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  1. - Top - End - #1171
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    Quote Originally Posted by Bhu View Post
    Okay the idea behind the Whips are that they can use a whip as a decent weapon, they have a wolf companion, they can cast enchantments through theri whips that are more effective than normal. Any thoughts on caster levels?
    I'm not seeing anything that is out and out broken with that, so full casting is probably not too far out there, methinks.
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  2. - Top - End - #1172
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    Minor update to Whips. Sorry I dont have more its been one of those weekends.
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  3. - Top - End - #1173
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    All class abiliteis are done and awaiting feedback
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  4. - Top - End - #1174
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    Okay if you like the whips I've had more requests to start on. Their Epic levels and such are up and i increased the caster levels. If there are no objections by tomorrow I'll get the next set of stuff up.
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  5. - Top - End - #1175
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    Ive been told elsewhere the cap is a lil weak. So how about this:

    How about this for the Whips capstone: Once per day you can choose any one opponent currently under th influence of one of your Enchantment spells. From now on he automatically fails all Willpower Saves until he receives a Miracle or Wish spell.
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  6. - Top - End - #1176
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    Quote Originally Posted by Bhu View Post
    Ive been told elsewhere the cap is a lil weak. So how about this:

    How about this for the Whips capstone: Once per day you can choose any one opponent currently under the influence of one of your Enchantment spells. From now on he automatically fails all Willpower Saves until he receives a Miracle or Wish spell.
    That's certainly uber, though maybe too far the other direction. I'm also not a big fan of per day features. Maybe Cha bonus per day, so you have some scaling, and...hefty penalty or no save for first round and then get a save after that at a penalty? Idk, just some ideas.
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  7. - Top - End - #1177
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    How about Cha times per day, and if you fail the initial save you dont get subsequent rerolls for Feats or orders that violate your particular ethics?
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  8. - Top - End - #1178
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    Quote Originally Posted by Bhu View Post
    How about Cha times per day, and if you fail the initial save you dont get subsequent rerolls for Feats or orders that violate your particular ethics?
    That could work quite well, yes.
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  9. - Top - End - #1179
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    SCARSWORD

    [IMG]Picture URL[/IMG]

    "Gaining power requires one to suffer great personal loss. And what is power but the ability to inflict great personal loss."

    The Scarswords are Greatsword wielding elite troops of the Orog military. They have stolen the secrets of the Duskblades from the elves, and have learned to combine it with their own magical scarification rituals that allow them to tap the power of the Faerzress.

    BECOMING A SCARSWORD
    Orog's born with the prerequisite signs (i.e. the Scarred Feat) are trained the moment they are able to walk as Duskblades. Once they can withstand the rituals necessary for this class they are inducted if they have the right attitude, or killed if they do not.

    ENTRY REQUIREMENTS
    Race: Orog
    BAB: +6
    Class Features: Armored Mage, must be able to cast Arcane spells
    Skills: Knowledge (Arcana, Dungeoneering) 8 ranks, Spellcraft 4 ranks
    Feats: Burning Scars, Scarred


    Class Skills
    The Scarsword's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Arcane, Dungeoneering, Geography, War)(Int), Ride (Dex), and Spellcraft (Int)
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    Tap Faerzress, +1 level of Arcane Casting Class
    2. +2    +3     +0     +3    Armored Mage (Heavy), +1 level of Arcane Casting Class
    3. +3    +3     +1     +3    Quick Cast 1/day, +1 level of Arcane Casting Class
    4. +4    +4     +1     +4    Tap Faerzress, +1 level of Arcane Casting Class
    5. +5    +4     +1     +4    Improved Armored Mage, +1 level of Arcane Casting Class
    6. +6    +5     +2     +5    Quick Cast 2/day, +1 level of Arcane Casting Class
    7. +7    +5     +2     +5    Tap Faerzress, +1 level of Arcane Casting Class
    8. +8    +6     +2     +6    Improved Armored Mage, +1 level of Arcane Casting Class
    9. +9    +6     +3     +6    Quick Cast 3/day, +1 level of Arcane Casting Class
    10.+10   +7     +3     +7    Power Has It's Price, +1 level of Arcane Casting Class
    Weapon Proficiencies: A Scarsword gains no new weapon or armor proficiencies.

    Tap Faerzress (Su): Beginning at 1st level you have learned to use magical rituals to infuse Faerzress into your scars and store it there. While in the presence of Faerzress you can store one charge per Scarsword Level for 24 hours at 1st level, for 1 week at 4th level, and for 1 month at 7th level. While the Faerzress radiation is stored within your body you gain the following effects:

    At 1st level you are immune to Teleportation effects, whether they are beneficial or not. They simply don't work on you. You also gain a +4 Enhancement Bonus to Will Saves against spells from the Divination school, and any powers or abilities that mimic their effects.

    At 4th level you gain a Deflection Bonus to your AC equal to your Intelligence Modifier.

    At 7th level you gain an untyped Bonus to your attack and damage rolls equal to your Intelligence Modifier.

    Each day you spend away from a Faerzress infused area you lose one 'charge' you are carrying per day. You may also expend charges as a Swift Action to achieve certain effects and enhance your Duskblade abilities as follows:

    Expend 1 Charge to increase the Bonus you get from your Spell Power ability by +2 (you may expend multiple charges and they stack) for the duration of the encounter.

    Expend 1 charge to increase the Save DC of Duskblade spells you cast by +2 for the duration of the encounter.

    Expend 1 charge to increase the Caster Level of Duskblade spells you cast by +2 for the duration of the encounter.

    At 7th level you can expend 1 charge to gain the Arcane Channeling (Full Attack) ability for the rest of the encounter (this is identical to teh Duskblade ability in the PHB II).



    Armored Mage (Heavy)(Ex): At second level you can cast Duskblade spells in Heavy Armor with no chance of Arcane Spell Failure.

    Improved Armored Mage (Su): At 5th level wearing Armor does not reduce your speed. At 8th level you may reduce your Armors Check Penalty by an amount equal to your Int Modifier (i.e. if your Armor Check Penalty is -3, and your Int modifier is +3, your Armor Check Penalty is now +0).

    Quick Cast: This is identical to the Duskblade ability listed on page 20 of PHB 2, and it stacks with it (i.e. a Duskblade 6/Scarsword 8 can use Quick Cast 3/day).

    Power Has It's Price (Su): At 10th level your constant exposure to the Faerzress has mutated and warped you into an abomination. Your Type becomes Aberration (do not recalculate HD/Saves/BAB etc). You gain DR 5/- and Fast Healing equal to your Intelligence Modifier while infused with Faerzress.

    PLAYING A SCARSWORD
    Some people think you are an elite military unit (yourself among them). Other wonder if you're a delusionary madman meddling with forces best left alone. The longer you are exposed to the Faerzress the more likely people will conform to the latter opinion.
    Combat: Most Scarswords tend to specialize in greatswords, which isn't uncommon among the Orog species. They also tend to wear much heavier armor than most Duskblades. This makes many opponents underestimate them as simply ugly and intimidating heavy infantry. Boy are they in fro a surprise.
    Advancement: Being in the military their advancement is largely up to an individual Scarswords superior officer. Of course if they wash out or get thrown out (which is rare considering the time and effort invested in them) they're free to make their own decisions.
    Resources: As a member of the military you have access to their resources on missions for them, if they believe you need it.

    SCARSWORDS IN THE WORLD
    "That is the ugliest Orc I have ever seen..."
    Scarswords are pretty much reviled like any other Orc warrior. Quite the contrast to the heroes welcome they usually get at home. Given their power many tend to make their displeasure at anything less than full blown fan worship known quite painfully.
    Daily Life: Your days consist of intensive training unless you're on a mission of some sort.
    Notables: Kusur Yetki (LE Male Orog Duskblade 6/Scarsword 6) has recently been placed in charge of his own military group and is eager to prove himself.
    Organizations: The Scarswords are their own organization within the military, similar to the way the U.S. Army Rangers are within the Army. Membership is limited, and one must prove himself and have the necessary abilities to get in.

    NPC Reaction
    NPC's are terrified of you. Not only are you the typical genocidal Orcish monster, but you can call up Arcane power. Not a good combination for the local humanoid peasant villages you'll be raiding.

    SCARSWORDS IN THE GAME
    The Scarswords are a military PrC, so unless the group are all Orog military the DM or player will have to think about how to explain his presence in the group.
    Adaptation: This PrC assumes the Orogs are a fairly powerful military presence in the world, and is probably also best suited for more serious campaigns.
    Encounters: Scarswords are usually encountered in large scale military operations by the Orogs.

    Sample Encounter
    EL 14: The PC's have been hired to spy on the Orogs, as rumors have surfaced of a new type of military unit. They have been given disguises that will let them appear to be Orcs. You just know this is gonna go wrong somehow...


    Kusur Yetki
    LE Male Orog Duskblade 6/Scarsword 6
    Init +4, Senses: Listen -1, Spot -1, Dark Vision 120', Light Blindness
    Languages Common, Orc, Undercommon, Goblin, Giant
    ------------------------------------------------
    AC , touch , flat-footed (+2 Natural, )
    AC w/Faerzress , touch , flat-footed (+3 Deflection, +2 Natural)
    hp 78 (12 HD)
    Fort +12, Ref +4, Will +11
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +12, Grp +17
    Atk Options Quick Cast 3/day
    Combat Gear
    Spells Per Day 0: 6 (DC 13) Acid Splash, Touch of Fatigue
    1st: 8 (DC 14) Chill Touch, Ray of Enfeeblement, Resist Energy, Shocking Grasp, True Strike
    2nd: 8 (DC 15) Dimension Hop, Ghoul Touch, See Invisibility, Swift Invisibility
    3rd: 6 (DC 16) Dispelling Touch, Ray of Exhaustion, Regroup, Vampiric Touch
    -----------------------------------------------
    Abilities Str 20, Dex 10, Con 14, Int 16, Wis 9, Cha 10
    SQ Energy Resistance 5 (Cold, Fire), Orc Blood, Armored Mage (Light, Medium, Heavy), Improved Armored Mage, Arcane Attunement, Arcane Channeling, Spell Power +2, Tap Faerzress (lasts 1 week, Immune to teleport, +4 on Saves vs Divination, +3 Deflection Bonus to AC)
    Feats Burning Scars, Improved Initiative, Power Attack, Scarred, Combat Casting (B)
    Skills Climb +13, Concentration +10, Craft (Armorsmithing, Weaponsmithing) +9, Intimidate +8, Jump +13, Knowledge (Arcana, Dungeoneering, War) +11, Spellcraft +13
    Possessions



    EPIC SCARSWORD

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Quick Cast The Scarsword gains an additional daily use of Quick Cast at Level 23 and every 3 levels thereafter.
    Spells You caster level continues to improve with Epic Levels, but you do not gain additional spells per day or learn new spells.
    Bonus Feats: The Epic Scarsword gains a Bonus Feat every 3 levels higher than 20th


    Meirihjorr Style
    You prefer to use the Greatsword as your weapon of choice. This particular style is usually limited to Orog swordmages.
    Prerequisites: BAB +4, Arcane Strike, Martial Weapon Proficiency (Greatsword)
    Benefits: When using your Arcane Strike Feat with a Greatsword, you get an extra 1d6 damage times the level of the spell lost instead of 1d4.

    Advanced Meirihjorr Style
    des
    Prerequisites: BAB +12, Meirihjorr Style, Battlecaster Offense, Combat Casting
    Benefits: If you damage an opponent in the same round with a Greatsword and a Spell (by using Arcane Channeling for example), your opponent doesn't receive the benefit of Spell Resistance against the next spell you cast against him on the following round.

    Meirihjorr Mastery
    des
    Prerequisites: BAB +24, Advanced Meirihjorr Style, Battlecaster Defense, Improved Critical (Greatsword)
    Benefits: If you successfully critical against an opponent while using a Greatsword and your Arcane Strike Feat, do an additional amount of d6 damage dice equal to your Hit Dice.
    Last edited by Bhu; 2010-09-07 at 12:12 AM.
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  10. - Top - End - #1180
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    Love the Whip prestige class. Looks perfect for one of my darker-themed characters . . . *evil cackle*

  11. - Top - End - #1181
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    Quote Originally Posted by Bhu View Post
    The Scarswords are Greatsword wielding elite troops of the Orog military. They have stolen the secrets of the Duskblades fro the elves, and have learned to combine it with their own magical scarification rituals that allow them to tap the power of the Faerzress.
    Ooo, Orog Duskblade PRC? Sign me up! =D
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  12. - Top - End - #1182
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    SCARSWORD ... another win for you

  13. - Top - End - #1183
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    Okay I'm not horribly familiar with Faerun, so are there currently any Feats related ot the Faerzress?
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  14. - Top - End - #1184
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    are there currently any Feats related ot the Faerzress?
    None exist

    If you want any information about Faerzress though, blast away at me
    Last edited by Eikonos; 2010-08-05 at 04:59 AM.

  15. - Top - End - #1185
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    What does it do besides blocking divination and messing up teleports?
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  16. - Top - End - #1186
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    What does it do besides blocking divination and messing up teleports?
    Ok, here goes:

    * Drow use it to enhance their magical items (via Drowcraft weapon/armor enhancement:
    a drowcraft item is energized by the surrounding aura of faerzress. As long as it remains within a zone of faerzress, it grants its wielder a +2 luck bonus on attack and damage rolls or armor class, in addition to its normal enhancement bonus. Outside a faerzress zone (for example, aboveground), the weapon does not grant the luck bonus, but it otherwise works normally. A drowcraft weapon exposed to sunlight must make a DC 8 Fort save or dissolve utterly. A new save at the same DC is required for each day of exposure. Sheathed weapons or weapons exposed to indirect light (such as indoors))

    * It can sustain living organisms, there are some example plants in the Underdark:
    - Luurden: Luurden, or bloodfruit, is a rare tree that grows only in areas of strong faerzress. The barren branches of this pale, gnarled tree seem more dead than alive, but once every 3 to 4 years, it produces a small amount of bitter red fruit that is used to make rare Underdark wines and elixirs.
    - Sussur: Rare and magical, the so-called “deeproot” tree is found only in the largest of caverns. It can grow to a height of 60 feet, and its branches are long and gnarled, with banyanlikeaerial roots. Few leaves grow on the sussur; it exists almost entirely on faerzress and is often found in caverns where wizard fire is prevalent. A sussur tree can drink in magic from its environs, so most sussurs are surrounded by antimagic fields that extend for hundreds of feet.

    * it can cause mutation in living creatures:
    A faerzress-infused creature is one that has been magically altered to harness the power of the Underdark’s pervasive magical radiation. Faerzress-infused creatures are sometimes deliberately created by the experimentation of Underdark races such as drow, mind flayers, or phaerimms, but creatures that simply dwell in areas of powerful faerzress are sometimes born with this template. Thay can detect Faerzress (just like detect magic, works at will), gain the drowcraft item bonuses (both - to hit, damage and AC), +4 bonus on Will saves against all divination spells and effects.

  17. - Top - End - #1187
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    is it prominent where the Orogs live?
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    is it prominent where the Orogs live?
    Orogs tend to make their strongholds in the deeper reaches of the Underdark, where the radiation is still very potent, more primal than in the upper reaches, so to speak. In those regions, strange magical phenomena appear, that have never been observed anywhere else - sponateous, powerful effects - not quite wild magic, but rather fluctuations of energies still present since the creation of Faerun itself.

  19. - Top - End - #1189
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    Scarsword updated
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    Is Faerzress only found in teh Underdark? If so doesn't that limit this PrC's ability a little?
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    Quote Originally Posted by Bhu View Post
    Is Faerzress only found in teh Underdark? If so doesn't that limit this PrC's ability a little?
    As far as I know it is, as the magic radiation doesn't usually escape above ground, otherwise.
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  22. - Top - End - #1192
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    As far as I know it is, as the magic radiation doesn't usually escape above ground, otherwise.
    Generally, this is all true, but...I canot believe, that places where faerzress emanates from the Underdark do not exist

    Besides, it's really up to the DM to decide, whether such places exist in his campaign or not. If not, well, you can always visit the underdark or it can visit you, your farm, your city too

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    Daemon

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    Ok, tomorrow morning I'm leaving on a two week vacation in a remote place, well secluded, away from most trappings of civilization.

    Thus, my posting may become quite scarce, if any at all, during that time.

    I will, however, use any possible occasion to post something and will definitely lurk.

    A lot.

    Bhu, remember, good health is your most important goal in life, without it all else is in vain !!

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    Atgeirr Style
    You prefer to use the Longspear as your weapon of choice.
    Prerequisites: BAB +4, Short Haft, Combat Expertise
    Benefits: You gain a +2 Competence Bonus to Attack and Damage rolls when Fighting Defensively with a Longspear.
    Make it a +4 Competence Bonus to attack, +2 to Damage. At least. It's got some hefty prerequisites, so might as well make it worth taking in the sense that it'd allow the character to fight defensively all the time.

    Advanced Atgeirr Style
    des
    Prerequisites: BAB +12, Atgeirr Style, Improved Trip, Spear Sweep
    Benefits: You gain a +4 Competence Bonus to Trip Attempts with a Longspear while Fighting Defensively.
    How about something else too, like (just an idea) - if you miss on a trip attempt, you may elect to roll again once per round. And apply both strength and dexterity bonuses on a trip attempt?

    Really, it's a high level feat with three other feat prerequisites which demands that the person take the two levels in fighter to fill out for (and the two bonus feats you get from two levels in fighter could be better spent on other low end feat prerequisites).

    Atgeirr Mastery
    des
    Prerequisites: BAB +24, Advance Atgeirr Style, Greater Spear Sweep, Multiple Spear Sweep
    Benefits: When using your Multiple Spear Sweep Feat, you no longer take a -2 Penalty on the first opponent. For example if you have a +10 BAB, and try to Trip 4 Orcs, your first attempt is +10, the second +8, the third +6, and the fourth +4.
    May as well make it, 'take no penalty on any trip attempt made with the multiple spear sweep feat - except that this applies only to your dexterity modifier.'

    So it's kind of like combat reflexes, except you can make a heck of a lot of trip attempts on any one you choose at almost no penalty whatsoever. There's a heck of a lot of prerequisites in their too. And it's even epic. And epic fighters suck. And it's not like I would take levels in epic fighter any more then I would take levels in regular fighter to match the prerequisites (they gain bonus feats at the same pacing).
    Last edited by imp_fireball; 2010-08-13 at 08:16 PM.

  25. - Top - End - #1195
    Titan in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    Yeah since Im adding new style feats I may as well revise the old ones too.
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  26. - Top - End - #1196
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    Default Re: Any Orc/Goblinoid Fans??

    How about I give them the power to temporarily store Faerzress in their scars?
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  27. - Top - End - #1197
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    Default Re: Any Orc/Goblinoid Fans??

    Anyone think the current abilities are over the top?
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  28. - Top - End - #1198
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    Default Re: Any Orc/Goblinoid Fans??

    Not a comment on any one thing but more over all.

    Thanks for the thread and its great organization. I've been reading the new posts off and on and I sort of lost view of the whole thread.

    I appreciate the work, the index, and think you deserve a pat on the back...

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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Bhu View Post
    Anyone think the current abilities are over the top?
    Not at all. If anything, they could use some pushing towards the top, as the abilities currently feel kinda 'meh, nice but nothing to get excited about'.
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  30. - Top - End - #1200
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    Default Re: Any Orc/Goblinoid Fans??

    So unless the tappable effects of their scars and the capstone arent too out there full casting is okay then
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