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| Khatoblepas09-01-07, 08:48 PM | Suggestions? The spell-list might need a bit of work, I was working mainly from core. This is one of the racial prestige classes from my campaign setting, and each race gets two. The Marrash is a devil/demon from Monster Manual II, by the way. For reference, here is the creature that gains access to the PrC. THE RACE: Humanoid (Gnoll, Azcatian) +2 Constitution, -2 Intelligence, -2 Wisdom, +2 Charisma: Azcatian gnolls are hardy and striking, though lacking in wit and foresight. Medium: As Medium creatures, gnolls have no special bonuses or penalties due to their size. Darkvision out to 60ft Proficient with all simple weapons: Gnolls have a natural talent for weaponry. Runestoring: An Azcatian gnoll can hold the charge of a single touch spell inside one of the many runic markings on their fur. Once the spell is cast, they can choose to use a move action to store it inside a rune on their body. It remains there for 24 hours, or until the gnoll retrieves it back into their hand, which requires another move action. In an area of dead magic, the charge persists for one hour, then fades away. If left uncast when a gnoll rests, the magic contained within the rune is metabolised, healing them by a number of hit points equal to the total spell level stored, as if they had been affected by a Conjuration (healing) effect. An Azcatian Gnoll without a constitution score cannot metabolise magic. Magic Dependency: An Azcatian gnoll is heavily dependant on magical auras for their wellbeing. In an area of dead magic, they become skittish and paranoid, often showing signs of depression. In areas of dead magic, gnolls take a -1 penalty on all attacks, save and skill check rolls. Gnolls have a +1 racial bonus on attack rolls with mythril weapons. Their racial training by the Azcatians used mythril almost exclusively. +2 racial bonus on Appraise to identify the value of and Use Magic Device checks to activate magical items. Their heritage has always been to be finely attuned to magical items.Spell like abilities: 3/day – detect magic, 1/day – read magic. +1 racial bonus on Fortitude saves against spells. Azcatian Gnolls were bred to be tough against magic that attacked the body. Automatic Languages: Azcat. Bonus Languages: Common, Elven, Orc, Dwarven, Gnoll Favoured Class: Duskblade Please comment, I even gave you all the information! Plaguebow The empire of Azcat held many secrets during it's existance. One of it's most abhorrent was the magical splicing of gnolls with their infernal counterparts, the Marrash. Originally this had resulted in creatures much like the marrash, naturally excelling at archery, capable of spreading disease far and wide... but this soon faltered, as their devil blood lead them to do horrible, unforgivable acts of evil against the innocents of Azcat. Seeing this, the experiment was cancelled, and all the Marrashi-gnolls were rounded up and destroyed. At least, they thought they had. Marrashi-gnolls were indistinguishable from normal gnolls at the time, and some had blended into the gnoll settlements, cutting off their wings and becoming part of the gnoll hierarchy. It was not until the arcane infusions that this reared it's head again. Marrashi-blooded gnolls manifested their arcane ability differently to regular infused gnolls - they were able to use this at range, rather than just through weapons they were holding. This wasn't developed far, as Azcat fell to the tearing of magic before they were able to develop it further. However, Marrashi-blooded gnolls still exist today, and their combination of archery and spell channelling is taught by a rare few tribes. Due to the absense of the outer planes, they no longer feel the pull of evil, though their natural borne attributes still make them a target for the less understanding of devilslayers. http://img444.imageshack.us/img444/9475/gnollplaguebowhq9.jpg Prerequisites: Base Attack Bonus: +6 Race: Azcatian Gnoll Skills: Knowledge (the planes) 9 ranks, Knowledge (arcana) 9 ranks, Survival 9 ranks, Craft (bowmaking) 4 ranks, Spellcraft 5 ranks Feats: Rapid Shot, Manyshot, Marrashi Bloodline Spells: Ability to cast arcane spells. Hit Dice: d8 The plaguebow’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (the planes) (Int), Knowledge (arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex). Skill Points: 4+Int Lv BAB Fort Ref Will Special Spellcasting 1 +0 +2 +2 +0 Channel Bow, Runes -- 2 +1 +3 +3 +0 Infernal Memory +1 level of arcane spellcasting 3 +2 +3 +3 +1 Bowfire +1 level of arcane spellcasting 4 +3 +4 +4 +1 Rune of Affliction +1 level of arcane spellcasting 5 +3 +4 +4 +1 Versatile Rune +1 level of arcane spellcasting 6 +4 +5 +5 +2 Infernal Memory +1 level of arcane spellcasting 7 +5 +5 +5 +2 Improved Channel Bow -- Weapon and Armor Proficiency: A plaguebow is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). Runes: A Plaguebow gains the ability to store one extra touch spell in their markings per Plaguebow level. This stacks with other effects that increase the Plaguebow's spell capacity. Spells: At each level apart from 1st and 7th, a Plaguebow gains spellcasting just as if they had advanced in an existing arcane spellcasting class. He doesn't not gain any other benefit, such as bonus feats or class abilities. In addition, he gains knowledge of the spells in the Plaguebow spell list. The plaguebow’s spell list appears below. A plaguebow casts spells just as a warmage does. Channel Bow: Fusing their marrash heritage with their arcane blood, Plaguebows can channel runestored spells through their bows as if their arrows were an extention of themselves. As a move action, they can ready a spell they have stored in their rune markings and transfer it to his bow. If he makes a ranged attack with his bow within one round, he can add the spell's effect to a single arrow. Infernal Memory: At 2nd level, a Plaguebow recalls the memory of his Marrashblood ancestors. He grows tattered white wings, mostly incapable of flight, but gives him a glide speed equal to his base land speed. Once per day he may use fly (swift) to fly up to his base land speed. At 6th level, this improves into a fly speed (average) of his base land speed, as his wings miraculously heal into the marrash's original wings. This ability only works if the Plaguebow wears light or no armor, or is carrying only a light load. Bowfire: At 3rd level, a Plaguebow never takes a penalty on attack rolls for using Rapid Shot. Rune of Affliction (Su): At 4th level a Plaguebow gains a Rune of Affliction - a special spell-storing rune that taps into his Marrash blood, and glows a dull green colour. Once every 5 rounds, a 4th level Plaguebow may imbue all his ranged attacks for that round as if they had Contagion channeled through them, except he cannot choose which disease to inflict - it is always Filth Fever. the DC for this effect is 10+class level+Con modifier. This rune may not be used for other purposes that normal spell-storing runes can. Versatile Rune: At 5th level, a Plaguebow can store and fire other spells, not just touch spells, in their runemarkings, a number of times per day equal to 1+Con modifier. Improved Channel Bow: At 7th level, a Plaguebow can ready a runestored spell as a swift action. In addition, he may imbue a number of arrows equal to his Charisma modifier with spells per round. For example, a 7th level Plaguebow with 16 Charisma may imbue 3 arrows per round. Plaguebow Spell List Plaguebows know all the spells from the following list: 1st Level arrow mind, detect poison, hunter's mercy, jump, true strike, resist planar alignment 2nd Level cure disease, haste (swift), snare 3rd Level diminish plants, flame arrow, vampiric touch, poison 4th Level arrowstorm, blight 5th Level insect plague, marrashi embrace Marrashi Bloodline [racial] You are a decendant of the Azcat experiments with the Marrashi demons. Prerequisites: Azcatian Gnoll, 1st level only. Benefit: You gain immunity to nonmagical disease, and have a +2 racial bonus against poison. Marrashi Embrace Transmutation Level: Plaguebow 5 Components: V, F Casting Time: 1 full round action Range: Personal Target: You Duration: 1 round/level (D) With a cry of abyssal, the feather you hold sinks into your hand as huge white wings sprout from your back, vicious claws grow on your hands and feet - you feel swifter, more focused, and vengeful. This spell gives you the gross physical qualities of a Marrash. For the duration of the spell you gain: - Proficiency and a +2 bonus to attack rolls with all bows. - a +4 bonus to Dexterity, a +2 bonus to Constitution, a +2 bonus to Strength. - a fly speed of 70ft (good), but only in light or no armor. - DR10/- against missile weapons. - A natural bite attack (1d6) and two natural claw attacks (1d4) Focus: The wing feather of a Marrash. |
| Khatoblepas09-03-07, 06:31 PM | 48 hours? TIME FOR A BUMP. Come on people, 48 views and not one comment? I posted the race, the background, what more do you want? Is it too strong? Too weak? Totally awful? |
| Prince_of_Parkness09-05-07, 02:25 PM | Im no great critic of prestige classes, but uv obviosly put alot of work into it so ill try. My initial reaction is that, this is an arcane archer. Its tweaked and only awalable for these Azcatian Gnoll, but i think you should just give these Azcatian Gnoll the opertunity to become arcane archers and to customize themselves with special feats and magical items. I like the history, but i dont think this warrents an entire new class. The marrashi spell is good, so keep that, and you could make some knew ones aswell. If you need this for game flavour, then i suggest you tweak it more. Add more abilties, maybe fly or demon wing hor 2 hours per day, and some abysal heritor feats |
| Khatoblepas09-06-07, 07:52 AM | This is an arcane archer, but I believe it's more of a Duskblade-type gish than the DMG prestige class. Besides which, I hated the arcane archer. And I'm trying to customise and remake some prestige classes so that my campaign setting isn't overrun by Eldritch Knights and cross-campaign stuff. It helps the atmosphere if each prestige class is special in itself. I updated the class so it adds spells to your spell list, rather than havng its own. Too messy to do it the other way. Also, it can fly now. |
| Prince_of_Parkness09-06-07, 04:05 PM | This is an arcane archer, but I believe it's more of a Duskblade-type gish than the DMG prestige class. Besides which, I hated the arcane archer. And I'm trying to customise and remake some prestige classes so that my campaign setting isn't overrun by Eldritch Knights and cross-campaign stuff. It helps the atmosphere if each prestige class is special in itself. I updated the class so it adds spells to your spell list, rather than havng its own. Too messy to do it the other way. Also, it can fly now. Feels a bit more unique now, good job...by the way...is this for NPC or PC or both? |
| Khatoblepas09-06-07, 06:00 PM | Both :P I don't make NPC/PC only prestige classes. |
| Prince_of_Parkness09-07-07, 05:45 AM | What i ment was did you have PC/campeign setting in mind or did you just make it cuz u thought of it |