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  • Oracle of the Elemental Grove by Unosarta

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  • The Prescient Commander by Shadow_Elf

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  1. - Top - End - #1
    Titan in the Playground
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    Default [Competition] "What's In A Name?" II - Waracle - NOW VOTING

    What's In A Name?
    That which we call a rose by any other name would smell as sweet.

    What's In A Name? II - Waracle

    The contest begins with the posting of this thread and will continue until the 20th of May. Soon after, a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.


    Rules
    1. You will be creating an original d20r prestige class based around a name/idea: in this case, the "Waracle" or 'war oracle'. What exactly a Waracle is is up to you, but it must follow d20r rules. Some quick notes are attached at the bottom that delineate the differences between a 3.5 PrC and a d20r PrC.

    2. Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

    3. Entries must be d20r system, using the standard format below.

    4. Post all entries on this thread. Do not post conversation here. Any and all comments and discussions will take place on a separate thread.

    5. One entry per participant. No double-teaming.

    6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Converting an existing homebrew (not an existing publication) to d20r format is acceptable.

    7. No reserving posts. Feel free to post a framework and tweak it, but you have to have the basic entry already done.

    8. Please state if you do not want critiques: otherwise other participants will likely give a rundown of your build in the chat thread.

    9. Your material must stay within the bounds of the OGL. You may reference any material that is presented in the SRD or in d20r's forum.


    Format
    Formatting lovingly stolen from ErrantX's PrC contests
    Spoiler
    Show
    [color=maroon][size=5][b]PRESTIGE CLASS NAME [/b][/size][/color]

    [IMG]http://Picture URL[/img]

    [i]Quote of Some Kind by a member of the class! [/i]

    A general description of whatever the class is!

    [size=4][color=maroon]BECOMING A CLASS NAME [/color][/size]
    How you would normally become a member of this prestige class.

    [b]ENTRY REQUIREMENTS[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]

    [b][size=3][color=maroon]Class Skills[/color][/size][/b]
    The Class Name's class skills (and the key ability for each skill) are....
    [b]Skills: [/b]a Class is trained in the X skill set and chooses Y other skill sets.

    [b]Hit Dice:[/b] dx

    {table=head][b]Level[/b]|[b]BAB[/b]|[b]Fort[/b]|[b]Ref[/b]|[b]Will[/b]|[b]Special[/b]

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/table]

    [b]Proficiencies[/b]: A Class Name is proficient with simple weapons and selects X other weapon groups to be proficient in.

    Put all the different class abilities in here!

    [color=maroon][size=4][b]PLAYING A CLASS NAME[/b][/size][/color]
    Brief description on how to play the class you are designing.
    [b]Combat:[/b] Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
    [b]Advancement:[/b] This is a section on different options and paths that the class can go down when they advance in power.
    [b]Resources:[/b] What resources might a member of this PrC be able to draw on.

    [size=4][color=maroon][b]CLASS NAME IN THE WORLD[/b][/color][/size]
    [i]A quote of somebody else talking about your class![/i]

    A brief description of how your class is persevered in the world and how he interacts with the world.
    [b]Daily Life:[/b] Some general information about the typical day in the life of your class.
    [b]Notables:[/b] Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    [b]Organizations:[/b] Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    [size=4][color=maroon][b]NPC Reaction[/b][/color][/size]
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    [color=maroon][size=4][b]CLASS NAME IN THE GAME[/b][/size][/color]
    This is a good place to provide a quick note on how your class will effect game play statistically.
    [b]Adaptation:[/b] This is a place where you put in detail how people can adapt your class into their campaign setting.
    [b]Encounters:[/b] This is a place to describe what sort of encounters PC's will have with NPC versions of your class.



    d20r System Notes
    • General System Changes: There is a listing here of the system changes. Some of them are delineated below for quick reference.
    • Prowess: Primarily combative classes (like the warlord) receive 6 prowess per level. Secondarily combative classes (like the rogue) receive 4 prowess per level. Primarily casting classes receive 2 prowess per level. Prowess is used to improve combat-related feats. The cap for prowess invested into an investing feat is your BAB +3. The cap for prowess invested into a style feat is your BAB*6.
    • Spellcasting: 3.5 wizard-style prepared spellcasting is gone. "Prepared" casting classes will use a system like the d20r paladin's spellcasting.
    • Ability Keywords: Class features now have ability keywords, such as [Aura], [Arcane], or [Lore]. Prestige classes can improve features with the correct keyword in the same fashion that 3.5 spellcasting-improving classes did.
    • The Progressing Keyword: [Progressing] is a special keyword that interacts with favored class and multiclass feats. You shouldn't need to deal with it at all in a prestige class.
    • Skills: Skill lists are not a specific list per class: instead, classes receive training in between one and four skill sets. More about the skill system can be seen here.
    • Proficiencies: Weapon proficiencies use a variant of Unearthed Arcana's weapon group system, which you can see a breakdown of here. Armor proficiencies are unchanged.
    • Available classes to work with at this time: Symbol, Engineer, Luckthief, Rogue, Dreadnaught, Cleric, Trapper (not mine), Warlord, Paladin, Soulknife, Savant, Monk, Fencer, Ranger, Hunter, Medium, Druid. There's also the unfinished frameworks for the Sorcerer and Wizard, and Psion and Psychic Warrior are going to be pretty much as-is.



    The Prize
    The winning prestige class (any any class I feel to be of high enough quality, with the author's permission) will be included in the final version of d20r as an available prestige class, and your name will be included in the credits in the final product.

    Disclaimer: (in full-size font because I am not a douche) I reserve the right to edit or alter the winning prestige class, whether it be for balance, system changes, or otherwise. However, I will make every effort to keep the final product as true to the original as possible. The winning prestige class (and any that I select for being exceptional) remain the property of their creators, but allow specifically for me to edit them as required to make them feasibly includeable into the final d20r product.
    Last edited by Fax Celestis; 2011-05-31 at 11:25 PM.

  2. - Top - End - #2
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    Default Re: [Competition] "What's In A Name?" II - Waracle

    Oracle of the Elemental Grove

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    The ancient song is still sung, in the garden. The wisest minds find their way back there. The elements reign over the chaos of the void, and the law of creation holds sway. We dare not tame the elements, for fear of retaliation, but we may harness them. We will protect the garden, that most ancient grove, protect it from what will come.
    -Ruiall Harera, Keeper of the Grove

    The Oracle of the Elemental Grove is a druid who is heavily connected to the ancient garden of the titans, where the elements of creation were first made, and where ancient foresight has been concentrated. In the garden lies the Lake of Gates, the place where all times, present, future, and past, and all locations, near, far, and across the planes, intersects upon one location, in the ancient waters of the sacred lake. The Oracle of the Elemental Grove has pledged their life to protecting the grove that houses the elements, and to protecting all of creation against a threat to the garden. The Lake of Gates periodically allows them to peer into their future, at a greater rate as they progress in power.

    BECOMING AN ORACLE OF THE ELEMENTAL GROVE

    ENTRY REQUIREMENTS
    Feats: Skill Knowledge [Knowledge (Nature)]
    Skills: Any Knowledge (Journeyman), Awareness (Journeyman), Knowledge (Nature) (Master)
    Base Attack Bonus: +4
    Special: Able to bind 3rd level spirits
    Special: Must have been initiated to the Oracles

    Class Skills
    The Oracle of the Elemental Grove's skill sets are Sage, Druid, and Mage.

    Prowess: The Oracle of the Elemental Grove gains 2 prowess per level.
    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +1
    |
    +0
    |
    +2
    |Sight of the Garden, Elemental Soul, Power of the Garden

    2nd|
    +1
    |
    +1
    |
    +0
    |
    +3
    |Marrowfrost

    3rd|
    +2
    |
    +2
    |
    +1
    |
    +3
    |Windwall

    4th|
    +3
    |
    +2
    |
    +1
    |
    +4
    |Fuel the Forge of Creation

    5th|
    +3
    |
    +3
    |
    +1
    |
    +4
    |Ocular Gate

    6th|
    +4
    |
    +3
    |
    +2
    |
    +5
    |Glade Weave

    7th|
    +5
    |
    +3
    |
    +2
    |
    +5
    |Thunder of the Heavens

    8th|
    +6
    |
    +4
    |
    +2
    |
    +6
    |Seal the Ancient Gates

    9th|
    +6
    |
    +4
    |
    +3
    |
    +6
    |Ride the Storm

    10th|
    +7
    |
    +5
    |
    +3
    |
    +7
    |Power of the Eye
    [/table]

    Weapon Proficiencies: The Oracle of the Elemental Grove does not gain proficiency with any weapons or armor.

    Sight of the Garden (Su): The Oracle of the Elemental Grove can inherently see into the gardens of creation, and can see past the veil of physical sight. She gains an insight bonus to all Awareness checks equal to one half of her Oracle of the Elemental Grove level, and she automatically becomes a Master in Awareness. In addition, she can see magic, as the Arcane Sight spell.

    Elemental Soul: The Oracle of the Elemental Grove’s druidic powers increase with her training in the grove. At every level except for first, fifth, and tenth, the Oracle of the Elemental Grove progresses her Spirit Binding, including the maximum level that can be bound and the Druid’s Avatar of Nature ability, as if she had gained an additional level in the Druid class at those levels. She gains no other benefit from the progressed levels.

    Power of the Garden (Su) [Primal]: The Oracle of the Elemental Grove can channel the power of the garden directly through herself, creating energy enough to harm the enemies of the grove. As a standard action, the Oracle of the Elemental Grove may make a ranged touch attack. If it hits, it deals 1d6 damage per Oracle of the Elemental Grove level she possesses. This damage may be either Fire, Cold, Electricity, Sonic, or Acid damage, chosen upon using this ability.

    Marrowfrost (Su) [Primal]: The Oracle of the Elemental Grove can exude the ancient frost and cold of the frozen reaches of the garden, freezing her enemies to the very bone. Starting at second level, as a standard action, she may, make a touch attack and chill the blood of her enemies. If the attack is successful, the target takes 5d6 cold damage, plus 1d6 Cold damage per Oracle of the Elemental Grove level she possesses. In addition, whenever the Oracle of the Elemental Grove makes a successful Awareness check to notice or see the target who has been harmed by this ability, or uses an ability with the [Scrying] keyword, for the next 24 hours, that target must make a Will save (DC 10 + Oracle of the Elemental Grove levels + Wisdom modifier) or become Shaken for one hour. The target only must attempt the Will save if the Oracle of the Elemental Grove was making their Awareness check in opposition to the target’s Stealth check, or in order to see the target based on distance. The fear condition created by this ability stacks with itself (going from Shaken to Frightened, and from Frightened to Panicked). This ability may only be used once per encounter. When the Oracle of the Elemental Grove uses this ability on a creature while another creature is currently affected by it, she must choose which creature is affected by the ability. She deals an additional 1d6 damage per ability she used in the past 3 rounds that had the [Primal] keyword, not including this ability.

    Windwall (Su) [Primal]: The Oracle of the Elemental Grove creates walls of wind, from the aeries of the garden, where the ancient elementals of air roost with the primordial birds. Starting at third she may create a vast wall of wind, stretching 50 feet long, and 30 feet high, and which is 5 feet thick, as a full round action, within 40 feet of herself. Any creature that attempts to move through the wall must make a Strength check (DC 10 + Oracle of the Elemental Grove levels + Wisdom modifier) or be pushed back 10 feet, instead of moving through the wall. Any creature being attacked through the wall of wind gains a +4 bonus to Armor class against melee attacks, and a +8 bonus against ranged attacks. The wall lasts for 5 rounds. After the wall fades, the Oracle of the Elemental Grove must wait 2d4 rounds before using it again. The bonuses from this ability, and the DC to resist the push-back increases by 1 for every ability the Oracle of the Elemental Grove has used in the past three rounds that had the [Primal] keyword. The Oracle of the Elemental Grove may make a number of 90 degree turns in the wall upon creation equal to her Wisdom modifier.

    Fuel the Forge of Creation (Su) [Primal]: The Oracle of the Elemental Grove can bring the fires from the forge of creation, where the Master first pounded out the worlds on his anvil, made from the earth of his flesh, the hammer the fires of his resolve. Starting at fourth level, the Oracle of the Elemental Grove may, as a full round action, summon the fires of creation. One target within 30 feet of the Oracle of the Elemental Grove takes 10d6 fire damage, plus 1d6 fire damage per Oracle of the Elemental Grove level she possesses. The target can make a Reflex save for half damage. All allies within 20 feet of the creature fly into a rage, gaining a +4 enhancement bonus to Strength and Dexterity, while taking a -2 penalty to all Will saves. This effect lasts for a number of rounds equal to the Oracle of the Elemental Grove’s Constitution modifier. The bonuses and penalties increase by 1 for every ability that the Oracle of the Elemental Grove has used in the past three rounds that had the [Primal] keyword. She may only use this ability once per day.

    Ocular Gate (Su) [Scrying]: The Oracle of the Elemental Grove can create a portal to the Lake of Gates, an image of the sight of the future, the present, or the past, allowing her allies to see into the various times and places as well. Starting at fifth level, as a ten minute ritual, the Oracle of the Elemental Grove may create a great gate of far seeing. All creatures that are within 30 feet and look upon the gate gain the effects of the Greater Scrying spell as long as they look upon the gate. The Oracle of the Elemental Grove must spend all actions as long as the gate remains. If she moves or is moved while the gate is still in existence, it disappears. The gate lasts for 20 minutes, before disappearing. The gate may only be summoned once per hour.

    Glade Weave (Su): The Oracle of the Elemental Grove can use the powers of the grove to empower the elements, choose their destination and path, and create flows of energy. Starting at sixth level, Whenever a spell, ability, or effect that deals damage of the Fire, Cold, Elecricity, Sonic, or Acid damage types is used within 30 feet of the Oracle of the Elemental Grove and does not originate from the Oracle of the Elemental Grove, or whenever an ability with the [Elemenal] keyword that does not originate from the Oracle of the Elemental Grove is used within 60 feet of the Oracle of the Elemental Grove, the Oracle of the Elemental Grove may subtly change the energy as an immediate action. She may choose one new target that is also affected by the effect, if the effect is targeted, or she may remove one target from the targets that the ability affects. If the spell has an area of effect, she may move the area of effect 10 feet in any direction, or create up to three 5 foot cubes not affected by the area of effect. After using this ability, the Oracle of the Elemental Grove may not use it again for 1d4 rounds. In addition, by extending the amount of time that she is unable to use the ability by 3 rounds, the Oracle of the Elemental Grove may completely negate any effect the ability she is targeting has.

    Thunder of the Heavens (Su) [Primal]: The Oracle of the Elemental Grove can summon thunder and lightning from the heavens of the grove, destroying the enemies of the grove, or those that would try to destroy it. Starting at seventh level, the Oracle of the Elemental Grove may summon thunder and lightning as a full round action, once per day. All creatures within 30 feet of the Oracle of the Elemental Grove take 15d6 Electricity damage, and are deafened for 5 rounds. They may make a reflex save for half damage (DC 10 + Oracle of the Elemental Grove levels + Wisdom modifier). In addition, all creatures within 50 feet of the Oracle of the Elemental Grove are knocked back 20 feet, Reflex save for half distance (DC 10 + Oracle of the Elemental Grove levels + Wisdom modifier). For every ability that the Oracle of the Elemental Grove has used in the past three rounds that had the [Primal] keyword, the ability deals 2d6 more damage, the DC increases by 1, and the distance creatures are thrown increases by 5 feet.

    Seal the Ancient Gates (Su): The Oracle of the Elemental Grove can seal the gates of the grove, which are more metaphorical and magical than physical. They represent entry to and from the grove, and by “sealing” them, so to speak, the Oracle can create a physical block, stopping travel both physical, planar, and through time. Starting at eighth level, the Oracle of the Elemental Grove may create a non-physical barrier to all movement to all movement, physical or otherwise, as a full round action, once per day. The barrier lasts for 1 minute, is centered on the Oracle of the Elemental Grove, affects all creatures within 30 feet of the Oracle of the Elemental Grove, and prevents all movement. Movement speeds are automatically reduced to 0, creatures that are flying fall, and take the equivalent falling damage. All planar transportation is blocked, and any spell, ability, or effect that affects time is blocked as well. This affects the Oracle of the Elemental Grove as well.

    Ride the Storm (Su) [Primal]: The Oracle of the Elemental Grove can create huge windstorms, and great floods, sweeping through and destroying, similar to the primal storms that wrack the garden. Starting at ninth level, the Oracle of the Elemental Grove can, once per encounter, as a full round action, summon a great storm, ravaging her enemies. It lasts for 4 rounds, and occupies a 50 foot cube. On the first round, waters flood the area, dealing 3d6 bludgeoning damage to those on the ground, and forcing all creatures on the ground to make a Reflex save (DC 10 + Oracle of the Elemental Grove levels + Wisdom modifier) or fall prone. On the second round, terrible winds ravage the area, dealing 6d6 bludgeoning damage, pushing all targets in the area 10 feet away from the Oracle of the Elemental Grove, and all creatures that are flying immediately fall to the ground, taking the equivalent falling damage. On the third round, all creatures in the area of the storm, besides the Oracle of the Elemental Grove, take 10d6 Electricity damage, as lightning flashes through the area, striking the water that flooded through, burning and shocking those who are in the area. In addition, all creatures in the area become blinded for 4 rounds. In the fourth round, all creatures in the area take 10d6 Sonic damage, and become deafened. The Oracle of the Elemental Grove is immune to any of these effects. The Oracle of the Elemental Grove may not make any actions while this ability is in effect, and the effect immediately ends if more than 25% of the Oracle of the Elemental Grove’s hit points are dealt to her in a single blow while she is concentrating on this ability. For every ability the Oracle of the Elemental Grove has used in the past 3 rounds that had the [Primal] keyword, the area affected by this ability increases by 5 feet in every direction.

    Power of the Eye (Su) [Scrying]: The Oracle of the Elemental Grove can open her eyes directly to the Lake of Gates, and see directly into the heart of the elements, transforming herself, and granting her greater power. Starting at tenth level, the Oracle of the Elemental Grove becomes infused with the very essence of the grove. She may use her Power of the Garden ability as a swift action, and whenever she deals Fire, Cold, Electricity, Sonic, or Acid damage, she deals an additional amount of damage equal to her Wisdom modifier. In addition, any ability that she uses that has the [Scrying] keyword lasts for twice the duration. In addition, she gains all of the traits of an elemental, but without gaining the actual type, but she may be resurrected as normal for her race, unlike elementals.

    PLAYING AN ORACLE OF THE ELEMENTAL GROVE
    The Oracle of the Elemental Grove is a very combat based class, with some minor knowledge based out of combat support.
    Combat: The Oracle of the Elemental Grove spends a lot of their combat time either using their elemental themed powers, or the powers granted by the spirits they bind. Depending on their level, the frequency of either of those powers that are used will go up or down.
    Advancement: Pretty much the only options available to the Oracle of the Elemental Grove are more levels of Druid.
    Resources: The Oracles of the Elemental Grove are a fairly vast organization, with holdings all over the worlds or planes, in order to protect the elemental garden and the elemental planes. As long as the Oracle of the Elemental Grove is on a mission or in some other way working to protect the garden or elemental planes, they can pretty much count on the full support of any conclave or individual Oracle of the Elemental Garden.

    ORACLES OF THE ELEMENTAL GROVE IN THE WORLD
    ”How... how did she do that...
    The bulwark around the fortress was 10 man thick, all the way around...
    She... just glided up. I saw them die, all around me.
    She seemed to foresee our blows, foresee our very thoughts.
    Her hands were covered... covered in fire.
    Oh gods... the fires...
    Ah! Aaaah! Get them away from me! Put them out, put them out...”
    The man screamed for several minutes, beating away invisible flames that roared in his mind, so utterly broken by the combat.

    The last words of one Lieutenant Juonis Rarison, defending a keep of the Scarlet Sect.

    The Oracles of the Elemental Grove are not very well known at all. Although they do have a fair number of members in the organization, they do most of their work covertly, away from prying eye. Their greatest enemies, the Scarlet Sect, seek to undermine their protections of the Elemental Garden.
    Daily Life: Oracles of the Elemental Grove tend to spend some part of their day, either while meditating, or while practicing some sort of battle form, regulating the garden of the elements. This is most commonly performed by letting off large amounts of energy, in order to balance energy spikes and dangerous levels of energy of a certain type within the framework of the garden. In essence; they blow stuff up with the elements. For younger apprentices, this tends to be less controlled, and more haphazard. For masters, the energy release tends to be much more controlled, and not a danger to those around the Oracle of the Elemental Garden.
    Notables: The Oracles of the Elemental Grove were originally a group focused on the study of the elements, and only after much research and discovery of the elemental garden did they come to the conclusion that it needed protection from the less desirable and greedy members of the magical community. They created a task force that was assigned to protect the garden, while the main body of the Oracles put their focus into researching it. When the task force needed more power in order to fend off attacks from rival groups that either intended harm to the garden, or to steal the powers of the garden, the oracles supplied them with more powers, and more members, often from the direct body of the organization. As the studies were completed, and the oracles reached the very inner sanctum of the garden, they unlocked the powers of the Lake of Gates, making most of their means of research absolutely pointless, being able to divine the present, past, and future for the answers to their questions. They devoted most of their members to the guarding of the garden, and only had a select few dedicate themselves to studying the Lake of Gates. The most powerful and well known Oracles are Ruiall Harera, who defends the garden proper, and Kirstin Makse, who is the head diviner.
    Organizations: The Oracles of the Elemental Grove are the only groups specifically dedicated to the prestige class. There are rival groups, including the Scarlet Sect, the Midnight Brigade, and the Dawnsun Revolution. The Scarlet Sect is very well funded, and seeks the Elemental Grove specifically for monetary purposes, in order to capitalize most on the elements and the control thereof, as well as the power over others gained through the elements. The Midnight Brigade seek only to destroy the worlds, the quickest way to that end being the destruction of the garden. The Dawnsun Revolution is a group of Druids that seeks only to free the Garden from any control, and let it go back to nature. They are the least well funded of the four groups, and the ones least able to gain information quickly, leading them to have almost no knowledge of the Scarlet Sect or the Midnight Brigade.

    NPC Reaction
    The Oracles of the Elemental Grove are not very well known at all. They are directly tied to the very lifespring of the worlds, but they do not like to advertise their presence, for fear of alerting other factions to their location.

    ORACLES OF THE ELEMENTAL GROVE IN THE GAME
    The Oracles of the Elemental Grove are meant to be druid range of power, replacing their highest level of spirits that are able to be bound with class features that closely mimic a nature related group of spirits. They are meant to be close to the same level of power as the druid, with a greater focus on combat.
    Adaptation: The idea of an elemental garden is not necessarily altogether unique, or even necessary. A druid that focuses on using the elements and scrying the future is not necessarily unique, and also can fit the idea of a shaman, who uses the spirits of nature in order to protect his people, and who uses ancient rituals to divine the future, as just one example.
    Encounters: Most encounters with an Oracle of the Elemental Grove will be without the party knowing that the Oracle is in fact an Oracle of the Elemental Grove, especially if the party is specifically looking for an Oracle of the Elemental Grove. The Oracle will use their divinations to find out what the party wants, and then subvert it, if it is malicious. Very, very rarely will the Oracle actually go to combat with the party, and only at the very last possible moment, for fear of being discovered by the rival organizations.
    Last edited by unosarta; 2011-11-24 at 11:05 AM.
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  3. - Top - End - #3
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    Default Re: [Competition] "What's In A Name?" II - Waracle

    The Prescient Commander



    The key to any battle is prediction, son. But prediction is a guessing game. Wouldn’t it be best if you knew for sure what was going to happen?
    -Captain Rhetoric, Prescient Commander, to one of his soldiers

    Each battle can be reduced to a game of wills and wits between two opposing commanders. The two clash, and a decisive play is made, resulting in clear victory for one or the other. Some have compared battle to a game of chance – you bluff, fake and counter your opponent, guessing at what is truth and what is a lie.
    But what if you didn’t have to guess? What if your opponent’s bluffs and fakes were transparent to you, easily foreseen and capitalized on? This was the question an old captain by the name of Alar Shakesson asked himself after a long, bloody campaign. He sought the advice of his made cadre, who told him that divination magic could help him achieve this combat ideal, but that these spells would tax their ability to do battle and protect soldiers, and the captain decided that was too high a price to pay. Instead, he asked his mages if he could be infused with that divination magic. They were doubtful, and though they spent many hours explaining their craft to him, no solution was found. It was one of Shakesson’s sergeants that gave him the suggestion – what if he drank the waters of a scrying bowl while a divination was in effect? Thinking the idea no crazier than any other he’d had, Shakesson had one of his mages perform a scrying ritual and, in the middle of the ritual, interrupted his counterpart by drinking the bowl’s contents. He passed out to the sounds of the mage’s disbelief and dismay.
    When Shakesson awoke several days later, he was changed. His eyes had clouded over as if filled with fog, but he seemed to be able to see perfectly well. In fact, he could see more than well – he could see beyond the confines of space and into the future itself, though only a few moments. Though at first disorienting, he quickly learned to master this sixth sense. He adopted the name Rhetoric as a sort of joke, upon learning that the sergeant’s suggestion had been rhetorical, and in jest. The first Prescient Commander was born.
    Soon enough, the procedure of creating a Prescient Commander became common practice. Rhetoric himself added the caveat that those that underwent the procedure had to change their name as he did. Through a lot of deadly trial-and-error, it was determined that the procedure could only be performed with subject who possessed an already great mind and natural leadership skills – most who consumed the contents of a scrying bowl experienced no side effects at all, though a very small number were killed in the process.

    Becoming A Prescient Commander
    Becoming a Prescient Commander requires the subject to already be a leader of skill and sane mind. Those who are mentally unstable or inept in leadership roles are not eligible to become prescient commanders. In addition, those who become prescient commanders must change their name, an age-old tradition that lives on today.

    ENTRY REQUIREMENTS
    Skills: Awareness (Journeyman), Sense Motive (Journeyman)
    Class Features: Vigilance and at least one other Aura of Leadership. Timed Advance and at least one other Aura of Command.
    Special: You must drink the contents of a scrying bowl which is in the process of being used as the focus to perform a spell of the Divination discipline. You may have to hire a mage of some variety to provide the in-use bowl for this procedure. You will be knocked out for 1d4 days after the procedure is done, assuming you meet all the other requirements of this prestige class. When you awake, you are eligible to take levels in Prescient Commander.
    Special: Upon becoming a Prescient Commander, you must immediately change your name. Prescient Commander names are commonly short expressions of a person’s life, sense of humour, favourite item, etc. Examples: Rhetoric, Fiddler, Quick, Chuckle, Leadfoot, Blackjack, Charade.

    Prescient Commander Class Features
    Skills: A Prescient Commander gains the Commander skillset. This skillset includes these skills: Awareness - Concentration – Initiative - Sense Motive.
    Prowess: A Prescient Commander gains 6 points of prowess per level.
    Hit Dice: d8. Prescient Commanders give up some of their resilience for more abilities.

    Table 1 – The Prescient Commander
    {table=head]Level|BAB|Fort|Ref|Will|Special | Auras of Leadership and Command Known

    1st|
    +1
    |
    +1
    |
    +0
    |
    +2
    |Anticipation, Prescient Reaction | +1 level of existing aura-granting class

    2nd|
    +2
    |
    +1
    |
    +0
    |
    +3
    | Insightful Leadership +1, Familiarity Arcana | +1 level of existing aura-granting class

    3rd|
    +3
    |
    +2
    |
    +1
    |
    +3
    |Oracular Aura, Bonus Feat | +1 level of existing aura-granting class

    4th|
    +4
    |
    +2
    |
    +1
    |
    +4
    |Improved Anticipation | +1 level of existing aura-granting class

    5th|
    +5
    |
    +3
    |
    +1
    |
    +4
    |Anticipate Assault 1/day | +1 level of existing aura-granting class

    6th|
    +6/+1
    |
    +3
    |
    +2
    |
    +5
    |Insightful Leadership +2, Bonus Feat| +1 level of existing aura-granting class

    7th|
    +7/+2
    |
    +3
    |
    +2
    |
    +5
    |Master Anticipation | +1 level of existing aura-granting class

    8th|
    +8/+3
    |
    +4
    |
    +2
    |
    +6
    | Unnatural Swiftness 3/day | +1 level of existing aura-granting class

    9th|
    +9/+4
    |
    +4
    |
    +3
    |
    +6
    |Anticipate Assault Cha/day, Bonus Feat | +1 level of existing aura-granting class

    10th|
    +10/+5
    |
    +5
    |
    +3
    |
    +7
    |Insightful Leadership +3, Divined Intervention | +1 level of existing aura-granting class[/table]

    Proficiencies: A Prescient Commander gains no new weapon proficiencies over his or her base class.

    Aura Advancement:
    When a Prescient Commander gains a level, he learns additional auras as if he had gained a level in an aura-granting class he was a member of prior to becoming a Prescient Commander. When a Prescient Commander learns new auras, he can choose between those on the list of his other aura-granting class and those on the Prescient Commander list. When a Prescient Commander who possesses multiple aura-granting classes gains a level, he or she must decide which class's auras known to advance.

    Anticipation (Su) [Martial]
    At first level, the Prescient Commander gains the ability to anticipate the movement of enemies, and command his allies accordingly. When an enemy within 30’ of the Prescient Commander takes a move action, as a free action, the prescient commander can command one ally also within 30’ of his person to move up to their speed towards the triggering enemy as a free action. The Prescient Commander can use this ability once per round. At level four, the Prescient Commander gains Improved Anticipation. With Improved Anticipation, triggering enemies and allies can be within up to 60’, and the benefiting ally gains a +10 ft bonus to their movement speed for this effect. At level seven, the Prescient Commander acquires Master’s Anticipation. With Master’s Anticipation, the ally does not need to end the free movement closer to the triggering enemy, and they also gain a +2 insight bonus to attack rolls against the triggering enemy until the end of their next turn.

    Prescient Reaction (Su) [Lore]
    Immediately upon becoming a Prescient Commander, once per round, a commander can ready actions of any kind as a free action on his turn. If the action is triggered, then the Prescient Commander deducts that action from his next turn. Otherwise, nothing happens.

    Insightful Leadership (Ex) [Aura, Progressing]
    By second level, a Prescient Commander has begun to manifest his second sight more strongly. He can use his powers of prediction to protect his allies against harm. Allies within one of his auras gain a +1 bonus to AC and saving throws against attacks and spell effects originating within one of the commander's auras. This bonus increases by one every four levels.

    Familiarity Arcana (Ex) [Arcane]
    Also at second level, the Prescient Commander develops some familiarity with the magic that gave him his powers, especially divination. He gains the Spellcraft skill and can use Charisma instead of Intelligence to make Spellcraft checks. In addition, when the Prescient Commander is the subject of a spell of the Divination Discipline, the Dungeon Master should roll a Spellcraft check of DC 15 + the spell's level. If the check succeeds, the Prescient Commander realizes that he is the subject of that spell. If the check beats the DC by ten or more, the Prescient Commander learns the identity and location of the caster.

    Oracular Aura (Su) [Lore]
    The Prescient Commander has an alarming knack for knowing when to change his tactics and employ different auras. At level three, he gains the ability to change his aura as an immediate action a number of times per day equal to his Charisma modifier.

    Bonus Feat
    At third level, and again at levels six and nine, the Prescient Commander gains a bonus investing feat.

    Anticipate Assault (Su) [Arcane]
    At fifth level, the commander has learned to exploit his foresight to shore up his own defenses against assault. Once per day, he can gain an insight bonus equal to his Charisma modifier on any one saving throw. He does not even need to be in possession of his own faculties to do so – he can use this ability even while dominated or otherwise afflicted. At ninth level, he can employ Anticipate Assault a number of times per day equal to his Charisma modifier.

    Unnatural Swiftness (Su) [Arcane]
    At eighth level, the Prescient Commander reaches a new stage in his predicting power. As an immediate action, he can take a standard action – on his next turn after using this ability, he is dazed. He can use this ability up to three times per day.

    Divined Intervention (Su) [Arcane]
    At tenth level, the commander has tapped into his magical ability to learn a touch of the magic that created his powers in the first place, and to learn of its antithesis. A number of times per day equal to his Charisma modifier, the Prescient Commander can attempt a counterspell. The counterspell is made as if he had employed the use of a Greater Dispel Magic to do so (his caster level for the purposes of this ability is equal to his total levels in Aura-granting classes). The counterspell otherwise works as normal.

    Prescient Commander Auras:
    Spoiler
    Show
    Auras of Leadership:
    Except where noted, Auras of Leadership affect only allies.
    Spoiler
    Show
    Clairvoyance: This aura allows allies to see their targets better. Attacks made by allies in the aura against targets with concealment reduce the miss chance by 10 + five times the prescient commander’s hero value. The aura also grants low-light vision to those that do not already possess it.
    Confidence: The prescient commander grants a bonus to Bluff, Diplomacy and Intimidate equal to his hero value.
    Transparency: The prescient commander grants a bonus to Sense Motive equal to his hero value. In addition, enemies in the aura must roll twice on Bluff and Legerdemain checks and take the lower result.
    Warning: The prescient commander grants a bonus to all saving throws against spells for which a successful save means the spell deals half damage. The bonus equals his hero value.


    Auras of Command:
    Except where noted, Auras of Command affect only allies.
    Spoiler
    Show
    Mental Shielding: When this aura is active and an ally within the aura succeeds on a Will save but would still suffer effects of the spell, they suffer no effects.
    Swift Foresight: When this aura is active and initiative is rolled, each of your allies gain a +4 insight bonus to their attack rolls and the save DCs of spells they cast until the end of their first turn.
    Superhuman Timing: Allies within the aura can roll twice on Dexterity checks and dexterity-based skill checks, such as initiative, and take the better result.
    Unshakable Fortitude: When this aura is active and an ally within the aura succeeds on a Fortitude save but would still suffer effects of the spell, they suffer no effects.


    Playing A Prescient Commander
    Combat: In combat, the Prescient Commander uses his abilities to lock down enemies by anticipating their actions and having allies move to intervene. He employs auras that fit the situation and at later levels he can switch auras on the fly to compensate for changes in circumstance. He also gets access to a lot of off-turn options to keep he and his allies safe, which can be employed to devastating effect to coordinate allies and lock down enemies.
    Advancement: For the most part, those that invest levels in Prescient Commander should stick to aura-granting classes like the Warlord for their level-ups. However, in the spirit of the eighth-level ability “Divined Intervention”, a character could also be made who focuses on disabling enemies’ lower-level spells via counterspelling in conjunction with “Prescient Reaction” by investing in Warlord, Prescient Commander and a spontaneous casting class.
    Resources: A Prescient Commander loves items that he can use and abuse in conjunction with his many means of getting off-turn attacks. Since he has a focus in Charisma, Use Magic Device is an ideal way for him to make the most of his strange interruption actions. Apart from builds that focus on one or two of the Commander's features, he will mostly make use of Auras and his amazing versatility with same, as well as focusing on his melee combat through the use of investments in the right investing feats.

    Prescient Commanders in the World
    We owe the safety of our great nation to Commander Rhetoric and his Prescient Commanders. Its true. If you don't believe me, go join the army and count how many times one of Rhetoric's boys saves yer skin,
    -Military Recruiter Jess Miran, to a potential recruit

    Daily Life: Prescient Commanders commonly exist within the command structure of an organized military, and so many of the trappings of military life accompany the title. Those who do not work for a military will instead commonly lead small squads of close friends in an adventuring group. In either case, Prescient Commander's top priority becomes the health of his squad. He is relied on to predict ambushes and get his friends out of trouble in the nick of time, and to command them in battle competently of course, using his momentary foresight and supernatural abilities to further these goals.
    Notables: Notable Prescient Commanders are often famous military leaders. The most famous of all is Rhetoric, the once-captain and now general who led the empire to an unlikely victory in a losing campaign using his abilities. Rhetoric is held up as a role model for good-aligned would-be commanders everywhere, but Prescient Commanders in particular revere the man and thank him for their gift. Prescient Commanders who follow the path of evil are typically less enamored of Rhetoric and his epic tale. Instead, they focus on the development of their personal power, though some choose to emulate the exploits of Underdog the Mad, a power-hungry man who lost his mind when he underwent the Prescient Commander ritual and led his men in opposition against Rhetoric until the day he died, creating many innovative and outright brutal techniques the likes of which war has never seen.
    Organizations: The Prescient Commanders organization of the Imperial Army is the most prominent collection of members of this path. They are responsible for making the Empire the glorious state that it is today, and many prospective Prescient Commanders flock to the banner of that gleaming eye to join the ranks of the most elite commanders in military history. Other organizations which Prescient Commanders might take interest in, especially those who do not belong to the military, include Wizards' Guilds, especially those with a focus in divination magic, while others often take up the life of a salaried sellsword, commanding a small squad of blades-and-wands-for-hire.

    NPC Reaction
    In general, a NPC's reaction to a Prescient Commander is more dependent on the commander's affiliations (or perceived affiliations) than with the class itself. Although the glowing eyes and strange name may turn some heads, in a world populated by trolls and dragons, this is not a source of great prejudice. But in a town which lost a battle against an army that employed Prescient Commanders, the commander may be treated poorly or even with outright hostility. Similarly, in a border town that is protected by a competent army lead by Prescient Commanders, the commander might receive a warm welcome and a free drink. The magnitude of a NPC's good or bad reaction also depends on the prevalence of this path in your campaign setting - if the Prescient Commanders are almost unheard of, or not a standard military inclusion, then those connotations will obviously not exist.

    Prescient Commanders In The Game
    The class gets one fewer Bonus Feat than a Warlord 20 will, and also has a lower hit die - if you take only nine levels in this class, however, you won't miss out on the feat, but you will miss Divined Intervention. If you advance fully in this path, you miss out on great features like Broaden Aura, Triple Aura and Mercurial Action, as well as on improvements to your previous features. However, you gain lots of off-turn utility and self-defense abilities in exchange, as well as access to eight new auras. Players should weigh the benefits of taking a certain number of levels in this class versus the plain warlord carefully when planning their character.
    Adaptation: When trying to implement this class in your campaign setting, the first issue to tackle is the prevalence of Prescient Commanders. The flavour text provided here implies that almost all military organizations employ members of this path to some degree, because of their indispensable versatility as commanders. However, you can make them as uncommon as you like - perhaps your player drank the contents of the scrying bowl on a bet, and is the only Prescient Commander in existence. Whatever you choose, be sure to tell your players so they have some idea how NPCs will react to their character.
    Encounters: A Prescient Commander makes a great villain for your players, especially at high levels. He can challenge the supremacy of the party's casters with his Divined Intervention ability and, with the benefits of his auras to initiative, your encounter can get the drop on the players. The extra selection of auras and the ability to change them on the fly with Oracular Aura will also help adjust your encounter to the players' changing tactics. Prescient Commanders usually work with a military unit, whether of soldiers or mercenaries, so a mix of humanoids with class levels makes the most sense for allies to this class. Consider adding a caster to the battle on the side of the enemies, so you can match the players' options, too, as well as benefit from some of the Warlord auras that benefit spellcasting.
    Last edited by Shadow_Elf; 2011-04-27 at 08:38 PM.
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Many thanks to the very talented Kymme for making an Avatar of my incredibly-specific D&D character!

  4. - Top - End - #4
    Ogre in the Playground
    Join Date
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    Default Re: [Competition] "What's In A Name?" II - Waracle

    Battle Seer


    The best way to defeat something is by understanding it and staying 5 steps ahead.
    - Kerric Forath, a battle seer


    Knowledge is the greatest weapon one can wield. It can be used to devastating effect, defeating any challenge with the proper application. Battle seers apply this philosophy to the art of combat, using their knowledge to augment their martial prowess. Through understanding the world and themselves, they become extremely aware of their surroundings, at times seeming as if they can see seconds into the future and react accordingly. The more one learns, the more one sees, which means more options and opportunities. No one can use their knowledge in such a direct and powerful way like the battle seer.

    Becoming a Battle Seer
    The drive to combine martial prowess with the understating and foresight gained through various lore one learns is all one needs to become a battle seer. The more one knows, the more advantages one can create in battle. A wide array of characters become battle seers, from warlords and rangers to clerics and bards. Most have a unique combination of combat focus and random lore.

    Entry Requirements
    Base Attack Bonus: +5
    Skills: Journeyman Initiative
    Feats: Combat Reflexes
    Keywords: One [Lore] keyword ability of 3rd level and one [Martial] keyword ability of 3rd level

    Skills: A battle seer is trained in the awareness and initiative skills.
    Prowess: A battle seer receives 4 points of prowess per level.

    Hit Dice: d8

    Table: Battle Seer
    {table=head]Level|BAB|Fort|Ref|Will|Special|Keywords

    1st|
    +0
    |
    +0
    |
    +2
    |
    +1
    |Heightened senses +1|+1 level of [Lore] abilities from existing class[br]+1 level of [Martial] abilities from existing class

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +1
    |Anticipate (flat-footed)|+1 level of [Lore] abilities from existing class[br]+1 level of [Martial] abilities from existing class

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +2
    |Uncanny dodge|+1 level of [Lore] abilities from existing class[br]+1 level of [Martial] abilities from existing class

    4th|
    +3
    |
    +1
    |
    +4
    |
    +2
    |Heightened senses +2|+1 level of [Lore] abilities from existing class[br]+1 level of [Martial] abilities from existing class

    5th|
    +3
    |
    +1
    |
    +4
    |
    +3
    |Keen intuition|+1 level of [Lore] abilities from existing class[br]+1 level of [Martial] abilities from existing class

    6th|
    +4
    |
    +2
    |
    +5
    |
    +3
    |Anticipate (never surprised)|+1 level of [Lore] abilities from existing class[br]+1 level of [Martial] abilities from existing class

    7th|
    +5
    |
    +2
    |
    +5
    |
    +3
    |Heightened senses +3|+1 level of [Lore] abilities from existing class[br]+1 level of [Martial] abilities from existing class

    8th|
    +6
    |
    +2
    |
    +6
    |
    +4
    |Improved uncanny dodge|+1 level of [Lore] abilities from existing class[br]+1 level of [Martial] abilities from existing class

    9th|
    +6
    |
    +3
    |
    +6
    |
    +4
    |Predicted strike|+1 level of [Lore] abilities from existing class[br]+1 level of [Martial] abilities from existing class

    10th|
    +7
    |
    +3
    |
    +7
    |
    +5
    |Heightened senses +4, anticipate (always have surprise)|+1 level of [Lore] abilities from existing class[br]+1 level of [Martial] abilities from existing class[/table]

    Weapon and Armor Proficiencies
    A battle seer gains proficiency with an additional weapon group.

    Keywords

    When a new battle seer level is gained, the character’s [Lore] abilities increase as if he had also gained a level in any one [Lore] class he belonged to before he added the prestige class and the character’s [Martial] abilities increase as if he had also gained a level in any one [Martial] class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one [Lore] class or more than one [Martial] class before he became a battle seer, he must decide to which class he adds each level of battle seer for the purpose of determining those abilities.

    Heightened Senses [Lore] (Su)

    As you learn to apply your knowledge to combat, your senses take on a supernatural quality. You gain almost a sixth sense, one of the future just moments ahead of yourself. This sense guides your actions, flowing naturally through time and translating into a powerful edge in battle. As long as you are in combat you gain a +1 insight bonus to all rolls. This bonus increases by +1 every three levels (+2 at 4th, +3 at 7th, and +4 at 10th).

    Anticipate [Lore] (Ex)

    A trained battle seer is difficult to surprise, and it is impossible to get the jump on a master. Your entire body becomes attuned to battle, ready to leap at a moment’s notice. At 2nd level, a you are never considered flat-footed.

    At 6th level, you are never surprised by battle of any kind, and may always act in the surprise round.

    At 10th level, you understand your surrounds and are aware of them to such a degree that you are always ready for combat, and you always receive a surprise round.

    Uncanny Dodge [Martial] (Ex)

    Starting at 3rd level, a battle seer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

    If a battle seer already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

    Keen Intuition [Lore] (Ex)

    At 5th level and higher, a battle seer’s almost preternatural senses allows then to avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless battle seer does not gain the benefit of keen intuition.

    Improved Uncanny Dodge [Martial] (Ex)

    A battle seer of 8th level or higher can no longer be flanked.

    This defense denies a rogue the ability to sneak attack the battle seer by flanking her, unless the attacker has at least four more rogue levels than the target has battle seer levels.

    If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    Predicted Strike [Martial] (Ex)

    When a battle seer attains 9th level, the gain the to read their opponents to such a degree that they can take advantage of any opening - even ones created when their enemy is on the offensive! Whenever a creature that is threatened by the battle seer makes an attack against the battle seer, the creature provokes an attack of opportunity from the battle seer.

    Playing a Battle Seer
    Battle seers are always ready for a fight. They excel at predicting their opponent's movements, in and out of combat. While their primary focus is on battling their enemies, they extend their philosophy of understanding one’s enemies to other arenas.

    Combat: The battle seer prefers to have as much knowledge on their opponents as they can, maneuvering and watching for opportune moments to strike. They will often open combat not with a melee strike, but some for of lore or information appropriate to the situation. Most will focus on melee combat, as their various abilities have more of a chance to shine there.
    Advancement: Battle seers can and often will follow their original paths once they have progressed to their satisfaction. They will focus on whichever side more suits their tyle and personality, giving them a huge amount of variety.
    Resources: The resources one can draw on large stem from the battle seer’s personal history and connections, as the path of the battle seer opens no special doors on it’s own.

    Battle Seers in the World
    It wasn’t the way he always seemed to dodge my attacks or know just when to strike - it was that blasted knowing smile that drove me crazy!
    - Thelvar the Hammer, gladiator


    The wandering swordsman, an educated nobleman, great captains, even the odd militant priest - all can be counted among the ranks of the battle seer. The only common thread that runs through all members of this class is the respect they demand on the battlefield. Only the most foolhardy warriors wish to cross blades with a battle seer, for their uncanny abilities and skill are renowned.

    Daily Life: There is nothing typical about the life of a battle seer. Coming from so many different walks of life, there are very few things that could be considered “typical.” Perhaps more than anything is a thirst for knowledge, and a passion for all forms of combat or competition.

    Notables: Among the ranks of the Atheri nobility is General Kerric Forath, secondary commander of the armies of the king. While his blood afforded him moderate rank as an officer, he climbed to the position of second in command through skill and information. While a decent tactician, his true gifts lay in personal combat and intrigue. Much of his competition found their secrets exposed or were provoked into duels in which they were destroyed. The only reason he remains “second” in command is that he prefers to have a puppet to hide behind if things take a disastrous turn.

    A wandering swordsman, Rewan Aria has developed an underground reputation as a master musician with a staggering knowledge of songs and poems. She wanders the world searching for new tales and harmonies, preferably from lost civilizations or dangerous locals. While in a town, she delights in sharing her knowledge and stories of wonder with villagers and townspeople, brightening the lives of all she encounters.

    Organizations: There are no organizations specific to battle seers, but any that prize knowledge or combat will likely house at least a few..

    NPC Reaction
    This is a case-by-case basis, where the reaction depends largely on the person and their reputation. If one is know as a battle seer, then NPCs will expect them to have a deep knowledge of something, and will have often heard enough to be wary of engaging them in combat...but not overly cautious, either.

    Battle Seers in the Game
    Battle seers will love their dexterity and mixing it up in melee combat. They will leverage their unique combination of abilities to gain any advantage they can. While most may prefer melee, they will rarely leave themselves without other options.
    Adaptation: Battle seers should have no difficulty fitting into any setting. Just make sure you’re playing d20 Rebirth!
    Encounters: This prestige class is an excellent way to add power to any character that excels at combat but is also highly knowledgeable. Kerric Forath is an excellent threat to send against your party, as he has many avenues of attack and can be dealt with in many ways. A formidable combatant, but also a savvy political force, he can be challenged directly or maneuvered against in a more subtle fashion, at the players discretion. They may even chose to make a deal, or even ally, with him, as he is always open to gaining new allies (he always has dirt on his allies however...just in case).

    Design notes
    Spoiler
    Show
    The battle seer is intended to be a simple hybrid PrC. Since the intent is for this to be part of a central product, then a more generalized prestige class that can accommodate many different flavors and variation is important - highly specific or narrow PrCs should be introduced in later supplements.

    Hybrid classes, like mystic theurge, have always been received well (conceptually if not mechanically) by the majority of players, so d20 Rebirth should incorporate hybrid PrC options as well. I wanted to have a hybrid class that was mechanically valid (so it wasn’t a trap like mystic theurge is) but also keep the class features useful to a large variety of concepts. This is reflected in the general but useful class abilities that the PrC grants. None of them are highly specific, but all of them are useful in most circumstances.

    Obviously the wording for the advanced keywords will need some work so that things are all fitting together properly, but as it stands it should get the point across. In addition, the full progression may or may not be something that appears in d20r, and may need to be changed.
    Last edited by MammonAzrael; 2011-05-31 at 07:12 PM.

  5. - Top - End - #5
    Titan in the Playground
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    Default Re: [Competition] "What's In A Name?" II - Waracle

    Voting has opened!

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    unosarta's Avatar

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    Default Re: [Competition] "What's In A Name?" II - Waracle

    Question; the Battle Seer doesn't seem to be done. Can we still vote on it, or should we vote on the finished entries?
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Default Re: [Competition] "What's In A Name?" II - Waracle

    Quote Originally Posted by unosarta View Post
    Question; the Battle Seer doesn't seem to be done. Can we still vote on it, or should we vote on the finished entries?
    That is a solid question. Unfortunately, I had life come and interrupt things. I can finish up the class today if that is alright, and I understand completely if it isn't.

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    Default Re: [Competition] "What's In A Name?" II - Waracle

    Quote Originally Posted by MammonAzrael View Post
    That is a solid question. Unfortunately, I had life come and interrupt things. I can finish up the class today if that is alright, and I understand completely if it isn't.
    Yeah, finish it off.

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    Default Re: [Competition] "What's In A Name?" II - Waracle

    Quote Originally Posted by Fax Celestis View Post
    Yeah, finish it off.
    Shiny. It's finished. May be too strong as it stands, but obviously there is plenty of tweaking it can experience if needed.

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    Default Re: [Competition] "What's In A Name?" II - Waracle

    Terrific. Voting awayyyyy!

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    Shadow_Elf's Avatar

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    Default Re: [Competition] "What's In A Name?" II - Waracle

    Aww, the poll closed before I could vote. Oh well, that's what I get for not subscribing this thread.

    Also, wow, I tied for first? This was my first experience homebrewing in 3.5e/d20r, so that's cool. Since it is a tie, how are going to decide which one to keep, Fax?
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    Default Re: [Competition] "What's In A Name?" II - Waracle

    After a lot of deliberation, I'm going to include both the tied pieces.

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