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| Velgost06-20-04, 11:54 AM | Prerequisites: Fortitude Save +5, Improved Unarmed Strike, Endurance, Great Fortitude, Poison Immunity Escape Artist: 8 ranks Concentration: 8 ranks BAB: +5 Body Master [b] BAB Fort Ref Will Abilities 1. +0 +2 +0 +0 Fast Healing, Throw Limb 2. +1 +3 +0 +0 Twisted 1, Natural Grappler 3. +2 +3 +1 +1 Regeneration 4. +3 +4 +1 +1 Poison Conditioning 5. +3 +4 +1 +1 Twisted 2 6. +4 +5 +2 +2 Poisonous Self 7. +5 +5 +2 +2 Spindly 8. +6 +6 +2 +2 Twisted 3 9. +6 +6 +3 +3 Retributive Purge 10.+7 +7 +3 +3 Masterful Poisonous Self Hit Dice: d8 Class Skills: Alchemy, Balance, Climb, Concentration, Escape Artist, Heal, Intimidate, Jump, Listen, Perform, Swim, Tumble, Use Rope Skill Points per level: 3 + Intelligence modifier Weapon & Armor: The Body Master is gains proficiency with all simple weapons. They gain no armor proficiencies. Fast Healing (Ex): The Body Master heals 3 points of damage every (11-level) round(s). Throw Limb (Su): The Body Master may stretch his limbs and make ranged attacks with them. The maximum effective distance is level x 5. This can be used to make a ranged grapple check, this does impose an AoO, that if successful will drag the opponent 10’ closer to the Body Master for every round the grapple is maintained. Twisted (Ex): The Body Master gains a +10 on all Escape Artist and Tumble checks. This becomes a +20 at 5th level and +30 at 10th level. Natural Grappler (Ex): The Body Master no longer provokes AoO when grappling, and gains a bonus to grapple checks equal to half the Body Master’s level if opponents are within 5’ of him. Regeneration (Su): The Body Master can regrow or reattach lost limbs (except head) as though he had Regeneration. Poison Conditioning (Ex): Due to the Body Master’s increased metabolism and constant self dosing of poison he is no longer affected by poison regardless of the source. Retributive Purge (Su): If the Body Master is subjected to an attack that involves poison he may expel the poison as a free action, this attacks as a cone range 10’ that subjects those in the cone to the full effects of the poison. Poison may not be stored for later use it must be used at once or it is lost. This does not provoke an AoO. Spindly (Ex): The Body Master gains the Extended Reach feat (SS). Poisonous Self (Su): The Body Master can cause himself vile damage (see BoVD for rules) to create enough poison to fill two (2) vials. The damage the Body Master causes himself is equal to a percentage of his total hit points, not his current hit points Each vial contains enough poison to dose one (1) opponent, regardless of size. This is a contact poison that deals Constitution damage, save DC is 10 + Body Master class level + Constitution modifier. The poison can be any of the following: % of hit points & Poison Damage Initial/Secondary 10% 1d4/-- 20% 1d6/1d4 30% 2d6/1d6 40% 2d6/2d6 50% 3d6/2d6 Masterful Poisonous Self: The Body Master has absorbed and excreted so much poison at this point that he may excrete poison without having to sacrifice hit points. The Body Master may excrete poison at will as though he had sacrificed 10% of his hit points. This poison may not be harvested however, it’s only effective through touch. From now on when making use of the Poisonous Self ability only half the damage is considered vile. Original version of this PrC was created by Mrgoodbytes02 on Monte Cooks message board. I have made some changes to it, however all credit for the idea goes to him. |
| KaFKaSiC06-20-04, 12:53 PM | ...im sorry, but this PrC is horribly overpowered. this is essentially a PrC that can grab an opponent 50 feet away, drag him to him, and deliver serious poison damage while doing so. then, just for aded fun-ness, he can escape from things that would make a rogue cry. im sorry, but it needs some serious tweaking and the adding of fluff would also be a good thing. |
| Eltheynn06-20-04, 03:07 PM | Originally posted by KaFKaSiC ...im sorry, but this PrC is horribly overpowered. this is essentially a PrC that can grab an opponent 50 feet away, drag him to him, and deliver serious poison damage while doing so. then, just for aded fun-ness, he can escape from things that would make a rogue cry. im sorry, but it needs some serious tweaking and the adding of fluff would also be a good thing. And the fact that it lacks prerequirements doesn't make it any more balanced... I'd say that with harsh prereqs it makes for a nice Epic PrC... |
| Velgost06-20-04, 07:54 PM | Eltheynn: I apologize for my error in copying and pasting, there are prereq's I failed to include them, totally my bad :( I'm going to edit it to add the prereq's. I've also don't mind considering this for an Epic PrC, what prereq's would you recommend on making it an Epic PrC (I'm woefully unable to judge the Epic shiznit) KaFKaSiC: Truly don't mind being told that it's too beefy, a little assistance on where to shave or fluff would be appreciated. I was sorta in a hurry when I posted it so I didn't remember to add the little bit at the end that says, please make suggestions as needed. What if the limb stretch was lessened to only the Spindly ability? Also a note on the poison, the only time he's going to be able to constantly do damage would be at the 10th lvl of the the PrC and then it's d4 dmg per round of contact, is that honestly that overpowered? Any other time he makes the poison he's taking vile damage just to make a poison that does d4 con dmg. Please don't think that I'm not willing to do the alterations but a little nudge or two in the right direction would be nice :D |
| Eltheynn06-21-04, 05:06 AM | Originally posted by Velgost Prerequisites: Fortitude Save +5, Improved Unarmed Strike, Endurance, Great Fortitude, Poison Immunity [BoVD(or some equiv ability)] Escape Artist: 8 ranks Concentration: 8 ranks BAB: +5 If this turns out unbalanced, throw in Toughness and 4 or 6 ranks in Heal. Hit Dice: d8 Class Skills: Alchemy, Balance, Climb, Concentration, Escape Artist, Heal, Intimidate, Jump, Listen, Perform, Swim, Tumble, Use Rope Skill Points per level: 3 + Intelligence modifier Make it either 2+INT or 4+INT. I'd go for 2. Weapon & Armor: The Body Master is gains proficiency with all simple weapons. They gain no armor proficiencies. I thought all classes were proficient with all simple weapons... Fast Healing (Ex): The Body Master heals 3 points of damage every (11-level) round(s). Hmmm.... Why the weird formula? I'd go for "may heal one point of damage per round for a number of rounds up to his base [Insert Ability] Modifier (so enhancements from Magic Items don't count). This can be split in various daily uses" Throw Limb (Su): The Body Master may stretch his limbs and make ranged attacks with them. The maximum effective distance is level x 5. This can be used to make a ranged grapple check, this does impose an AoO, that if successful will drag the opponent 10’ closer to the Body Master for every round the grapple is maintained. 50'? D00d.... Cut it a bit... Say... 20' Twisted (Ex): The Body Master gains a +10 on all Escape Artist and Tumble checks. This becomes a +20 at 5th level and +30 at 10th level. Cut it to a maximum of +10 Natural Grappler (Ex): The Body Master no longer provokes AoO when grappling, and gains a bonus to grapple checks equal to half the Body Master’s level if opponents are within 5’ of him. Hmmm... Dunno. Seems OK Regeneration (Su): The Body Master can regrow or reattach lost limbs (except head) as though he had Regeneration. See above... A bit strong, though Poison Conditioning (Ex): Due to the Body Master’s increased metabolism and constant self dosing of poison he is no longer affected by poison regardless of the source. OK... Retributive Purge (Su): If the Body Master is subjected to an attack that involves poison he may expel the poison as a free action, this attacks as a cone range 10’ that subjects those in the cone to the full effects of the poison. Poison may not be stored for later use it must be used at once or it is lost. This does not provoke an AoO. But it DOES provoke an AoO... ;) Spindly (Ex): The Body Master gains the Extended Reach feat (SS). As if he hadn't enough reach.... Poisonous Self (Su): The Body Master can cause himself vile damage (see BoVD for rules) to create enough poison to fill two (2) vials. The damage the Body Master causes himself is equal to a percentage of his total hit points, not his current hit points Each vial contains enough poison to dose one (1) opponent, regardless of size. This is a contact poison that deals Constitution damage, save DC is 10 + Body Master class level + Constitution modifier. The poison can be any of the following: % of hit points & Poison Damage Initial/Secondary 10% 1d4/-- 20% 1d6/1d4 30% 2d6/1d6 40% 2d6/2d6 50% 3d6/2d6 OK Masterful Poisonous Self: The Body Master has absorbed and excreted so much poison at this point that he may excrete poison without having to sacrifice hit points. The Body Master may excrete poison at will as though he had sacrificed 10% of his hit points. This poison may not be harvested however, it’s only effective through touch. From now on when making use of the Poisonous Self ability only half the damage is considered vile. No way... Sacrifice of HP is what made it balanced... All in all, a bit over-the-top.... But it can be made balanced... |
| KaFKaSiC06-21-04, 01:44 PM | Originally posted by Velgost Prerequisites: Fortitude Save +5, Improved Unarmed Strike, Endurance, Great Fortitude, Poison Immunity [BoVD(or some equiv ability)] Escape Artist: 8 ranks Concentration: 8 ranks BAB: +5 ...theyre semi-harsh prerequisites, but theyre all over the place. Hit Dice: d8 d8 is too big for this already near-invincible class. i would say d6 is about right for the class... Class Skills: Alchemy, Balance, Climb, Concentration, Escape Artist, Heal, Intimidate, Jump, Listen, Perform, Swim, Tumble, Use Rope kinda all over the place Skill Points per level: 3 + Intelligence modifier odd nubers are usually bad juju in 3.5 Weapon & Armor: The Body Master is gains proficiency with all simple weapons. They gain no armor proficiencies. theres a reason simple weapons are called "simple" ;) Fast Healing (Ex): The Body Master heals 3 points of damage every (11-level) round(s). reading this, 3 letters came to mind. W-T-F. its a twacked-out formula, and overpowered to say the least. one point would be nice every five rounds for a low level ability. Throw Limb (Su): The Body Master may stretch his limbs and make ranged attacks with them. The maximum effective distance is level x 5. This can be used to make a ranged grapple check, this does impose an AoO, that if successful will drag the opponent 10’ closer to the Body Master for every round the grapple is maintained. here is where the class shows its over powered-ness. you can go Dalshim style and smack someone across the room and grab them, grappling and delivering poison damage at range. this should be the classes claim to fame tech, not the braking point. Twisted (Ex): The Body Master gains a +10 on all Escape Artist and Tumble checks. This becomes a +20 at 5th level and +30 at 10th level. like he wasnt already :censored: good enough, he can now wiggle through pinholes. cap it a ten at the most. Natural Grappler (Ex): The Body Master no longer provokes AoO when grappling, and gains a bonus to grapple checks equal to half the Body Master’s level if opponents are within 5’ of him. sounds good in and of itself. Regeneration (Su): The Body Master can regrow or reattach lost limbs (except head) as though he had Regeneration. so it doesent provoke an AoO to do ay of that? mmmmkay :looloo: Poison Conditioning (Ex): Due to the Body Master’s increased metabolism and constant self dosing of poison he is no longer affected by poison regardless of the source. not too sure about this.... Retributive Purge (Su): If the Body Master is subjected to an attack that involves poison he may expel the poison as a free action, this attacks as a cone range 10’ that subjects those in the cone to the full effects of the poison. Poison may not be stored for later use it must be used at once or it is lost. This does not provoke an AoO. what is considered "at once?" i would say to give it a one-round breakdown time. and it does provoke an AoO Spindly (Ex): The Body Master gains the Extended Reach feat (SS). sure, why not? Poisonous Self (Su): The Body Master can cause himself vile damage (see BoVD for rules) to create enough poison to fill two (2) vials. The damage the Body Master causes himself is equal to a percentage of his total hit points, not his current hit points Each vial contains enough poison to dose one (1) opponent, regardless of size. This is a contact poison that deals Constitution damage, save DC is 10 + Body Master class level + Constitution modifier. so, this is con damage, lets look at the table... 10% 1d4/-- 20% 1d6/1d4 30% 2d6/1d6 40% 2d6/2d6 50% 3d6/2d6 thats some "GG owwie" con damage you got there buddy. even at 50% hp gone, 5d6 con damage is going to either drop the low con characters outright or make the high-con characters run away looking for the regeneration scrolls. i would drop the con damage and make the self-inflicted healable, instead making it dex or str damage. Masterful Poisonous Self: The Body Master has absorbed and excreted so much poison at this point that he may excrete poison without having to sacrifice hit points. The Body Master may excrete poison at will as though he had sacrificed 10% of his hit points. This poison may not be harvested however, it’s only effective through touch. From now on when making use of the Poisonous Self ability only half the damage is considered vile. simply put, NO :looloo: |
| Velgost06-22-04, 12:06 AM | Okies dokie first I'd like to thank everyone for the suggestions and assistance, I figured it was a bit over the top but never realized it was that bad off. :( Now then everyone I'm gonna take all the suggestions and try to re-work this into something more viable. Skill points, HP, etc will all be reconsidered. The level abilities are given will also be changed. The Retributive Purge ability will provoke AoO's, however would it be ok if the poison could be held for Con mod in rounds? Twisted will be lowered to +1 per class level. Fast Healing will be lowered...don't know how to take it to though, Fast Healing 1 @ 3rd maybe a boost @ 9th to 2? *shrug* Regeneration I think will be dropped, I really don't like it in retrospect. For the poison It'll become Dex dmg, however it still seems like the vile damage counteracts the ability to make the poison. Also make it a turn to create the poison. Should I keep the % damage? Some folks didn't particurarly like it, if it should be canned are there any ideas on what to use as a balance factor? Throw Limb will be lowered, say to 20' by 10th lvl? What should be a tenth lvl ability? Should there be 1 or just an extension of the other abilities? I liked the ability to constantly secrete the lower level poison, but it can be canned. Would many of these PrC features be more suitable if it required a higher level character? Say it was made to be a 10th lvl or higher PrC with a suitable boost in prereqs? I see this as a monk or rogue PrC, so the more suggestions given the better I can make it. P.S. Some classes, like the wizard don't gain proficiency in all simple weapons, thats why it was added. |