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    Default The Spirit Lords [PrC set, long]

    Now... Right up front I'd like to say that this is inspired by the shinigami of bleach and the bleach d20 project going on on these very forums. I wouldn't say it's a rip off, because it's not the same as the shinigami and I'm trying to make it on par with normal D&D characters. That said, I have a feeling all three of these are a bit overpowered, and not all on the same level of power. Suggestions for balance will be greatly appreciated.
    Edit: And holy crap, can you believe it only took me 4 hours to make all this from a picture?

    --
    Spirit Lords

    Aska the Skirmisher, Dorshak the Champion and Ardryn the Spellmaster, spirit lords

    In the world, there are many adventurers, brave, strong and wise as they come. They however are no match for the warriors guild of adventurers known as the Spirit Lords. The spirit lords are a unique breed of mortals, they being a group entirely capable of blending both weapon and soul into a single item. These spirit weapons are thought to be the most deadly weaponry in the known multiverse short of artifacts, but the most powerful states of release can rival or bring shame to many an artifact.
    Spirit Lords in any form are some kind of master of the Sublime Way, though in varying degrees. The specialty is split up between the three classes given here. Champions are warriors and generals that roam the world to fight glorious battles. Skirmishers are hardy and brave athletes and skill-masters. Spellmasters, as their name implies, are powerful spellcasters which have gained a bit of martial knowledge to aid them when their magic cannot.
    When traveling in groups, they are often feared by most who cross their paths.

    Spirit Champion

    HD: d12

    Requirements
    BAB: +6
    Skills: Concentration 8 ranks, Martial Lore 4 ranks
    Feats: Power Attack, Weapon Focus (any martial or exotic melee weapon)
    Saves: Fort +5
    Maneuvers: Ability to use 3rd level maneuvers, including at least one strike and one stance.
    Special: Must own a melee weapon of which you have the Weapon Focus feat for, which must also be of at least masterwork quality.

    Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (the planes), Martial Lore, Ride, Swim, and Tumble
    Skill-points per level: 4+Int modifier

    {table="head"]Level|BAB|Fort|Ref|Will|Special
    1st|+1|+2|+0|+0|Spirit weapon
    2nd|+2|+3|+0|+0|First release, spirit enhancement +1
    3rd|+3|+3|+1|+1|Weapon quality, bonus feat
    4th|+4|+4|+1|+1|Spirit enhancement +2
    5th|+5|+4|+1|+1|Weapon quality
    6th|+6|+5|+2|+2|Spirit enhancement +3, bonus feat
    7th|+7|+5|+2|+2|Weapon quality
    8th|+8|+6|+2|+2|Spirit enhancement +4
    9th|+9|+6|+3|+3|Weapon quality, bonus feat
    10th|+10|+7|+3|+3|Final release, spirit enhancement +5
    [/table]

    {table="head"]Level|Man. Known|Man. Readied|Stances Known
    1st|1|0|1
    2nd|0|1|0
    3rd|1|0|0
    4th|0|0|0
    5th|1|1|0
    6th|0|0|1
    7th|1|0|0
    8th|0|1|0
    9th|1|0|0
    10th|0|0|0
    [/table]

    Weapon and armor proficiencies: Spirit blades gain no additional weapon or armor proficiencies.

    Maneuvers: At each odd level, a spirit champion gains new maneuvers known from the Devoted Spirit, Iron Heart, Stone Dragon, Tiger Claw or White Raven disciplines. You must meet a maneuver's prerequisite to learn it. You add your full spirit champion levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    At levels 2nd, 5th and 8th, you gain additional maneuvers readied per day.

    Stances Known: At 1st and 6th levels, you learn a new martial stance from the Devoted Spirit, Iron Heart, Stone Dragon, Tiger Claw or White Raven disciplines. You must meet the stances prerequisites to learn it.

    Spirit Weapon (Ex): At first level, a spirit champion gains a special bond with a single masterwork weapon of their choice, this weapon gains their own sense of self and sentience and even a name. Though at first, this weapon has no enhancement bonus it is counted as a magic weapon for the purposes of overcoming damage reduction. This is a unique intelligent spirit which does not reside in your weapon, but is your weapon. Spirit weapons usually have names associated with their general theme and appearance,
    The weapon starts out with two mental ability scores of 12 and one of 10, skill points equal to 2+weapon Int*(Your spirit champion level+3) and has the same class skills as you, though it cannot take any ranks in any skills associated with a physical ability score except Concentration.
    It does not gain abilities in the same sense as a normal intelligent weapon, but instead gain them through the Weapon Quality class feature(see below). It does however have some abilities above and beyond a normal weapon; it heals damage dealt to it at a rate of 1/hour just as you and any healing magic used on you grants half the benefits to the weapon though if sundered, it regenerates at a rate of 2 hp a day until fully healed. An exception to the normal rules for weapons completely destroyed by any means is that even if useless, a spirit weapon can regenerate until completely mended, so long as any piece of the original sword exists. Additionally, whenever you gain a weapon ability, you may choose to boost one of it's ability scores by 2.
    Once chosen, you cannot designate a new weapon as your spirit weapon.

    First Release (Su): At 2nd level, after some training, you are capable of releasing a more powerful form of your weapon. To release the first form of your weapon, you must enter a stance which you gain with this ability. Taking this stance requires a swift action. When released, you have full access to all of your Weapon Qualities, gained throughout the class, and you gain a +2 insight bonus to attack rolls while using your released spirit weapon.
    Unlike a normal stance, this stance can only be maintained for 1 round per initiator level per encounter. Once the time is up, the release dissipates and they resume another stance.

    Spirit Enhancement (Su): At 2nd level, and every subsequent even level, a spirit champion's spirit weapon gain an enhancement bonus to attack and damage rolls, with a maximum of +5 at 10th level. This enhancement bonus does not function in an antimagic field, but your spirit weapon still counts as masterwork.

    Weapon Quality (Su): At 3rd, 5th, 7th and 9th levels, you are allowed to choose a single quality to give to your spirit weapon while it is in it's released form. Whenever you are using your released form you have full access to all of your weapon qualities, and once chosen, none of your weapon qualities can be changed later on. Some abilities require a certain level in this class. to gain access to them.
    Creature shape: Your weapon takes the shape of a creature of your choice, and even for it's distance from you, is still connected directly to you. This ability functions just as the astral construct power with an equivalent manifester level equal to your initiator level. Once the shape and all the qualities of the creature is chosen, they cannot be changed, with the exception of greater versions of the same ability chosen previously, and the creature cannot move more than 30 feet from you at any time. If you choose, the creature can wield a masterwork version of your spirit weapon's release state.
    Duel Weapons: Your weapon's spirit splits itself into more than one weapon of destruction. Your spirit weapon splits into an additional weapon for every arm you possess, except the enhancement bonus it receives is reduced by one, to a minimum of +0. You must be 5th level to take this ability.
    Enhanced ability: Focusing your weapon through you increases your own power. Select one ability score, while in your released state and wielding your weapon you gain a +2 bonus to that ability score.
    Great armor: Your weapon is not only used for offense, but defense. When used, this ability shows as a suit of glowing armor around the wielder's body in any shape they desire. You gain a deflection bonus to your armor class equal to half of your spirit champion level rounded down.
    Healer's blade: Your weapon is unlike any used to kill, but is used to heal your allies. Weapons with this property heal as much damage as they normally would deal as damage. Maneuvers that also deal damage can be used in conjunction with this weapon quality, but only heal half as much as they would damage. This ability can be switched on and off as a free action.
    Life sapper: Your weapon sucks the very life out of your enemies with every blow. Each time your weapon hits an opponent it imposes a negative level on the subject. These negative levels stack, but never cause permanent level drain. The negative levels are relieved after 24 hours have passed. Subjects who receive as many negative levels as they have class levels die, this is a death effect and considered a necromancy ability. You must be 9th level to take this ability.
    Long blade: Your weapon is more capable of reaching your foes from further away. Your weapon's reach increases an additional 5 feet beyond it's normal reach. This also allows you to attack adjacent foes(unless the normal weapon would not allow as such).
    Ranged blade: Be it an incredible extension of your weapon, or countless projectile weapons, your weapon reaches far beyond that of a normal melee weapon. Attacks made with your blade can either be a normal melee attack or a ranged attack, with a range increment of 30 feet.
    Venomous: Your weapon drips with insideous poison. Whenever your strike hits an opponent and deals damage, they must make a Fort save (DC 10+half your initiator level+Con modifier) or take 1d6 points of damage to one ability score of your choice as primary and secondary damage. Once the ability type to be damaged has been chosen, it cannot be changed later on. You must be 5th level to gain this ability.
    Weapon enhancement: Choose a single weapon enhancement, such as flaming or keen, of an equivalent of a +1 bonus. Your weapon now has this weapon quality. At 5th level you are allowed to give it an equivalent enhancement of +2, at 7th you can give it one of +3 and at 9th you can give it one of +4. The total enhancement bonus between this and Spirit Enhancement cannot exceed a +10 bonus.
    Weapon shape: Your weapon takes on the shape of a whole nother weapon. This shape can be of any melee weapon you choose, and despite the shape, you are proficient with it. This new shape is treated just as your normal spirit weapon, but with all the qualities of the new weapon.

    Bonus Feats: At 3rd, 6th and 9th levels, a spirit champion may take a fighter bonus feat. Your spirit champion and fighter(or warblade) levels stack when determining what feats you are capable of selecting. You must meet the feat's prerequisites to take it.

    Final Release (Su): At 10th level, you and your weapon are at your peak of raw power. To use this ability you must be in your first release state and uses the duration of the ability. You must take a standard action to gain the benefits of your final release, and the release lasts for as many rounds as your initiator level. While in this state, your weapon damage is doubled, your critical range is doubled and you may make an additional attack per round at your full attack bonus. You gain a +4 bonus on attack rolls while using your weapon, which does not stack with the bonus to attack rolls gained from your first release. Lastly, select four abilities from the list below, your weapon grants you these benefits when in your final release state, and no ability can be taken more than once. Some abilities require you have certain Weapon Qualities attained previously. Once your final release state is over with, you are considered exhausted. This ability is usable only once per day.
    Elemental fury: The elements force themselves out through your blade with explosive effect. Select one type of energy damage, any time your weapon strikes and hits an opponent, it deals an additional 6d6 points of damage to your opponent.
    Epic strength: The power of your blade can cut through even the most durable shields. Your weapon is considered to be epic for the purposes of overcoming damage reduction. Additionally, your spirit weapon deals an additional amount of damage equal to your Cha modifier.
    Enervating strike: Your strike sucks life force with even greater power than before. This ability functions just like the life sapper weapon quality, except it drains 1d4+1 negative levels, but only once per round. You must have taken the life sapper Weapon Quality to take this, and it does not stack with it.
    Greater enhanced ability: The channeling of your weapon through your own body is brought to a greater level than before. Select an ability for which you've already increased through your enhanced ability weapon quality. The bonus to that ability score increases to +8 instead of +2. You must have taken the enhanced ability Weapon Quality to take this. Multiple uses of enhanced ability do not all grow to +8, only one does. All other enhanced abilities of the same ability score remain at +2.
    Greater enhancement: Your weapon takes on even more magical qualities. Take a number weapon properties your weapon does not already have equal to a total of a +5 enhancement, your weapon has these properties while in final release. You must have taken Weapon enhancement at least once to take this ability.
    Great creature shape: Your weapon takes on the visage of a massive beast with a shape of your choice. This creature mimics the effects of the astral construct power with a manifester level of 20th or your initiator level(whichever is higher), but lasts the entire duration of your final release. Additionally, the astral constructs size is colossal instead of huge. You must have taken creature shape in order to receive this ability. If you choose, the creature can wield a masterwork version of your spirit weapon's release state.
    Speed of the Wind: Your weapon increases your speed a great amount. Your base land speed triples, you gain the benefits of the Improved Evasion class feature and select a single mental ability score. You now add a dodge bonus to your Armor Class equal to 3+that score's modifier. If you already have a class feature from another class that grants a mental ability score to AC, you cannot choose that ability score(monks, swordsage and swashbuckler as examples).
    Spell power: You can channel mystical energy through your weapon to do unearthly things. Once per day while using your final release, select any spell or psionic power of 9th level or lower, you can use this spell with a caster level of 20th.
    Spirit Armor: Your body is sheathed in glorious armor unlike any that's been seen by mortal eyes. You gain a +10 deflection bonus to Armor Class, which does not stack with the great armor weapon quality. You must have taken the great armor Weapon Quality to take this.


    Spirit Skirmisher

    HD: d8

    Requirements
    BAB: +4
    Skills: Concentration 8 ranks, Hide 6 ranks, Martial Lore 2 ranks, Move Silently 8 ranks
    Feats: Weapon Finesse, Weapon Focus (any melee weapon)
    Saves: Ref +5
    Maneuvers: Ability to use 3rd level maneuvers, including at least one strike and one stance.
    Special: Must own a melee weapon of which you have the Weapon Focus feat for, which must also be of at least masterwork quality. Sneak attack, sudden strike or skirmish class feature.

    Class Skills: Balance, Bluff, Climb, Concentration, Craft, Concentration, Craft, Diplomacy, Hide, Intimidate, Jump, Knowledge (local), Knowledge (the planes), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Spot, Swim and Tumble
    Skill-points per level: 6+Int modifier

    {table="head"]Level|BAB|Fort|Ref|Will|Special
    1st|+0|+0|+2|+0|Spirit weapon
    2nd|+1|+0|+3|+0|First release, spirit enhancement +1
    3rd|+2|+1|+3|+1|Weapon quality, damage bonus +1d6
    4th|+3|+1|+4|+1|Spirit enhancement +2
    5th|+3|+1|+4|+1|Weapon quality
    6th|+4|+2|+5|+2|Damage bonus +2d6
    7th|+5|+2|+5|+2|Spirit enhancement +3, weapon quality
    8th|+6|+2|+6|+2|Hide in plain sight
    9th|+6|+3|+6|+3|Weapon quality, damage bonus +3d6
    10th|+7|+3|+7|+3|Final release, spirit enhancement +4
    [/table]

    {table="head"]Level|Man. Known|Man. Readied|Stances Known
    1st|0|1|1
    2nd|1|0|0
    3rd|1|0|0
    4th|0|1|0
    5th|1|0|1
    6th|1|0|0
    7th|0|1|0
    8th|1|0|0
    9th|1|0|1
    10th|0|1|0
    [/table]

    Weapon and armor proficiencies: Spirit blades gain no additional weapon or armor proficiencies.

    Maneuvers: At each level except 1st, 4th, 7th and 10th, spirit skirmisher gains new maneuvers known from the Diamond Mind, Iron Heart, or Shadow Hand disciplines. You must meet a maneuver's prerequisite to learn it. You add your full spirit skirmisher levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    At levels 1st, 4th, 7th and 10th, you gain additional maneuvers readied per day.

    Stances Known: At 1st, 5th, and 9th level, you learn a new martial stance from the Diamond Mind, Iron Heart or Shadow Hand Disciplines. You must meet the stances prerequisites to learn it.

    Spirit Weapon (Ex): At first level, a spirit skirmisher gains a special bond with a single masterwork weapon of their choice, this weapon gains their own sense of self and sentience and even a name. Though at first, this weapon has no enhancement bonus it is counted as a magic weapon for the purposes of overcoming damage reduction. This is a unique intelligent spirit which does not reside in your weapon, but is your weapon. Spirit weapons usually have names associated with their general theme and appearance,
    The weapon starts out with two mental ability scores of 12 and one of 10, skill points equal to 2+weapon Int*(Your spirit champion level+3) and has the same class skills as you, though it cannot take any ranks in any skills associated with a physical ability score except Concentration.
    It does not gain abilities in the same sense as a normal intelligent weapon, but instead gain them through the Weapon Quality class feature(see below). It does however have some abilities above and beyond a normal weapon; it heals damage dealt to it at a rate of 1/hour just as you and any healing magic used on you grants half the benefits to the weapon though if sundered, it regenerates at a rate of 2 hp a day until fully healed. An exception to the normal rules for weapons completely destroyed by any means is that even if useless, a spirit weapon can regenerate until completely mended, so long as any piece of the original sword exists. Additionally, whenever you gain a weapon ability, you may choose to boost one of it's ability scores by 2.
    Once chosen, you cannot designate a new weapon as your spirit weapon.

    First Release (Su): At 2nd level, after some training, you are capable of releasing a more powerful form of your weapon. To release the first form of your weapon, you must enter a stance which you gain with this ability. Taking this stance requires a swift action. When released, you have full access to all of your Weapon Qualities, gained throughout the class, and you gain a +2 insight bonus to attack rolls while using your released spirit weapon.
    Unlike a normal stance, this stance can only be maintained for 1 round per initiator level per encounter. Once the time is up, the release dissipates and they resume another stance.

    Spirit Enhancement (Su): At 2nd, 4th, 7th and 10th levels, a spirit skirmisher's spirit weapon gain an enhancement bonus to attack and damage rolls, with a maximum of +4 at 10th level. This enhancement bonus does not function in an antimagic field, but your spirit weapon still counts as masterwork.

    Weapon Quality (Su): At 3rd, 5th, 7th and 9th levels, you are allowed to choose a single quality to give to your spirit weapon while it is in it's released form. Whenever you are using your released form you have full access to all of your weapon qualities, and once chosen, none of your weapon qualities can be changed later on. Some abilities require a certain level in this class. to gain access to them.
    Creature shape: Your weapon takes the shape of a creature of your choice, and even for it's distance from you, is still connected directly to you. This ability functions just as the astral construct power with an equivalent manifester level equal to your initiator level. Once the shape and all the qualities of the creature is chosen, they cannot be changed, with the exception of greater versions of the same ability chosen previously, and the creature cannot move more than 30 feet from you at any time.If you choose, the creature can wield a masterwork version of your spirit weapon's release state.
    Duel Weapons: Your weapon's spirit splits itself into more than one weapon of destruction. Your spirit weapon splits into an additional weapon for every arm you possess, except the enhancement bonus it receives is reduced by one, to a minimum of +0. You must be 5th level to take this ability.
    Enhanced ability: Focusing your weapon through you increases your own power. Select one ability score, while in your released state and wielding your weapon you gain a +2 bonus to that ability score.
    Great armor: Your weapon is not only used for offense, but defense. When used, this ability shows as a suit of glowing armor around the wielder's body in any shape they desire. You gain a deflection bonus to your armor class equal to half of your spirit champion level rounded down.
    Healer's blade: Your weapon is unlike any used to kill, but is used to heal your allies. Weapons with this property heal as much damage as they normally would deal as damage. Maneuvers that also deal damage can be used in conjunction with this weapon quality, but only heal half as much as they would damage. This ability can be switched on and off as a free action.
    Life sapper: Your weapon sucks the very life out of your enemies with every blow. Each time your weapon hits an opponent it imposes a negative level on the subject. These negative levels stack, but never cause permanent level drain. The negative levels are relieved after 24 hours have passed. Subjects who receive as many negative levels as they have class levels die, this is a death effect and considered a necromancy ability. You must be 9th level to take this ability.
    Long blade: Your weapon is more capable of reaching your foes from further away. Your weapon's reach increases an additional 5 feet beyond it's normal reach. This also allows you to attack adjacent foes(unless the normal weapon would not allow as such).
    Ranged blade: Be it an incredible extension of your weapon, or countless projectile weapons, your weapon reaches far beyond that of a normal melee weapon. Attacks made with your blade can either be a normal melee attack or a ranged attack, with a range increment of 30 feet.
    Venomous: Your weapon drips with insidious poison. Whenever your strike hits an opponent and deals damage, they must make a Fort save (DC 10+half your initiator level+Con modifier) or take 1d6 points of damage to one ability score of your choice as primary and secondary damage. Once the ability type to be damaged has been chosen, it cannot be changed later on. You must be 5th level to gain this ability.
    Weapon enhancement: Choose a single weapon enhancement, such as flaming or keen, of an equivalent of a +1 bonus. Your weapon now has this weapon quality. At 5th level you are allowed to give it an equivalent enhancement of +2, at 7th you can give it one of +3 and at 9th you can give it one of +4. The total enhancement bonus between this and Spirit Enhancement cannot exceed a +10 bonus.
    Weapon shape: Your weapon takes on the shape of a whole nother weapon. This shape can be of any melee weapon you choose, and despite the shape, you are proficient with it. This new shape is treated just as your normal spirit weapon, but with all the qualities of the new weapon.

    Damage Bonus (Ex): At 3rd level, the extra damage you deal with your sneak attack, skirmish, or sudden strike ability increases by 1d6. If you have more than one of these abilities, only one ability gains this increase (choose each time you gain this benefit.
    Your sneak attack, skirmish, or sudden strike damage increases by another 1d6 at 6th and 9th level.

    Hide in plain sight (Su): At 8th level, a spirit skirmisher can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a spirit skirmisher can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

    Final Release (Su): At 10th level, you and your weapon are at your peak of raw power. To use this ability you must be in your first release state and uses the duration of the ability. You must take a standard action to gain the benefits of your final release, and the release lasts for as many rounds as your initiator level. While in this state, your weapon damage is doubled, your critical range is doubled and you may make an additional attack per round at your full attack bonus. You gain a +4 bonus on attack rolls while using your weapon, which does not stack with the bonus to attack rolls gained from your first release. Lastly, select four abilities from the list below, your weapon grants you these benefits when in your final release state, and no ability can be taken more than once. Some abilities require you have certain Weapon Qualities attained previously. Once your final release state is over with, you are considered exhausted. This ability is usable only once per day.
    Elemental fury: The elements force themselves out through your blade with explosive effect. Select one type of energy damage, any time your weapon strikes and hits an opponent, it deals an additional 6d6 points of damage to your opponent.
    Epic strength: The power of your blade can cut through even the most durable shields. Your weapon is considered to be epic for the purposes of overcoming damage reduction. Additionally, your spirit weapon deals an additional amount of damage equal to your Cha modifier.
    Enervating strike: Your strike sucks life force with even greater power than before. This ability functions just like the life sapper weapon quality, except it drains 1d4+1 negative levels, but only once per round. You must have taken the life sapper Weapon Quality to take this, and it does not stack with it.
    Greater enhanced ability: The channeling of your weapon through your own body is brought to a greater level than before. Select an ability for which you've already increased through your enhanced ability weapon quality. The bonus to that ability score increases to +8 instead of +2. You must have taken the enhanced ability Weapon Quality to take this. Multiple uses of enhanced ability do not all grow to +8, only one does. All other enhanced abilities of the same ability score remain at +2.
    Greater enhancement: Your weapon takes on even more magical qualities. Take a number weapon properties your weapon does not already have equal to a total of a +5 enhancement, your weapon has these properties while in final release. You must have taken Weapon enhancement at least once to take this ability.
    Great creature shape: Your weapon takes on the visage of a massive beast with a shape of your choice. This creature mimics the effects of the astral construct power with a manifester level of 20th or your initiator level(whichever is higher), but lasts the entire duration of your final release. Additionally, the astral constructs size is colossal instead of huge. You must have taken creature shape in order to receive this ability.If you choose, the creature can wield a masterwork version of your spirit weapon's release state.
    Speed of the Wind: Your weapon increases your speed a great amount. Your base land speed triples, you gain the benefits of the Improved Evasion class feature and select a single mental ability score. You now add a dodge bonus to your Armor Class equal to 3+that score's modifier. If you already have a class feature from another class that grants a mental ability score to AC, you cannot choose that ability score(monks, swordsage and swashbuckler as examples).
    Spell power: You can channel mystical energy through your weapon to do unearthly things. Once per day while using your final release, select any spell or psionic power of 9th level or lower, you can use this spell with a caster level of 20th.
    Spirit Armor: Your body is sheathed in glorious armor unlike any that's been seen by mortal eyes. You gain a +10 deflection bonus to Armor Class, which does not stack with the great armor weapon quality. You must have taken the great armor Weapon Quality to take this.


    Spirit Spellmaster

    HD: d6

    Requirements
    Skills: Concentration 8 ranks, Martial Lore 2 rank, Spellcraft 8 ranks
    Feats: Combat Casting, Weapon Focus (any melee weapon)
    Saves: Will +5
    Maneuvers: Ability to use at least one 1st level strike or stance.
    Spellcasting: Ability to cast 3rd level spells, including either magic weapon or spiritual weapon.
    Special: Must own a melee weapon of which you have the Weapon Focus feat for, which must also be of at least masterwork quality.

    Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (all skills, taken individually), Martial Lore, Profession, Sense Motive and Spellcraft
    Skill-points per level: 2+Int modifier

    {table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1st|+0|+0|+0|+2|Spirit weapon|--
    2nd|+1|+0|+0|+3|First release, spirit enhancement +1|+1 of existing spellcasting class
    3rd|+2|+1|+1|+3|Weapon quality|+1 of existing spellcasting class
    4th|+3|+1|+1|+4|Advanced learning|+1 of existing spellcasting class
    5th|+3|+1|+1|+4|Weapon quality|+1 of existing spellcasting class
    6th|+4|+2|+2|+5|Spirit enhancement +2|+1 of existing spellcasting class
    7th|+5|+2|+2|+5|Weapon quality|+1 of existing spellcasting class
    8th|+6|+2|+2|+6|Advanced learning|+1 of existing spellcasting class
    9th|+6|+3|+3|+6|Weapon quality|+1 of existing spellcasting class
    10th|+7|+3|+3|+7|Final release, spirit enhancement +3|+1 of existing spellcasting class
    [/table]

    {table="head"]Level|Man. Known|Man. Readied|Stances Known
    1st|0|0|0
    2nd|1|0|0
    3rd|0|1|0
    4th|0|0|0
    5th|1|0|1
    6th|0|0|0
    7th|0|1|0
    8th|1|0|0
    9th|0|0|0
    10th|0|0|0
    [/table]

    Spellcasting: At each level except first, you gain new spells per day and an increase in caster level(and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a spirit spellmaster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

    Maneuvers: At levels 2nd, 5th and 8th, a spirit spellmaster gains new maneuvers known from the Desert Wind, Setting Sun or White Raven disciplines. You must meet a maneuver's prerequisite to learn it. You add your full spirit spellmaster levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    At 3rd and 7th levels, you gain additional maneuvers readied per day.

    Stances Known: At 5th level, you learn a new martial stance from the Desert Wind, Setting Sun or White Raven disciplines. You must meet the stances prerequisites to learn it.

    Spirit Weapon (Ex): At first level, a spirit spellmaster gains a special bond with a single masterwork weapon of their choice, this weapon gains their own sense of self and sentience and even a name. Though at first, this weapon has no enhancement bonus it is counted as a magic weapon for the purposes of overcoming damage reduction. This is a unique intelligent spirit which does not reside in your weapon, but is your weapon. Spirit weapons usually have names associated with their general theme and appearance,
    The weapon starts out with two mental ability scores of 12 and one of 10, skill points equal to 2+weapon Int*(Your spirit spellmaster level+3) and has the same class skills as you, though it cannot take any ranks in any skills associated with a physical ability score except Concentration.
    It does not gain abilities in the same sense as a normal intelligent weapon, but instead gain them through the Weapon Quality class feature(see below). It does however have some abilities above and beyond a normal weapon; it heals damage dealt to it at a rate of 1/hour just as you and any healing magic used on you grants half the benefits to the weapon though if sundered, it regenerates at a rate of 2 hp a day until fully healed. An exception to the normal rules for weapons completely destroyed by any means is that even if useless, a spirit weapon can regenerate until completely mended, so long as any piece of the original sword exists. Additionally, whenever you gain a weapon ability, you may choose to boost one of it's ability scores by 2.
    Once chosen, you cannot designate a new weapon as your spirit weapon.

    First Release (Su): At 2nd level, after some training, you are capable of releasing a more powerful form of your weapon. To release the first form of your weapon, you must enter a stance which you gain with this ability. Taking this stance requires a swift action. When released, you have full access to all of your Weapon Qualities, gained throughout the class, and you gain a +2 insight bonus to attack rolls while using your released spirit weapon.
    Unlike a normal stance, this stance can only be maintained for 1 round per initiator level or caster level(whichever is higher) per encounter. Once the time is up, the release dissipates and they resume another stance.

    Spirit Enhancement (Su): At 2nd, 6th and 10th levels, a spirit spellmaster's spirit weapon gain an enhancement bonus to attack and damage rolls, with a maximum of +3 at 10th level. This enhancement bonus does not function in an antimagic field, but your spirit weapon still counts as masterwork.

    Weapon Quality (Su): At 3rd, 5th, 7th and 9th levels, you are allowed to choose a single quality to give to your spirit weapon while it is in it's released form. Whenever you are using your released form you have full access to all of your weapon qualities, and once chosen, none of your weapon qualities can be changed later on. Some abilities require a certain level in this class. to gain access to them.
    Creature shape: Your weapon takes the shape of a creature of your choice, and even for it's distance from you, is still connected directly to you. This ability functions just as the astral construct power with an equivalent manifester level equal to your initiator level. Once the shape and all the qualities of the creature is chosen, they cannot be changed, with the exception of greater versions of the same ability chosen previously, and the creature cannot move more than 30 feet from you at any time. If you choose, the creature can wield a masterwork version of your spirit weapon's release state.
    Duel Weapons: Your weapon's spirit splits itself into more than one weapon of destruction. Your spirit weapon splits into an additional weapon for every arm you possess, except the enhancement bonus it receives is reduced by one, to a minimum of +0. You must be 5th level to take this ability.
    Enhanced ability: Focusing your weapon through you increases your own power. Select one ability score, while in your released state and wielding your weapon you gain a +2 bonus to that ability score.
    Great armor: Your weapon is not only used for offense, but defense. When used, this ability shows as a suit of glowing armor around the wielder's body in any shape they desire. You gain a deflection bonus to your armor class equal to half of your spirit champion level rounded down.
    Healer's blade: Your weapon is unlike any used to kill, but is used to heal your allies. Weapons with this property heal as much damage as they normally would deal as damage. Maneuvers that also deal damage can be used in conjunction with this weapon quality, but only heal half as much as they would damage. This ability can be switched on and off as a free action.
    Life sapper: Your weapon sucks the very life out of your enemies with every blow. Each time your weapon hits an opponent it imposes a negative level on the subject. These negative levels stack, but never cause permanent level drain. The negative levels are relieved after 24 hours have passed. Subjects who receive as many negative levels as they have class levels die, this is a death effect and considered a necromancy ability. You must be 9th level to take this ability.
    Long blade: Your weapon is more capable of reaching your foes from further away. Your weapon's reach increases an additional 5 feet beyond it's normal reach. This also allows you to attack adjacent foes(unless the normal weapon would not allow as such).
    Ranged blade: Be it an incredible extension of your weapon, or countless projectile weapons, your weapon reaches far beyond that of a normal melee weapon. Attacks made with your blade can either be a normal melee attack or a ranged attack, with a range increment of 30 feet.
    Venomous: Your weapon drips with insideous poison. Whenever your strike hits an opponent and deals damage, they must make a Fort save (DC 10+half your initiator level+Con modifier) or take 1d6 points of damage to one ability score of your choice as primary and secondary damage. Once the ability type to be damaged has been chosen, it cannot be changed later on. You must be 5th level to gain this ability.
    Weapon enhancement: Choose a single weapon enhancement, such as flaming or keen, of an equivalent of a +1 bonus. Your weapon now has this weapon quality. At 5th level you are allowed to give it an equivalent enhancement of +2, at 7th you can give it one of +3 and at 9th you can give it one of +4. The total enhancement bonus between this and Spirit Enhancement cannot exceed a +10 bonus.
    Weapon shape: Your weapon takes on the shape of a whole 'nother weapon. This shape can be of any melee weapon you choose, and despite the shape, you are proficient with it. This new shape is treated just as your normal spirit weapon, but with all the qualities of the new weapon.

    Advanced Learning (Ex): At 4th and 8th level, you can add a new spell to your spellbook or list of spells known, representing the result of personal study and experimentation. The spell can be any spell on your spell list you are capable of casting, though classes without fixed spells known(such as clerics) gain no benefit of this class feature. This spell must be of the highest level you can cast or lower. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.

    Final Release (Su): At 10th level, you and your weapon are at your peak of raw power. To use this ability you must be in your first release state and uses the duration of the ability. You must take a standard action to gain the benefits of your final release, and the release lasts for as many rounds as your initiator level or caster level(whichever is higher). While in this state, your weapon damage is doubled, your critical range is doubled and you may make an additional attack per round at your full attack bonus. You gain a +4 bonus on attack rolls while using your weapon, which does not stack with the bonus to attack rolls gained from your first release. Lastly, select four abilities from the list below, your weapon grants you these benefits when in your final release state, and no ability can be taken more than once. Some abilities require you have certain Weapon Qualities attained previously. Once your final release state is over with, you are considered exhausted. This ability is usable only once per day.
    Elemental fury: The elements force themselves out through your blade with explosive effect. Select one type of energy damage, any time your weapon strikes and hits an opponent, it deals an additional 6d6 points of damage to your opponent.
    Epic strength: The power of your blade can cut through even the most durable shields. Your weapon is considered to be epic for the purposes of overcoming damage reduction. Additionally, your spirit weapon deals an additional amount of damage equal to your Cha modifier.
    Enervating strike: Your strike sucks life force with even greater power than before. This ability functions just like the life sapper weapon quality, except it drains 1d4+1 negative levels, but only once per round. You must have taken the life sapper Weapon Quality to take this, and it does not stack with it.
    Greater enhanced ability: The channeling of your weapon through your own body is brought to a greater level than before. Select an ability for which you've already increased through your enhanced ability weapon quality. The bonus to that ability score increases to +8 instead of +2. You must have taken the enhanced ability Weapon Quality to take this. Multiple uses of enhanced ability do not all grow to +8, only one does. All other enhanced abilities of the same ability score remain at +2.
    Greater enhancement: Your weapon takes on even more magical qualities. Take a number weapon properties your weapon does not already have equal to a total of a +5 enhancement, your weapon has these properties while in final release. You must have taken Weapon enhancement at least once to take this ability.
    Great creature shape: Your weapon takes on the visage of a massive beast with a shape of your choice. This creature mimics the effects of the astral construct power with a manifester level of 20th or your initiator level(whichever is higher), but lasts the entire duration of your final release. Additionally, the astral constructs size is colossal instead of huge. You must have taken creature shape in order to receive this ability. If you choose, the creature can wield a masterwork version of your spirit weapon's release state.
    Speed of the Wind: Your weapon increases your speed a great amount. Your base land speed triples, you gain the benefits of the Improved Evasion class feature and select a single mental ability score. You now add a dodge bonus to your Armor Class equal to 3+that score's modifier. If you already have a class feature from another class that grants a mental ability score to AC, you cannot choose that ability score(monks, swordsage and swashbuckler as examples).
    Spell power: You can channel mystical energy through your weapon to do unearthly things. Once per day while using your final release, select any spell or psionic power of 9th level or lower, you can use this spell with a caster level of 20th.
    Spirit Armor: Your body is sheathed in glorious armor unlike any that's been seen by mortal eyes. You gain a +10 deflection bonus to Armor Class, which does not stack with the great armor weapon quality. You must have taken the great armor Weapon Quality to take this.
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    Default Re: The Spirit Lords [PrC set, long]

    Now I have to make a Warblade/Spirit Champion/Masked Warrior...

    I don't have any well-thought comment to make now, so we'll see how it goes with the others.

    GOOD JOB!
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    Default Re: The Spirit Lords [PrC set, long]

    A few questions...

    1) Maybe I missed it, but how long do the effects of First and Final Release last?

    2) What happens if someone chosen weapon already has an enhancement?

    3) For Weapon Enhancement, can I take 2 +1 rather than a +2? I assume so, just asking.
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    Default Re: The Spirit Lords [PrC set, long]

    Quote Originally Posted by Krimm_Blackleaf View Post
    [SIZE="1"]
    Maneuvers: At each level except 1st, 4th, 7th and 10th, spirit skirmisher gains new maneuvers known from the Diamond Mind, Iron Heart, or Shadow Hand disciplines. You must meet a maneuver's prerequisite to learn it. You add your full angel of death levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.

    Just a typo.

    Otherwise, looks good to me.
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    Default Re: The Spirit Lords [PrC set, long]

    Quote Originally Posted by Kesnit View Post
    A few questions...

    1) Maybe I missed it, but how long do the effects of First and Final Release last?

    2) What happens if someone chosen weapon already has an enhancement?

    3) For Weapon Enhancement, can I take 2 +1 rather than a +2? I assume so, just asking.
    1) First is a stance, so as long as you want. Final means having to take your first release stance and lasts a number of rounds equal to your initiator level.

    2) Enhancements don't stack.

    3) Sure.
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    Default Re: The Spirit Lords [PrC set, long]

    I only took a quick glance... But it seems like you took what Bleach d20 was trying to do with the shinigami and turned it into three prcs that could probably fit into a campaign without disrupting the campaign...

    If I had been a part of that and found this balanced, I think I'd kick myself.

    As for the rest of your works: I like all the concepts, but some I didn't agree with the execution. I've played an angel of death with only 3/4 BAB progression, and it was really fun. Good Job all around man.

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    Default Re: The Spirit Lords [PrC set, long]

    Quote Originally Posted by Fusecase View Post
    I only took a quick glance... But it seems like you took what Bleach d20 was trying to do with the shinigami and turned it into three prcs that could probably fit into a campaign without disrupting the campaign...

    If I had been a part of that and found this balanced, I think I'd kick myself.

    As for the rest of your works: I like all the concepts, but some I didn't agree with the execution. I've played an angel of death with only 3/4 BAB progression, and it was really fun. Good Job all around man.
    I'm not surely sure what you're trying to say here... Are you saying this is overpowered or it's just right?
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    Default Re: The Spirit Lords [PrC set, long]

    I altered first release a little bit, with a very slight variation for the Spellmaster's release.
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    Default Re: The Spirit Lords [PrC set, long]

    Since you changed First Release, you might want to state Final Release lasts up to its duration. Also, change the Spellmaster's Final Release to ''Initiator Level or Spellcaster Level, which ever is greater.''

    I'm not surely sure what you're trying to say here... Are you saying this is overpowered or it's just right?
    He says its balanced, but that the Spirit Champion would be as balanced with medium bab.
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    Default Re: The Spirit Lords [PrC set, long]

    Quote Originally Posted by Krimm_Blackleaf View Post
    .
    2) Enhancements don't stack.

    Thats cheap. You made it sound like these Blades were the pimpedest weapons that you could get short of atrifacts. It seems to me that if you added the right enchacements, it would be possible to get a better blade on the market.




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    Default Re: The Spirit Lords [PrC set, long]

    Quote Originally Posted by Guyr Adamantine View Post
    Since you changed First Release, you might want to state Final Release lasts up to its duration. Also, change the Spellmaster's Final Release to ''Initiator Level or Spellcaster Level, which ever is greater.''
    Yes, I will make those changes.

    Quote Originally Posted by Guyr Adamantine View Post
    He says its balanced, but that the Spirit Champion would be as balanced with medium bab.
    Oh, I see.

    Quote Originally Posted by smart thog View Post
    Thats cheap. You made it sound like these Blades were the pimpedest weapons that you could get short of atrifacts. It seems to me that if you added the right enchacements, it would be possible to get a better blade on the market.
    Well, it's just a general rule that enhancement bonuses don't stack. It's why when you use a +2 longbow with +1 arrows it doesn't become a +3 enhancement bonus to the attack.
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    Default Re: The Spirit Lords [PrC set, long]

    I like it. The Champion is my favorite though. It is most definately a powerful class, but how powerful it is I can't really say. Having access to both Devoted Spirit and Iron Heart is a big deal, IMO they're the two most powerful schools.

    The releases are also quite powerful, and because the time is tracked by encounter and not by day, there's no real reason not to use the releases, granted they do make it so that you can't use your standard stances, but the releases are still really powerful. And you stack fighter level progression, not a huge deal, but it's just another plus they get.

    I'm honestly not quite sure how to scale down the power without messing with the flavor, if it's inspired by Bleach, then it is going to be powerful, that just comes with the territory. Maybe getting less maneuvers or something? Then again, you can't swap out manuevers in a PrC.... I'll let you know if I come up with something coherent.

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    Default Re: The Spirit Lords [PrC set, long]

    I like it. The Champion is my favorite though. It is most definately a powerful class, but how powerful it is I can't really say. Having access to both Devoted Spirit and Iron Heart is a big deal, IMO they're the two most powerful schools.
    Shadow Hand is generaly considered way more powerful than Iron Heart.(This comment has not much value, but access to different school does not really make a difference on power level.)
    The releases are also quite powerful, and because the time is tracked by encounter and not by day, there's no real reason not to use the releases, granted they do make it so that you can't use your standard stances, but the releases are still really powerful. And you stack fighter level progression, not a huge deal, but it's just another plus they get.
    First Release require sacrificing stance use and many levels to be worthwhile. Final Release exhausts you, meaning you have to rest to be useful after the fight.(Perhaps this should be added to the description, to make sure it is clear Final Release is a last move, unlike Barbarian Rage.)
    I'm honestly not quite sure how to scale down the power without messing with the flavor, if it's inspired by Bleach, then it is going to be powerful, that just comes with the territory. Maybe getting less maneuvers or something? Then again, you can't swap out manuevers in a PrC.... I'll let you know if I come up with something coherent.
    Inspiration sources should not be a landmark for power level; Even if Bleach is high-powered, material based on it(and intended to be played in a basic game) should be balanced. I believe this Prestige Class is balanced, but perhaps my fanboyism blinds me?
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    Default Re: The Spirit Lords [PrC set, long]

    Quote Originally Posted by Krimm_Blackleaf View Post
    Well, it's just a general rule that enhancement bonuses don't stack. It's why when you use a +2 longbow with +1 arrows it doesn't become a +3 enhancement bonus to the attack.
    But the ansestral relic feat (and class feature) allow you to duy enchancements normally, so why should'nt this? or, at least let it stack with the feat or class feature.




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    Default Re: The Spirit Lords [PrC set, long]

    Added one more ability to first release, Duel Weapons. Did the same for the Unmasked Fiend.
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    Default Re: The Spirit Lords [PrC set, long]

    Now that I've reread this thread and your new arrancar thread, I have to ask:

    When will we see a Quincy-based PrC with one or two of those homebrew Archery Disciplines? :) Or a Captain PrC to really show off of the power differences between a captain and a lieutenant who's unlocked their bankai?

    Keep up the good work man, I'm liking this alot.

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    Default Re: The Spirit Lords [PrC set, long]

    Quote Originally Posted by ErrantX View Post
    Now that I've reread this thread and your new arrancar thread, I have to ask:

    When will we see a Quincy-based PrC with one or two of those homebrew Archery Disciplines? :) Or a Captain PrC to really show off of the power differences between a captain and a lieutenant who's unlocked their bankai?

    Keep up the good work man, I'm liking this alot.

    -X
    Oh hey, not bad ideas.
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    Default Re: The Spirit Lords [PrC set, long]

    I've improved Speed of the Wind some, I thought it was a little lacking compared to the rest of the abilities.
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    Default Re: The Spirit Lords [PrC set, long]

    Quote Originally Posted by Krimm_Blackleaf View Post
    I've improved Speed of the Wind some, I thought it was a little lacking compared to the rest of the abilities.
    Its still lacking, but thats not your fault. Speed only helps those who waste three feats to run and hit something, and then run away. Not to mention it won't ever help your attacks, which is strange, because something hits harder the faster it is going.




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    Default Re: The Spirit Lords [PrC set, long]

    Creature Form and Great Creature Form seem a little unclear to me. Do you get to pick new abilities as your effective manifester level increases, granting you higher menu abilities from astral construct, or is it locked completely when you first get the ability? How does it interact with other abilities: do you get some, none, or all of your other abilities when it's in creature form, does the creature grant negative levels on it's natural attacks if you have that ability? What's the difference between great and normal forms? From what I'm reading, the great form merely increased the EML to 20th prematurely, but has no extra benefit once your EML for the first release form would reach 30th.

    I've just read through your various bleach PrC's, and though I don't know the first thing about it (all accounts I've heard say it's utter insanity, and has several hundred episodes I'd have to wade through to figure it out), your work at least, is good.
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    Default Re: The Spirit Lords [PrC set, long]

    Quote Originally Posted by Fizban View Post
    Creature Form and Great Creature Form seem a little unclear to me. Do you get to pick new abilities as your effective manifester level increases, granting you higher menu abilities from astral construct, or is it locked completely when you first get the ability? How does it interact with other abilities: do you get some, none, or all of your other abilities when it's in creature form, does the creature grant negative levels on it's natural attacks if you have that ability? What's the difference between great and normal forms? From what I'm reading, the great form merely increased the EML to 20th prematurely, but has no extra benefit once your EML for the first release form would reach 30th.

    I've just read through your various bleach PrC's, and though I don't know the first thing about it (all accounts I've heard say it's utter insanity, and has several hundred episodes I'd have to wade through to figure it out), your work at least, is good.
    There are some modifications I've been meaning to give those abilities as well as some clarifications. Now I'm thinking of doing that now.

    Edit: Done.
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    Default Re: The Spirit Lords [PrC set, long]

    I did a small modification to clarify something about the Greater Enhanced Ability of the final release state, in the last two sentences of the ability. I did the same modification to the Unmasked Fiend and the Unveiled Dragon.
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    Homebrew by Krimm Blackleaf


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    Default Re: The Spirit Lords [PrC set, long]

    Added another weapon quality, but I didn't add it to the other classes.
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    Homebrew by Krimm Blackleaf


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    Default Re: The Spirit Lords [PrC set, long]

    And so I've improved the Speed of the Wind final release quality! It needed improvement in the face of the other final release abilities.
    I also added it to the rest of the classes with this theme that I made.
    Last edited by Krimm_Blackleaf; 2008-10-01 at 07:33 PM.
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    Homebrew by Krimm Blackleaf


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