| Post/Author/DateTime | Post |
|---|---|
| Soulless_Enigma12-23-07, 09:49 AM | Well, the Machine Chaplain of Redoubt seems to be doing ok, so I'd figured I'd post this up as well. The Dreadcloak Image here (http://bp0.blogger.com/_d-N1ING5g6M/Ri9-HZg2MhI/AAAAAAAAAAc/XoI-Wk7VbRA/s1600-h/Jeff-Murchie_Witch+King.jpg). “Why hide when you can blind and terrify?” –Alsundra Ragarth, Dreadcloak The Dreadcloaks are a guild of assassins with a strange ethos – rather than following the stereotypical “light armour and shortsword footpad” idea, the Dreadcloaks insist on wearing heavy armour covered by black robes. They do not sneak to their target and dispatch them without knowing. They run in the front door, terrifying most opposition away with their very presence. Those that do stand and fight are blinded by darkness and receive a bastard sword in the gut. Terror and darkness – this is the way of the Dreadcloak. Hit Die: d8 Requirements To qualify to become a Dreadcloak, a character must fulfil all the following criteria. Alignment: Any evil Base Attack Bonus: +6. Skill: Intimidate 9 ranks. Feats: Armour Proficiency (heavy), Blind-Fight, Weapon Focus (bastard sword). Special: Must survive the Dreadcloak’s alchemical alterations (DC 16 Fort save or die) Class Skills The Dreadcloak’ class skills (and the key ability for each) are Bluff (Cha), Climb (Str), Concentration (Con), Disable Device (Dex), Disguise (Cha), Intimidate (Cha), Jump (Str), Sense Motive (Wis). Skill points at each level: 6 + Int modifier, minimum 1. The Dreadcloak Level BAB Fort Ref Will Special 1 +1 +2 +0 +0 Terrifying Presence 10ft, See in Darkness, Sneak Attack +1d6 2 +2 +3 +0 +0 Darkness 3/day, Cloak of Shade 3 +3 +3 +1 +1 Sneak Attack +2d6 4 +4 +4 +1 +1 Terrifying Presence 20ft 5 +5 +4 +1 +1 Sneak Attack +3d6 6 +6 +5 +2 +2 Darkness 4/day 7 +7 +5 +2 +2 Terrifying Presence 30ft, Sneak Attack +4d6 8 +8 +6 +2 +2 Darkness 5/day 9 +9 +6 +3 +3 Sneak Attack +5d6 10 +10 +7 +3 +3 Terrifying Presence 40ft, Deeper Darkness Class Features All the following are class features of the Dreadcloak prestige class. Terrifying Presence (Su): The Dreadcloak’s very presence brings fear down upon his foes. Whenever the Dreadcloak draws his weapon, drops a foe or confirms a critical hit, all foes within 10ft must make a Will save (DC 10 + Dreadcloak’s class level + Dreadcloak’s Cha modifier) or become frightened for 1d6 rounds for every 2 class levels the Dreadcloak possesses. The radius of the effect increases by 10ft every three levels. Terrifying Presence is a mind-affecting fear effect. A creature that successfully saves against a Dreadcloak's Terrifying Presence is immune to that particular Dreadcloak's Terrifying Presence for 24 hours. See in Darkness (Ex): After long periods of alchemical alteration and being caged in complete darkness, the Dreadcloak gains the ability to see in all forms of darkness, whether magical or mundane. Sneak Attack: As per the rogue ability. Increases by +1d6 damage every two levels. Cloak of Shade The Dreadcloak’s dark cowl and cloak add to his menacing demeanour. The Dreadcloak adds his class level as an insight bonus to all Intimidate checks. Darkness (Sp): Beginning at second level, the Dreadcloak learns the main technique of his guild. He may use darkness as a spell-like ability three times per day. At level 6, the Dreadcloak gains another use of darkness per day, and another at level 8. Deeper Darkness (Sp): At tenth level, the Dreadcloak learns to make his darkness blacker than a fiend’s heart. When he uses his darkness spell-like ability, it instead creates a deeper darkness effect. New Feats Aura of True Fear [Epic] Prerequisites: See in Darkness, Terrifying Presence 60ft, Cha 17 Benefit: Your Terrifying Presence ability now induces the panicked condition Unflesh [Epic] Prerequisites: See in Darkness, Deeper Darkness, Cha 17 Benefits: The Dreadcloak becomes partially incorporeal, meaning that all opponents have a 10% miss chance when attacking the Dreadcloak. Special: This feat overlaps (does not stack) with Self-Concealment. Expansive Terror [Epic] Prerequisites: See in Darkness, Terrifying Presence 30ft, Cha 17 Benefit: The radius of your Terrifying Presence increases by 10ft for each point of your Charisma bonus. |
| Watsyurname52912-23-07, 12:03 PM | Well Hello again! Okay, now on to PEACH-ing this thing. Take out the EWP in the Prereqs, there's no need for it. With the BAB requirement the min level you can take this is 6th. Cap Terrifying Presence at 30 maybe 40ft. It only needs to extend that far. Also, changed the duration to 1d4 + 1 per every 2 levels of Dreadcloak. Also add a line that says and creature that makes its save can't be affected by it for 24 hours. Change the number of uses of Darkness to 2/Day, then 3/Day, then 4/Day. Having 9/Day is too much. Now I know that just opened up a bunch of dead levels but I've got some ideas. Now, keeping with the alchemical change flavor here they are: 2nd Level - Cameo Skin (Su): A Dreadcloak's skin undergoes a transformation due to the mixtures it's been subject to. A Dreadcloak gains a +4 bonus on hide checks. 4th Level - Shadow Strike (Su): A Dreadcloak can use the shadows it's so accustom to that it can use them to make a strike with them. Any weapon the Dreadcloak wields gains the Shadowstrike property usable 2/Day. 6th Level - Power of Darkness (Su): A Dreadcloak can infuse himself with the power of darkness giving him dark strength. As a swift action, Dreadcloak can spend a use of Darkness to enter Dark Strength. While in Dark Strength you gain +4 Strength, +2 Dexterity and a +2 Bonus to Will Saves. Dark Strength lasts 3 + Cha Mod rounds. 7th Level - Dark Armor (Su): A Dreadcloak while in Dark Strength can use the darkness to shield himself. As a swift action while in Dark Strength a Dreadcloak can spend another use of Darkness to gain Dark Armor. You gain your Cha Mod as a profane bonus to AC which lasts till the end of Dark Strength. 9th Level - Dark Blast (Su): A Dreadcloak while in Dark Strength can use the power of darkness to create a blast of blackness. As a standard action while in Dark Strength you can spend another use of Darkness to create a Dark Blast. A Dark Blast deals 10d6 damage as a ranged touch attack. 10th Level - Deeper Dark Strength (Su): At 10th level, A Dreadcloak can create a Deeper Dark Strength giving him unparalleled dark power. This increases Dark Strength to +6 Strength, +4 Dexterity, and +4 bonus to Will Saves. Well, tell me what you like and we'll go from there. |
| Soulless_Enigma12-23-07, 03:13 PM | Those abilites are all great... just not for the Dreadcloak as I see it thematically. The Dreadcloak should be a fighter doing an assassin's work in a nonstandard way (i.e. no Hide & Move Silently). Use Terrifying Presence to scatter the foe, drop a darkness then follow up with sneak attacks for all his foe who now (presumably) can't see the Dreadcloak. They're kinda like Nazgul, really - demoralize the foe and destroy what's left up close with the aid of some magical trickery. For reference, see The Fellowship of the Ring when the Nazgul enter the Prancing Pony - no one even tries to stop them because of the fear they generate. In an ideal situation, that is how a Dreadcloak should work. To emphasise this, I've added Armour Proficiency (heavy) to the entry requirements. That said, the changes for Terrifying Presence will be incorporated. As for the duration, I followed the description of Frightful Presence in the MM, the duration for which is listed as 5d6 at average - I thought scaling the class up to that may be suitable. The line about being affected once every 24 hours was an oversight on my part - it should have been in there. The uses for darkness will be a compromise between your uses and mine - 3/day, 4/day, 5/day maybe? It is one of the signature abilities of the PrC, after all - it should be used somewhat frequently. For the new abilities: Cameo Skin. No. Bit blunt maybe, but Hide's neither a requirement nor a class skill for the Dreadcloak - they just don't use it. Darkness is their stealth. Shadowstrike I'm not familiar with, so no comment on that really. The Power of Darkness set of abilities is nice, it just seems a bit... "blackguardy" to me. And if I were to include them, then the uses for darkness might even have to go up to 3/day, 5/day, 6/day to facilitate their use in conjunction with actual darkness uses. Also, Blast of Darkness, whilst nice, is just somewhat too... magicky, I suppose. The Dreacloaks don't kill you with magic - they render you useless with magic, then finish the job up close with a sword. So, umm, now that I've heard criticism and replied to it, some ideas I think should be expanded/developed: Power of Darkness ability tree The Alchemy aspect of the induction - new abilities maybe? I also think it important to note that this PrC was not designed with rogues or existing assassins in mind. It is designed as a PrC for fighters, strange as it sounds. It terrifies and renders opposition mostly helpess, then finishes them good swordplay. Cheers for replying again :) Edit: Added the Epic descriptor to Aura of True Fear and Unflesh. Added a new Epic feat. Expect an epic progression for this PrC when I have the first 10 levels sorted :). |
| dman1123512-23-07, 04:08 PM | Why is weapon focus (bastard sword) a requirement? If it is a requirement for the class, I'd like to see SOME developement in the class, whether a flavor mechanic or a special feature. Same goes with the alcemical alterations. You just gave them see in darkness and left it at that. Also on the chemical alterations: no, having a fort save or die to get into a class is just wrong on so many levels. Granted I have a character who can't possibly fail that save (+16 fort save against poison at level 6, yeah), but that's a special case. What if your character fails? Oops, I guess I need to roll up a new one and try again. It's just wrong. Something like, you must consume a special alchemical concoction that costs 750 gp. That's like the Green Star Adept. It doesn't kill you to enter the class, it just costs money (not an advisable prereq either, I hate that class.). I'd advise something different. The Cloak of the Shades should be a class feature. You said in the fluff that this class is an assassin that does not sneak. Why does it gain sneak attack? I like Watsyurname529s frightful presence duration much more than the one you have. On Cameo Skin: just because they don't use it doesn't mean it shouldn't be there. It's a flavorful thing. But I do agree that it doesn't necessarily fit with this PrC. Don't use the shadow strike. I'm not a fan of classes that give weapon properties* like that. Will be back later. I totally thought you were The_Shaman, thanks to that avatar Watsyurname. I thought that writing style was a little different. *Kensai is defferent. So is Stormlord. |
| Soulless_Enigma12-23-07, 04:44 PM | Right. Weapon Focus (bastard sword) is in there because it is the Dreadcloak guild's signature weapon. Meaning it's the one most guild members use. Hmm. Looking at that statement I've just made has just backed up your argument. Most of the guild use it. Hmm. I'll need to think about how to incorporate that another way. As for the alchemical thing, well, I've kinda got the Witcher on the brain at the moment, but that's no excuse. I dislike the idea of paying money, it seems to trivalize it. The alchemical treatment is the test to enter the 'cloaks - the worthy survive the ordeal, those not worthy... well, we need to think what happens to them now. Cloak of Shades will be added as a class ability at level 1. Sneak Attack: It's a name thing. Whilst it doesn't sneak per se, it does get off attacks to vital areas whilst it's opponents stumble about in the darkness the Dreadcloak's cast. I think that's it. Oh, and thanks for your reply too :). |
| Watsyurname52912-23-07, 04:46 PM | On the requirements just make it Weapon Focus (Any) and like dman suggested, make the alchemical solution just cost some money instead of the save. If it's being based of the Nazgul then I still would give them the Dark Strength because not only did they give some serious bad mojo, they could easily kill you with a flick of their wrist. I saw that it was a fighter and that's why I though of Dark Strength ability. I mean, at most you'll get 1 or 2 sneak attacks (if you're lucky) so that's not that much and I don't see them raging. If an alchemical solution gives them their powers, then they are going to get some Supernatural and Extraordinary powers. Since they are going to be wearing Heavy Armor they won't be able to sneak and use that sneak attack. If you think flanking will get the job done the problem is your darkness messes with your allies too with a 20% miss chance. Also, being in Darkness doesn't make them eligible for Sneak Attack. Sneak Attack doesn't really work unless you have a way to surprise your enemies and with being the Heavy Armor fighter doesn't really work. The Shadow Strike was just something to fill another dead level. It doesn't really matter. Also, Cameo Skin doesn't fit with the flavor, which I didn't realize until after I typed it. But since it's going to be a Heavy Armor wearer you might want to add an ability that eliminates the speed reduction from Heavy armor and change Dark Strength to +4 Strength and +2 Constitution. |
| Soulless_Enigma12-23-07, 04:54 PM | Not being able to see your opponent doesn't make you lose your Dex modifier to AC? I thought it did. Oh dear. If it doesn't... gah. The alchemical solution doesn't change them excessively - it adds the See in Darkness, as well as Alchemical Mutation - an ability which opens up a lot of Alchemical Mutation feats I'm currentlyl working on for the class. Maybe once I've got those done, they could gain bonus Alchemical Mutation feats in partial exchange for Sneak Attack? How could I overlook removing the speed penalty from heavy armour? D'oh! |
| Watsyurname52912-23-07, 04:56 PM | Not being able to see your opponent doesn't make you lose your Dex modifier to AC? I thought it did. Oh dear. If it doesn't... gah. The alchemical solution doesn't change them excessively - it adds the See in Darkness, as well as Alchemical Mutation - an ability which opens up a lot of Alchemical Mutation feats I'm currentlyl working on for the class. Maybe once I've got those done, they could gain bonus Alchemical Mutation feats in partial exchange for Sneak Attack? How could I overlook removing the speed penalty from heavy armour? D'oh! Not being able to see your enemy does make them lose their Dex bonus to AC but Darkness only adds a 20% miss chance to attacks. You can still see your opponents. |
| dman1123512-23-07, 07:57 PM | I don't like the idea of alchemical mutation feats for this. One would think that the concoction is specific enough to have a set mutation, in other words: class abilities. However, there would also be other mutations available to specialize in different areas (which you have not gone into, so they don't really exist right now). And I still say that sneak attack is not becoming of this class. Assassins don't NEED to sneak attack, just like they don't NEED to hide and sneak. Sneak attack goes hand in hand with sneaking and hiding. What you're looking for is a sort of smite attack. |
| Soulless_Enigma12-24-07, 05:55 AM | When I said in my previous post "partial exchange for Sneak Attack", I meant that Sneak Attack was going completely, and one of the replacement abilties will be the Alchemical Mutation feats. In addition, I'm considering the following: Terror in the Night: The Dreadcloak gains a bonus of +X to to hit and damage rolls when in areas of darkness. The bonus increases by X every Y levels. Harrowing Critical: Anyone who a Dreadcloak critically hits must make a Will save (DC = damage dealt) or become shaken. And I suppose a sample Alchemical Mutation feat wouldn't go amiss either, to demonstrate the sort of power level I'm aiming for for them. Grave Mind [Alchemical Mutation] Prerequisites: Alchemical Mutation, See in Darkness, Terrifying Aura 30ft Benefit: The Dreadcloak has become so used to the terror and despair surrounding him that he becomes immune to fear effects. So, what do you think? |