efficient some refresh mechanics are.

    Heimdall’s Cunning (Ex)[/quote]

    Still not getting the shield thing. Good, yes. But...why?

    Descending Twilight Style (Ex) [/quote]

    See above.

    Quetzal’s Resplendence (Ex) [/quote]

    You can probably just make this the whole Strength modifier. Either way, it's a bit underwhelming for a penultimate level class feature. ESPECIALLY with 1/2 modifier. Just give 'em the full thing.

    Bifrost Surge (Su)
    ...wow. VERY potent. Incredibly so. I like the downside, although there are ways to easily negate or heal that damage...so some clause making it so a few levels of Binder don't render you invulnerable to the damage (with the 1 point of ability damage/round healing) would be good. Things to think about.

    New Maneuvers
    Their associated skill is Craft (Glassmaking or Painting).
    This makes me smile.

    Crimson Quell
    VERY nice. I like it.

    Shattered Topaz Strike
    The damage on this might be a BIT high, but I don't have ToB of here to compare it with. It's a nice effect though.



    ...I have to run now, actually, but I'll get to the rest of these later.

    So far, I'm liking it...but the Shield thing still bothers me. I have this great image of a Knight running around with a mirror shield, but I don't see any support for that idea, and, without that idea, I see no reason to require a shield.

    What about spell reflections, using it to scry, a high-level maneuver that makes a short-lived Mirror of Opposition duplicate of someone attacking you, or rebounds an attack upon them...things like that. You're rubbing the existence of the shield in my face...so let me SEE it. Let me understand why I have to have one, and let me have cool tricks I can do that rely on it.

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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    If ever you had a weakness, my friend, flavor is not one of them. This class is like a bag of Skittles; colorful and flavorful. I like the new strikes, and overall the class has good structure. I'd personally, with all the Norse references, might point you towards adding more to the actual flavor of the class to make this relevant. Otherwise, this would be a unique addition to a game, and I think while it has power, its not overwhelming and it is different enough to make a lasting impression.

    One other suggestion is to really try to implement the shield idea in more in the flavor. Colors aside, the shield, while mechanically good to have, doesn't decidedly fit into the fluff. Perhaps a shield ability that makes it look like stained glass or something? Shield bashing might do a minor version of a prismatic effect?

    Good stuff!

    -X
    Last edited by ErrantX; 2012-07-23 at 11:47 PM.
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    Default Re: [3.5 PrC, ToB] Knights of the Fractured Prism [PEACH]

    Alright, alright. I'll figure out something for the shield. I just don't want to make the shield-based abilities so strong that they overshadow the maneuvers (which is the reason for their current humble status).


    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.
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