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| Hyooz11-14-07, 04:53 PM | Disciple of the Falcon Prestige Class By Hyooz Long ago, a strange man appeared on our material plane. It is said that this was no mere man, but a being more powerful than the gods themselves. He appeared, destroying all who would oppose him, and some who didn’t, if it’d be awesome. His fighting style was something none had ever seen before, a strange use of magic and fist that left all opponents on their backs, helpless before the great man. A sect formed based around emulating this man and his ways. The Disciples of the Falcon. They train endlessly to prove themselves so that their leader and idol, known only as the great Captain of their order, might grace them with his presence once again. Adventures: Disciples of this class adventure because it is awesome and manly, the two basic tenants of their order. They seek to destroy evil… or good… or neutral… basically whatever ends up in front of them. Characteristics: Members of this class all share a certain arrogance about them. They’re awesome, better than you in every way, totally intense, and they know it. It’s a common tale amongst villages of drifters coming in, taunting a man in the street with their common call – “Show me your moves!” and beating all comers to a sound pulp before moving on. They are always enthusiastic and energetic to an extreme, often calling out attacks as they strike, or otherwise grunting and yelling. Alignment: Most Disciples of the Falcon are chaotic, abandoning their traditional monk orders for this one. Good or evil takes no true precedence, as the essence of Falcon penetrates all. Religion: Members of this class worship the great Captain, hoping above all for his eventual return to their plane. Role: Disciples of the Falcon are always on the front lines, striking with their flying fists and other appendages. They dish out damage while managing foes adeptly. Game Rule Information: Disciples of the Falcon have the following game stats. Abilities: Dexterity and Charisma are key to a Disciple of the Falcon, both for delivering and making their attacks more effective, as well as avoiding hits. Alignment: Any Chaotic Hit Die: d8 Requirements To qualify to become a Disciple of the Falcon, a character must fulfill all the following criteria: Base Attack Bonus: +5 Feats: Improved Unarmed Strike Special: Unarmored speed must be at least 50ft. Class skills The Disciple of the Falcon’s class skills (and the key ability modifier for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex) Skill Points at Each Level: 4 + Int modifier. Class features All of the following are class features of the Disciple of the Falcon prestige class. Weapon and Armor Proficiency: The Disciple of the Falcon gains no additional armor or weapon proficiencies. Former Monk : As the ideals and practices of the Disciple of the Falcon do not typically meld well with those of normal monks, if the Disciple was a monk prior to taking this prestige class, he may never again take levels in monk, though he still retains all of his class abilities, and his unarmed strikes and land speed bonuses keep increasing as a monk’s. Awesome Presence: A Disciple of the Falcon is a sight to behold, and when fighting one, merely seeing him move is enough to distract and send blows in the wrong direction. Because of this, the Disciple adds his Charisma modifier to AC as well as his Wisdom and Dex bonus. Unarmed Excellence (Ex) : The Disciple is a master of unarmed fighting. At first level, the Disciple of the Falcon gains the Weapon Focus and Weapon Specialization feat with all unarmed strikes. In their absolute focus on their unarmed strikes, however, all other weapons fell on the sidelines. Thus, the Disciple loses all weapon proficiencies he formerly had, and takes a -4 penalty on all attack rolls with any weapon. Falcon’s Kick (Ex): The Disciple of the Falcon rockets forward, foot first, toward an opponent, flames shooting from the sole of the foot, sheathing the Disciple in flames. The Falcon’s Kick is treated as a charge attack, but can be made from any distance from the target. The Disciple charges forward a max of 15ft, then makes an attack roll. If successful, Falcon’s Kick does normal unarmed damage, as well as fire damage dependant on the Disciple’s level. 1d6 fire damage at 1st level, 2d6 at 3rd, and 3d6 at 5th. This does not incite an Attack of Opportunity. This is a standard action. Upon a successful attack, make an opposed strength roll, adding a +4 bonus to the Disciple’s. If you beat the defender’s strength roll, you push him back 5 x 1d4 ft, and he must make a reflex check (DC 15 + Disciple of the Falcon level) or land prone. Falcon’s Lift (Ex): Once per round, during a grapple, the Disciple of the Falcon can cause an explosion of fiery ki energy to discharge between them, ending the grapple and damaging the opponent while sending them flying. As a free action during a grapple, the Disciple can ignite the explosion. This does 2d8 fire damage to the opponent, and forces them to make an opposed strength check to stay in the grapple. If the Disciple wins this check, the opponent is blasted away, ending the grapple and sending the opponent flying (5 x 1d4/DotF level)ft away. This will do 1d4 damage for every 10ft flown. Knee of Justice (Ex): At third level, the Disciple of the Falcon is so aware of his own sense of justice and awesome, he can channel it into one fantastic blow that leaves all stunned and in awe. As a standard action, the Disciple of the Falcon can make a small leap into the air, and deliver an unarmed attack through the knee. This attack acts as a smiting attack against any creature of any alignment. To attack with the Knee of Justice, the Disciple must first make a successful Jump check (DC 17) and then a successful melee touch attack. This acts as an unarmed smiting attack. In addition, as many times per day as he has levels of DotF, the Disciple may change the effect of the Knee’s strike. Instead of a smite attack, the Disciple may instead broaden the crit range of this attack to 17-20, and treat this strike as a Shocking Burst weapon. Raptor Boost (Ex): At fourth level, as a standard action, the Disciple of the Falcon may make a charge attack from within 15ft of an opponent, and strike a fiery blow. If used normally, the Raptor Boost acts as an unarmed strike, doing an additional 1d6 + DotF levels of fire damage, with the added possibility of knocking your opponent into the air. Upon a successful attack, roll opposed strength checks, and upon success, the DotF’s opponent is flung (10 x 1d4)ft into the air. He falls before the end of the round, and takes damage as he would falling from that height normally, and may land prone unless he succeeds at a reflex check (DC 20.) If used while in the air, or after a successful Jump check (DC 20,) it does damage as if used from the ground, but instead of knocking the opponent up, it knocks them straight down. If the opponent was flying, it falls, can can only prevent hitting the ground on a successful reflex check (DC 25.) If the opponent was on the ground, it falls prone, and the DotF lands in front of it. Falcon’s Punch (Ex): The epitome of the Disciple’s study is this fantastic, bombastic punch. The Disciple rears back for the ultimate haymaker, and drives his fist into his opponent, a great fiery falcon forming around his fist, and crying out as he strikes. This attack does double the normal unarmed attack damage, as well as 2d8 fire damage. It has the chance to send an opponent flying (10 x 1d6)ft, doing 1d4 damage every 10ft, and an additional 2d10 damage to both the object and the victim if the opponent strikes anything. Using this attack incites an Attack of Opportunity, however, and if it lands, the attack is lost. Additionally, upon a critical (20/x2) all creatures (except for the Disciple) within 30ft of the victim take 2d8 fire damage in the intense explosion that follows the strike. Disciple of the Falcon Level BAB Fort Ref Will Special 1 +6 +6 +6 +6 Awesome Presence, Unarmed Excellence, Falcon's Kick 2 +7 +7 +7 +7 Falcon's Lift 3 +8 +7 +7 +7 Knee of Justice 4 +8 +8 +8 +8 Raptor Boost 5 +9 +8 +8 +8 Falcon's Punch |
| Kernath11-14-07, 05:51 PM | Fix the BAB and saves in the class table. Someone might not take this class after exactly Monk 6. They might take a few more levels (perhaps for Improved Evasion), or they might qualify with a different class altogether (a race with a natural speed of 50 could qualify with Fighter 5). Check out other PrCs. Knee of Justice doesn't do anything. If it works like the Paladin's Smite Evil ability, you can say so, but "smiting attack" is not a meaningful term on its own. Is the crit rating mentioned in Falcon's Punch a deliberate assignment, or merely a reminder of an unarmed strike's normal crit? If I have Improved Critical (unarmed strike), will that affect Falcon's Punch? Also, you might consider removing the restriction of gauntlets on the unarmed strikes. Without the ability to pull out a +1 anarchic frost cold iron kama (or some such), this class will have a royally hard time overcoming DR and Regeneration. Aside from all that, it's a terrific class for what it is. The abilities aren't overly complicated or silly, and the firepower holds up. |
| bkdubs12311-14-07, 10:40 PM | Also, Raptor Boost almost renders Falcon's Kick entirely obsolete. I don't remember that attack doing any more damage than the Falcon Kick in the game, so I don't think it should for the PrC either. I would cut the fire damage from Raptor Boost since its easier to use and has the added usefulness against flying enemies. Also maybe make Falcon Punch do even more damage and turn it into a Full-Round Action. It takes a while to charge that thing up. |