Green Lantern PrC (just for goofs, but evaluate fairly please) [Archive] - Wizards Community

Post/Author/DateTimePost
Grod_The_Giant

05-04-07, 05:07 PM
The Green Lantern
http://www.the-sentinel.supanet.com/Sentinel_PatrickZircher.jpg*


Requirements:
Alignment: Non-Chaotic and Non-Evil
Base Attack Bonus: +5
Skills: Concentrate 10 ranks
Feats: Iron Will, Skill Focus (Concentration)
Special:
Must find a Green Lantern Ring
Must have succeeded on a save against fear with a DC of more then 15 without the benefit of his Ring.

Class Skills
The GL's class skills are: Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (Arcana), Knowledge (the Planes), Knowledge (Astronomy):P, Survival, Slight of Hand, Sense Motive, Use Magical Device.

Skill Points per level: 2+ Int modifier.

Hit Die: d6

Table: The Green Lantern

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special

1 +0 +0 +0 +2 Power Ring, Ring Power level 1
2 +1 +1 +0 +3 Simple Constructs, Summon Costume
3 +2 +1 +1 +3 Ring Power level 2, Flight (Good)
4 +3 +2 +1 +4 Medium Constructs
5 +3 +2 +1 +4 Ring Power level 3, One Without Fear
6 +4 +2 +2 +5 Overdrive Ring
7 +5 +3 +2 +5 Ring Power level 4, Flight (Perfect)
8 +6 +3 +2 +6 Complex Constructs
9 +6 +4 +3 +6 Ring Power level 5, Flight (Freedom of Movement)
10 +7 +4 +3 +7 Living Constructs, Mettle

Fluff: If you don't know about the Green Lantern Corp, look it up on wikipedia (http://en.wikipedia.org/wiki/Green_lantern_corp) or here (http://www.monitorduty.com/mdarchives/2006/02/alan_kistlers_p_4.shtml). Otherwise, make the crap up for your world.

Class Features:
All of the following are Class Features of the GL prestige class.

Weapon and Armor Proficiency:
GLs gain no new weapon or armor proficiencies. However, when they create weapons or armor with their rings, the penalty for non-proficiency is halved.

Power Ring (Su):
A Green Lantern (or GL) draws his power from his Power Ring. The Ring must be recharged once a day, or it cannot be used. It takes up the space of a normal magic ring. If it is removed, the GL can't use any of his special abilities (except One Without Fear and Mettle). Normal armor interferes with his ability to use his Ring just like it does arcane magic. Apply Arcane Spell Failure. While wearing armor, a GL must make a concentration check with a DC equal to the armor's Arcane Spell Failure Chance to use any GL ability (except One Without Fear). He may continue to use his Ring's abilities, although his own powers are usually more formidable. His caster level, for purposes of SR, is equal to his total HD (NOT his GL level).

Ring Power (Sp):
Ring Power is a measure of how strong a GL's will is. It is used in a variety of ways:
Power Blast: a GL's main offensive weapon is his power blast. It deals 1d6/ Ring Power level untyped damage (similar to a Warlock's Eldritch Blast). Treat it as a ranged touch attack. If, through some ability, it becomes an area attack, the save DC is 15 + the GL's Charisma Modifier.
Force Field: a GL can generate a green aura around their body that gives them a deflection bonus to AC equal to their Ring Power level. Summoning a force field is a move action. A GL can't use his force field if he's using Construct armor, and it overrules all other deflection bonuses he might be using.
Telekinetic Hand: treat this ability as a combination of the spells Mage Hand and Open/Close, but the hand can be strengthened by a concentration check. The amount of additional force is 5 pounds for every 5 points the concentration check exceeds 15.

Summon Costume (Su):
As a free action, a GL can use his Ring to change into a 'costume' of his own design. He can use his armor as his costume if he so desires. He can switch between his 'costume' and another outfit at will.

Simple Constructs (Sp):
At level 2, a GL can create simple (bright green) constructs as a standard action. They can take any form imaginable, as long as they do not violate the guidelines or have an effect on the game (so, for example, Alan the GL could create a construct hand to wield his weapon, or a construct crossbow to shoot his power blast, but it would have no in-game effect. He could even has his weapons wielded by construct warriors, but they would have to be intangible). They last until dismissed (a free action) or out of the GL's line of sight, unless noted otherwise. They can also be moved (at a rate of 10 feet/Ring Power level per round) as a move action. They include:
Basic structures: this includes walls, boxes, bubbles, and so on. They can have dimensions of up to 10 feet/Ring Power level. Their break DC is 10 + (5 times Ring Power level). Once out of the GL's line of sight, they last for 1 minute/ Ring Power level before disappearing.
Weapon Wielding: a GL can animate his weapons with this ability. It works exactly the same as a normal attack, except the GL can direct them against targets up to 25 feet away.
Telekinetic force: this ability functions as the 'Sustained Force' option of the Telekinesis spell, except the weight limit is 50 pounds/Ring Power level.

Flight (Sp):
at level 3, a GL can use his ring to fly. He has a fly speed of his normal land speed + 20, + another 10 feet/Ring Power level. His maneuverability is good. At level 7, his maneuverability becomes perfect and he generates his own air supply while flying. At level 9, he is treated as though affected by a Freedom of Movement spell when flying.

Medium Constructs (Sp):
At level 4, a GL can create more complex constructs. They work the same as simple constructs in all respects.
Weapons and Armor: A GL can create green weapon and armor. They are exactly the same as normal, and can be wielded by anyone. Armor created this way does not incure the normal ASF for the GL (though it does for casters), and the protection does not stack with that of his Force Field. In addition, a GL can 'enchant' his construct weapons and armor. The maximum enchantment bonus that he can imbue his constructs with is equal to his Ring Power level. The enchantment bonus can also be used to add qualities such as Keen or Ghost Touch to the construct (but not alignment abilities or special materials).
Dancing Weapons: A GL can animate his weapons better. For each attack he can make in a full round action (from high BAB or multiple weapons) he can control a separate weapon- construct or real). They can target multiple opponents.
Shape Blast: A GL can shape his power blast more efficiently. For each Ring Power level he has, he can apply the Shape Spell metamagic feat (from Complete Arcane) to his Power Blast once per day. In addition, he can use it to deal slashing, bludgeoning or piercing damage at will.
Telekinetic Attack: a GL can use the Combat Maneuver and Violent Thrust options of the Telekinesis spell. He uses his Base Attack Bonus plus his Charisma bonus for attack roles (even when it says to use caster level).

One Without Fear (Su):
At level 5, a GL is immune to fear (magical or otherwise). In addition, each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the GL is conscious.

Overdrive Ring (Su):
At level 6, a GL is experienced and strong-willed enough to draw extra strength from his ring. Two times his Charisma modifier (max 8) times/day, he may increase his Ring Power level by his Charisma Modifier (max 5). This is a move action. The boost lasts 1d4 turns. Afterwards, a GL is mentally fatigued and can't use any GL abilities besides the basic Blast/Shield/Telekinesis for 1d6 rounds.

Complex Constructs (Sp):
At level 8, a GL can create very complicated constructs.
Construct Creatures: A GL can create constructs of actual creatures. They retain normal physical stats. They use the GL's Will save instead of their Fort and Will saves and his Ref save instead of theirs. They have all normal physical characteristics. (Ex) abilities are included only if they're directly physical (for example, if an Otyugh is summoned, it keeps its Constrict and Improved Grab abilities, but not its Disease ability). The GL can include all (Ex) abilities if he makes a DC (40- Ring Power level) Concentration check. Damage dealing (Ex) abilities, like a Digester's Acid Spray ability, are instead treated as the GL's Power Blast (with the same shape).
A GL can create any number of constructs as long as their collected CR isn't higher then his Ring Power level. The constructs move on the GL's turn, but just stand there unless he commands them. Commanding them is a standard action that requires a DC 30 concentration check.
Elemental Simulation: A GL can make his Power Blast deal elemental damage of any type (Fire, Cold, Electric, Acid, Force, Sonic, and so on).

Living Constructs (Sp):
At level 10, a GL's creature constructs can act independently. Once created, they operate independently. The GL can order them to specific actions as a free action. Otherwise, they act as a normal summoned creatures. In addition, the maximum CR he can summon is his Ring Power Level + Charima Modifier (Max 10).

Mettle (Ex):
At level 10, a GL's mind becomes so strong that he can shake off effects that can otherwise doom him. Whenever he succeeds on a Will save for partial effect, he is completely unaffected.


If you want a more comic-book feel to the GL class, this variant may be for you. Normally, GLs train to use their willpower to overcome their power's resistance to harming wooden objects. Some, though, choose to ignore this and focus more on combat.
As normal, but:
BAB: Full. By not training to effect wood, a GL can focus more on combat.
Level 1:Wood Weakness (Ex):
Power Blast: When using a Power Blast, if the target is using wooden armor or shields, they add the bonus from the item to their Touch AC for the purpose of the Power Blast.
Force Field: If attacked by wooden weapons, a GL looses the benefit of his Force Field against that attack. In addition, he must make a Will Save with a DC equal to the attack roll or loose the benefit of his Force Field until his next turn.
Telekinesis: In order to use any of his telekinetic abilities on primarily wooden objects, a GL must make a DC 25 concentration check.
Constructs: If a construct is hit and damaged by a wooden object, the GL must make a concentration check equal to twice the damage dealt (not counting any elemental or alignment-based damage) or the construct vanishes. He must make a DC 30 concentration check to wield any wood weapons.
If he is wearing construct armor and attacked, use the Force Field rules. With construct weapons, double wooden armor's bonus to AC.


Sinestro Legionary:

Alignment: non-good and non-lawful
Skills: Concentration 10 ranks, Intimidate 10 ranks (or the ability to magically cause fear, such as by using the Fear spell).
Special: Must have succeeded in a DC 20 Intimidate check.

Ring is YELLOW, not green.
Everything else as the normal class, except:

5th level:
Aura of Terror (Su):
At fifth level, a SL is so terrifying that he scares everyone around him. Any enemies in a 15 foot radius must succeed on a Will save (DC= 10+ Ring Power Level + Charisma Modifier) or become frightened. If they succeed on one check, they cannot be affected by the same Aura again for 25 hours.
Replaces: One Without Fear

New feat:
Great Will:
Prerequisite: Iron Will
You have a phenomenally strong will. You gain a further +2 to Will saves, and gain Concentration as a class skill with a +2 bonus.



Power Ring
http://www.monitorduty.com/mdarchives/ringAlanScott.gif
(note: With a DC 20 Concentration check, a character can change the shape of their ring, as long as it remains a green ring)
Minor Artifact
This small ring is made out of a single piece of green material, with a lantern painstakingly carved on the front. It feels warm to the touch, and makes you feel strangely comforted when held.
A character must have a Power Ring to take levels in the Green Lantern Prestige Class.
Wearing a Power Ring grants a +5 enhancement bonus to saves against fear. At will, the wearer can command it to glow (as a Light spell, but with a green tinge).

Additionally, the wearer can make Concentration checks to use the following abilities: (if they fail, they can take Constitution damage to boost the result of their check by 2/point of damage taken).

DC 20: Use either Mage Hand or Open/Close (as the spells). The targeted object glows with green light. The effect fails if the target is mostly wooden (DM's decision). This weakness is removed if the wearer succeeds on a DC 20 will save. These are spell-like abilities.
DC 30: Fire a green-tinged blast of force. Make a ranged touch attack: if you succeed, you deal 1d4 damage +1/point your concentration check exceeds 30. If the target is equipped with wooden armor or shield, they add the bonus to their touch armor against this attack. Plants are immune. This is a supernatural ability.
DC 20+(varies): If you are attacked, you make a Concentration check against a DC of 20+ the difference between your AC and your opponent's attack roll. If you succeed, energy from the Ring blocks the attack. If you fail, you are dazed for 1 round and staggered for 1d4 rounds after. If you attempt to block a weapon that's striking surface is made of wood (a quarterstaff, for example, usually qualifies, while a spear does not) your attempt automatically fails, and you take the usual penalties. In any case, you can't use any of the Ring's Concentration-based powers for 1d10 minutes. This is a supernatural ability.

If you are wearing a Power Ring, you show up with a Strong Aura to a Detect Magic spell. When you put a Ring on, if you have a Concentration Modifier of +5 or more, it telepathically informs you of its powers.

Yes, a little tribute to classic Green Lantern weaknesses there. The wood weakness is because the power comes from using willpower to focus the 'spirit of green and growing things' into magic. When 'training' for the first level of Green Lantern, the prospective GL learns to use extra will-power to overcome this.


Alan (GL sector 253.7)
Male Human Fighter 8/GL 4
Init +5 Senses Listen +0, Spot +11
Languages Common (Understands all)
------------------------------------------------------
AC 29, touch 18, flat-footed 23
Hp 72 (12 HD)
Fort +13, Ref +12, Will +14
------------------------------------------------------
Speed 30 ft. Fly 70 ft (good)
Melee Construct +2 longsword +20/+15/+5 (1d8+9/19-20)
Range Power Blast +17 ranged touch (2d6 /60 ft range)
Base Attack +11; Grp +16
Attack Options Power Attack, Combat Expertise, Shape Blast, Telekinesis
------------------------------------------------------
Abilities Str 20, Dex 20, Con 12, Int 10, Wis 10, Cha 18
SQ Power Ring, Ring Power 2, Simple Constructs, Flight, Medium Constructs
Feats Iron Will, Great Will, Weapon Focus (Longsword), Shield Specialization, Skill Focus (Concentrate), Wep Special (longsword), Dode, Power Attack, Greater Wep Focus (Sword), Wep Focus (Ranged Touch), Combat Expertise.
Skills Concentrate +20, Diplomacy +15, Gather Information +16, Knowledge (Arcana) +8, Search +11, Spot +11
Possessions Power Ring, Cloak of +4 Cha, Gloves of +4 Dex, Belt of Giant Strength +4, Vest of +4 Resistance, Medallion of Thoughts, Ring of Sending 1/day, Helm of Comprehend Languages.\
Disclaimer: I used PC equipment and a house-ruled fighter with a d12 HD, a few new skill points, and 4 skill points/level.

More to come...
calprinicus

05-04-07, 05:36 PM
green latern sucks!
Tuhljin

05-04-07, 06:51 PM
I had more, but I hit the wrong button and lost a bunch. I'll redo it when I stop feeling depressed about loosing it...
Always save long posts in a text file before posting. :) In the case of PrCs, I work on them in text files for quite a while before ever clicking the "New Topic" button.
Grod_The_Giant

05-04-07, 07:11 PM
Always save long posts in a text file before posting. :) In the case of PrCs, I work on them in text files for quite a while before ever clicking the "New Topic" button.

yeah... Well, I rewrote a bunch of stuff. Just another 2 or so abilities to go.

EDIT: All done
Grod_The_Giant

05-08-07, 05:57 PM
:bump:
VulcanStormwrath

05-08-07, 06:11 PM
If you wanna go with traditional green lantern tactics, basically take all the bigby's spells(Including the new PHB2 ones), all the major force spells, a couple class abilities from the argent savant, and make them all green.

Replace the need for sleep with the power battery recharge and you're in business.
Mogarth_Warheart

05-10-07, 12:38 AM
I think I might play this my next game looks fun.

IN BRIGHTEST DAY,
IN BLACKEST NIGHT,
NO EVIL SHALL ESCAPE MY SIGHT!
LET THOSE WHO WORSHIP EVIL'S MIGHT
BEWARE MY POWER...
GREEN LANTERN'S LIGHT!

:smirk:
Mogarth_Warheart

05-10-07, 12:41 AM
Might i also add that thee should be an alignment prereq: Lawful Good or Lawful neutral? and maybe give it a d8 HD?
rone_leah

05-10-07, 01:24 AM
I might also add Skill points unless you feel GL doesn't need them.:D
Grod_The_Giant

05-10-07, 02:59 PM
Might i also add that thee should be an alignment prereq: Lawful Good or Lawful neutral? and maybe give it a d8 HD?
Well, I was going to, but:
A. I remembered Sinstro, who's LE
and
B. Guy Gardner is still more of a CG type. Hal is probably LG. Kyle Rayner is anywhere from CG to LG, but is most likely NG.

Same goes for the HD, but they were reduced for fear of balance. And the fact that GLs seem closer to Warlocks and Rogues in toughness then they do to Rangers.

And, well, I couldn't think what the skills should be.
Prak, the Mad

05-10-07, 05:02 PM
well, I'd say make the alignment restriction "Lawful or Good"

and I don't see weakness to the colour yellow in here... I'm disappointed, I want my orc fighter to be able to p!$$ on the greenlantern to defeat him... or at least be able to grab a holy symbol from a cleric of pelor and smack then GL against the head with it...
Grod_The_Giant

05-10-07, 07:02 PM
and I don't see weakness to the colour yellow in here... I'm disappointed, I want my orc fighter to be able to p!$$ on the greenlantern to defeat him... or at least be able to grab a holy symbol from a cleric of pelor and smack then GL against the head with it...
The yellow weakness:
a. it's been eliminated in recent comics (more or less) [actually, it hasn't really applied to the main GL since Hal went crazy]
b. I've been trying to go more by Alan Scott's magic ring then the Green Lantern Corps technological ones- you'll notice the absence of a computer or translator.
c. It's too hard to cover under normal d&d rules.
Nathreet

05-10-07, 07:20 PM
Well, I was going to, but:
A. I remembered Sinstro, who's LE
and
B. Guy Gardner is still more of a CG type. Hal is probably LG. Kyle Rayner is anywhere from CG to LG, but is most likely NG.

Same goes for the HD, but they were reduced for fear of balance. And the fact that GLs seem closer to Warlocks and Rogues in toughness then they do to Rangers.

And, well, I couldn't think what the skills should be.

LG or at least good should be an entrance requirement though, given the way the rings are given out. You can still turn evil later on, without any drawbacks. Even Sinestro used to be good, or at least perceived as such. But with a name like Sinestro you gotta think those aliens aren't too bright to be giving him a ring. Meh, that's comics for you.
Grod_The_Giant

05-10-07, 07:57 PM
Right. an alignment requirement of non evil and non chaotic has been added.
Mogarth_Warheart

05-11-07, 01:46 AM
Skill suggestions:
Bluff
Concentration
Decipher Script
Diplomacy
Disguise
Escape Artist
Gather Information
Knowledge (???)
Move Silently
Survival
Sleight Of Hand
Sense Motive
Use Magic Device
Prak, the Mad

05-11-07, 02:07 PM
The yellow weakness:
a. it's been eliminated in recent comics (more or less) [actually, it hasn't really applied to the main GL since Hal went crazy]
b. I've been trying to go more by Alan Scott's magic ring then the Green Lantern Corps technological ones- you'll notice the absence of a computer or translator.
c. It's too hard to cover under normal d&d rules.

well, there ya go... I don't read GL, I just know of the yellow weakness(and, earlier, the wood weakness) and think it's great fun to redicule GL based on that, which is not to say your class isn't good, I just think the yellow weakness was rediculous. however, making it work in D&D?

yellow items go through any effect created by the GL, and deal an extra 1d6 damage.
Warforged Goblin

05-11-07, 02:20 PM
Instead of a yellow weakness (yes, I realize the Kyle got rid of it, but for continuity's sake), how about damage reduction of some sort? Some really exotic metal like aurorum or starmetal. Actually, starmetal would make tons of sense, IMHO.

Oh, for the record, I was planning on making an artifact in an upcoming Eberron campaign that would've been GL's ring. Psionic item, 300 power points per day; fly, energy missile, inertial armor, astral construct powers; possibly intelligent; powered by the Il-Yannah. Good times :D
abraham

05-11-07, 05:39 PM
acturally the green lanturn you are thinking of had as a weakness,wood of all things!
jamesnero

05-12-07, 02:15 PM
wow this is great pardon me while I fanboy for a bit:dancin: ok ok IM good this a wonderful PrC it allows me to combine my GL fandom with D&D thats wonderful.

With a few minor modifications I can build the greatest GL Villian ever Alexander Nero :plotting: :evillaugh
Grod_The_Giant

05-12-07, 06:15 PM
wow this is great pardon me while I fanboy for a bit:dancin: ok ok IM good this a wonderful PrC it allows me to combine my GL fandom with D&D thats wonderful.

With a few minor modifications I can build the greatest GL Villian ever Alexander Nero :plotting: :evillaugh

thanks :D. Remember, though, that Nero was tapping into the left-over Parallex energy through Kyle's ring.
jamesnero

05-13-07, 10:52 AM
thanks . Remember, though, that Nero was tapping into the left-over Parallex energy through Kyle's ring.

This was true in the story arc "when rome burns," Given what happens in GL rebirth I wonder if the entity called parallax is aware of nero?? Granted with the events in Ion and Nero now being on Oa full time Im thinking something cool might happen there. Now that Nero is shattered mentally its perfect for parallax to posses him. All big P would have to do is reinforce Nero's psychosis.

So what are the HD and class skills for this class???
Grod_The_Giant

05-13-07, 03:58 PM
HD is d6 (it says just above the table). I don't know about skills, though. I haven't figured them out yet.
Mogarth_Warheart

05-13-07, 05:19 PM
ahem :waits:

Skill suggestions:
Bluff
Concentration
Decipher Script
Diplomacy
Disguise
Escape Artist
Gather Information
Knowledge (???)
Move Silently
Survival
Sleight Of Hand
Sense Motive
Use Magic Device
Grod_The_Giant

07-21-07, 10:27 PM
:D :bump: :D

Right. now for the ring itself...

Power Ring
http://www.monitorduty.com/mdarchives/ringAlanScott.gif
(note: With a DC 20 Concentration check, a character can change the shape of their ring, as long as it remains a green ring)
Minor Artifact
This small ring is made out of a single piece of green material, with a lantern painstakingly carved on the front. It feels warm to the touch, and makes you feel strangely comforted when held.
A character must have a Power Ring to take levels in the Green Lantern Prestige Class.
Wearing a Power Ring grants a +5 enhancement bonus to saves against fear. At will, the wearer can command it to glow (as a Light spell, but with a green tinge).

Additionally, the wearer can make Concentration checks to use the following abilities: (if they fail, they can take Constitution damage to boost the result of their check by 2/point of damage taken).

DC 20: Use either Mage Hand or Open/Close (as the spells). The targeted object glows with green light. The effect fails if the target is mostly wooden (DM's decision). This weakness is removed if the wearer succeeds on a DC 20 will save. These are spell-like abilities.
DC 30: Fire a green-tinged blast of force. Make a ranged touch attack: if you succeed, you deal 1d4 damage +1/point your concentration check exceeds 30. If the target is equipped with wooden armor or shield, they add the bonus to their touch armor against this attack. Plants are immune. This is a supernatural ability.
DC 20+(varies): If you are attacked, you make a Concentration check against a DC of 20+ the difference between your AC and your opponent's attack roll. If you succeed, energy from the Ring blocks the attack. If you fail, you are dazed for 1 round and staggered for 1d4 rounds after. If you attempt to block a weapon that's striking surface is made of wood (a quarterstaff, for example, usually qualifies, while a spear does not) your attempt automatically fails, and you take the usual penalties. In any case, you can't use any of the Ring's Concentration-based powers for 1d10 minutes. This is a supernatural ability.

If you are wearing a Power Ring, you show up with a Strong Aura to a Detect Magic spell. When you put a Ring on, if you have a Concentration Modifier of +5 or more, it telepathically informs you of its powers.

Yes, a little tribute to classic Green Lantern weaknesses there. The wood weakness is because the power comes from using willpower to focus the 'spirit of green and growing things' into magic. When 'training' for the first level of Green Lantern, the prospective GL learns to use extra will-power to overcome this.
0datdude0

07-21-07, 11:43 PM
Why does this come up in every system I play at least once?
Grod_The_Giant

07-22-07, 10:26 AM
because Green Lantern is awesome.
Grod_The_Giant

08-12-07, 08:05 PM
:bump:
Skills added.
Shas'O

08-14-07, 12:12 AM
Now we just need something for the Sinestro Corps and we'll be in business!

Like the class btw.
Grod_The_Giant

08-14-07, 10:52 PM
Now we just need something for the Sinestro Corps and we'll be in business!

Like the class btw.

Thanks. You want Sinestro Corps? I'll give you the Sinestro Legionary:

Alignment: non-good and non-lawful
Skills: Concentration 10 ranks, Intimidate 10 ranks (or the ability to magically cause fear, such as by using the Fear spell).
Special: Must have succeeded in a DC 20 Intimidate check.

Ring is YELLOW, not green.

5th level:
Aura of Terror (Su):
At fifth level, a SL is so terrifying that he scares everyone around him. Any enemies in a 15 foot radius must succeed on a Will save (DC= 10+ Ring Power Level + Charisma Modifier) or become frightened. If they succeed on one check, they cannot be affected by the same Aura again for 25 hours.
Replaces: One Without Fear
Grod_The_Giant

10-05-07, 03:47 PM
UPDATE: Consolidated the Sinestro varient and the Ring into the main post.

oh, and :bump:
Viktor_Von_Doom

10-05-07, 05:32 PM
Should just be any good.
Grod_The_Giant

10-06-07, 10:05 PM
Should just be any good.

The Core is fundamentally a Lawful organization
true_shinken

10-26-07, 12:22 PM
The Core is fundamentally a Lawful organization
But Guy is Chaotic.
Daybreaker

10-27-07, 07:59 PM
:ayyyy!: Love this thread.

I do like the idea overall, but I think it's maybe a little bit more complicated than it needs to be.

Green Lantern rings were supposed to be keyed to the user's willpower, right?

I think that a Green Lantern prestige class would probably just be a divine spellcasting class(requisite focus: ring) with a good BAB and good Will saves. The spell list is tricky, though, 'cause it seems to mostly involve conjuring up flying objects, blast rays, force fields, flight, and (this is the tricky part) unlimited wishes.
Grod_The_Giant

10-27-07, 10:57 PM
No, I don't think spellcasting is the way to go. It would seem to me that things would be too...I don't know, limited. I think my way, though it is complicated, does hit just about any of the common stunts GLs pull. But, if you think you could come up with one, go for it! I'd love to see the finished class.
Viktor_Von_Doom

10-29-07, 04:07 PM
No, there are Lanterns that fall under LG, CG, NG, LN, CN. Just any evil makes sense
Grod_The_Giant

10-30-07, 04:37 PM
No, there are Lanterns that fall under LG, CG, NG, LN, CN. Just any evil makes sense

well yeah- that's life. It doesn't stick to alignments. And even so, except for a very few exceptions, the Core members are either lawful or good (hell, they're good by definition).
Ace_of_time

10-30-07, 05:07 PM
You might want to look in the old WotC book M&M. I used to have a superheroe class based of the mutants & masterminds. It could be used to make any super. Why does it have to be a pro class for?

Side note: I tought his weakness was the color yellow?
Grod_The_Giant

10-31-07, 03:16 PM
M&M? WotC put out a book about candy?

Sorry, it's halloween...couldn't resist. But seriously...what book is this? I know there's superhero d20 out there, but...

Side reply: I thought the yellow weakness was too silly. I have a varient using Alan Scott (http://en.wikipedia.org/wiki/Alan_Scott) as a model with a wood weakness, though.
karossii

10-31-07, 03:34 PM
You might want to look in the old WotC book M&M. I used to have a superheroe class based of the mutants & masterminds. It could be used to make any super. Why does it have to be a pro class for?

Side note: I tought his weakness was the color yellow?

This was posted in another thread too... WotC never published M&M (which stands for mutants and masterminds) - after my last reply to the other post I checked on it, and found it is Steve Kenson who wrote it, and published through Green Ronin publishing.

Can't figure out how/why people would think it was WotC.
Ace_of_time

10-31-07, 09:55 PM
Sorry, I seen D20 and just assumed.
Ace_of_time

10-31-07, 10:02 PM
deleted.
Wizardman

01-15-08, 07:31 PM
As for the alignment issue: Guy is definitely CG, but he's also a bit of a special case because of the whole brain-damage bit. As for the Sinestro Corps: I would change the restriction to non-Good and non-Chaotic. Sinestro is definitely LE, so it makes no sense that he would be the head of an organization that forbids that alignment.
Grod_The_Giant

01-16-08, 03:08 PM
I see your point about Sinestro (he is totally LE, on reflection), but I, having not actually managed to get my hands of the sinestro corps comics, stuck to a basic anti-GL version. Alignments requirements are really guidelines, though.
LunarWolfPrime

01-16-08, 08:57 PM
Take a look into the other 5 corps Red for hate, Blue for hope, Indego for commpasion, Viloet for love, Orange for greed or averice. They are all mentioned in part 11 of the sinestro corp war hat ever finalie but their is also 1 more corp lurking around the bend the Black Lantern corp still No :censored: clue on that one. But if you are wondering what emotion green and yellow rep they are as follows Green is willpower and yellow is Terrior or fear you pick. One idea i had was to making a aligenment req for each one.

Green LG
Yellow LE
Indego N
Violet CG
Red CE
Blue NG
Orange NE

You might want to change the sav bonues to fit their new powers.

I am so glad that I found this post because I was thinking of this when i read that issue and I thought how cool it would be to make all 7 into base classes or prcs each whith signature abilites that match their states of mind the emotins that they reprisent like maybe give the yellow, fear effects, red rage, Violet charm effects, etc.:invasion:
In reguard to me makeing some of my own i hope you do not mind if i use yours as a base for the other 6. Oh course this does not mean that i would not love to see what you whould come up with. When I do get a chance to post my idea i will be sure to link this post to it assuming I do not lose this in my history or some other unforssen incident, GOOD LUCK MAN
LunarWolfPrime

01-16-08, 09:15 PM
Here is a wiki explanation of all 7 colors

http://en.wikipedia.org/wiki/Power_ring_%28weapon%29#Sinestro_Corps.2 7_Qwardian_power_ring
Grod_The_Giant

01-18-08, 06:03 PM
I know about the other colors- well, as much as is on wikipedia. All I can say is, MAN I love Geoff Johns! I was just thinking about other varients.
LunarWolfPrime, I would love to see what you come up with. Feel free to base your class on this- I'd be honored. Just be sure to give me some credit :D! My personal feeling is that this idea is best served as a PrC- it seems like a nice way of representing how GLs are chosen, and emphasizes originality. For example, a squad might have a cleric/gl medic, a paladin/gl for melee, a sorcerer/gl for firepower...

Oh, and for ease of entry, a new feat:
Great Will:
Prerequisite: Iron Will
You have a phenomenally strong will. You gain a further +2 to Will saves, and gain Concentration as a class skill with a +2 bonus.
LunarWolfPrime

01-18-08, 10:42 PM
Truth is I was just going to use most of your mechanics and just agument the saves and the lvl5 abl is that ok?

Oh in reguards of the indego just take the quarter staff and modifie the rings abl. you could give them peace abl from the apostle of peace or at least I think that is what it is called, sav cleric prog.

For the reds I was thinking a rage like effect that is constant given the red rings take away the users inhibitions toward rage, on the save give it the barbarians sav prog.

I am running into a :banghead: on the others in sav progs abl.

Good luck on your end!

P.S. have you ever done a martial base class, PRC, feats, variants, or stlyes? Sorry to ask this like this but I am a TOB nut and I have a hard time makeing balaced stuff!
Grod_The_Giant

01-20-08, 03:49 PM
Actually, due to boredom, I did a quick try at a base class version:
Italicized abilities would need to be changed with different Corps. Note: I have no idea what kind of effect the higher Ring Power Levels would have on everything, but I based the progression on the Warlock (which probably should be the basis for comparison, since it's well-balanced and this also has mostly at-will abilities).

level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Power Ring, Ring Power 1
2 +1 +0 +0 +3 [Summon Costume]
3 +2 +1 +1 +3 Ring Power 2
4 +3 +1 +1 +4 Flight (Average)
5 +3 +1 +1 +4 Simple Constructs, Ring Power 3
6 +4 +2 +2 +5 Flight (Good)
7 +5 +2 +2 +5 Ring Power 4
8 +6 +2 +2 +6 One Without Fear
9 +6 +3 +3 +6 Ring Power 5
10 +7 +3 +3 +7 Medium Constructs
11 +8 +3 +3 +7 Ring Power 6
12 +9 +4 +4 +8 Overdrive Ring
13 +9 +4 +4 +8 Ring Power 7
14 +10 +4 +4 +9 Flight (Perfect)
15 +11 +5 +5 +9 Complex Constructs, Ring Power 8
16 +12 +5 +5 +10 Flight (Freedom of Movement)
17 +12 +5 +5 +10 Ring Power 9
18 +13 +6 +6 +11 Mettle
19 +14 +6 +6 +11 Ring Power 10

For other corps, you would need to change skills for sure, and maybe the check needed to use the ring. The only big difference, as in my Sinestro Corps varient, would be the One Without Fear ability, and maybe Mettle as well.
LunarWolfPrime

01-20-08, 07:23 PM
For other corps, you would need to change skills for sure, and maybe the check needed to use the ring. The only big difference, as in my Sinestro Corps varient, would be the One Without Fear ability, and maybe Mettle as well.

Actual I would keep mettle for all corps,the skills you could add or work off of for activations could be as follows:

Red:intmidate
Orange: aprassial or spot or serch not sure
Yellow intmidate
Indego and Violet: Diplomacy
Blue: Diplomacy or oratory to inspire the people, come to think of that you could add that to their class abilities by adding peacful or inspriering baric songs that corp
Greens skill leav as is concentration

I hope this helps?