The Master of the Staff (P.E.A.C.H.!) [Archive] - Wizards Community

Post/Author/DateTimePost
DraconiumX

10-01-07, 02:40 AM
Master of the Staff
Prestige Class
By DraconiumX

A lone warrior, armed with nothing but a large stick and the rags on his back, stood alone amongst a group of low-ranking soldiers, his staff slowly twirling, hypnotically, in his hands. In a flash, he explodes into movement, a whirlwind of wood surrounding him, the sounds of his staff cracking on metal and skull filling the air, his opponents falling to the ground. Their leader, a Warlord of such great power and strength, roared with all his might. The warrior, with nothing but calm in his eyes and an unwavering stance, used his simple stick to vault himself into the sky, disappearing into thin air. The Warlord stands still for a moment too long, questioning the disappearance of that strong, singular, simple warrior. In a flash, the warrior appears above him, out of seemingly nowhere, delivering a devastating blow with his staff, rendering the Warlord incapable of movement as the warrior easily dispatches him with a flurry of blows, the Warlord paying for his crimes against the warrior's people.
His job now finished, his prey fallen, the warrior slowly turns his back on his fallen foes and returns to his unguided wanderings.

http://img.photobucket.com/albums/v283/DraconiumX/250px-Quarterstaff_line_drawing_-_P.jpg

Adventures: The Master of the Staff, much like the monk, usually travels to enlighten his mind and strengthen his body.The Master of the Staff does not have a Code or System of Honor beyond what the individual feels; this class is merely a way for a monk to focus his abilities and specialize in a certain area, in this case, the staff.

Characteristics: Usually Masters of the Staff are somewhat flighty and carefree, as launching oneself through the air and performing seemingly impossible feats may lighten their soul, though this is not always the case.

Alignment: Masters of the Staff are almost always lawful, because their ascetic lifestlyes and techniques are usually difficult to give up, though to become a Master of the Staff, a monk needs only strength of will, dexterity, and devotion.

Religion: As the individual, though Masters of the Staff must have respect for their ancestors.

Races: Like Monks, Masters of the Staff are usually Humans.

Role: Unlike the Monk, the Master of the Staff is much more combat-focused, dealing more damage than a typical monk, and usually stays in the front lines.

Game Rule Information:
The Master of the Staff has the following game stats.
Abilities: Dexterity and Wisdom are the most important, like with monks. Strength is equally important to Masters of the Staff, as they are more focused on combat.
Alignment: Usually Lawful, but it is not a prerequisite. Any non-evil.
Hit Die: d8

Requirements:
To qualify to become a Master of the Staff, a character must fulfill all the following criteria:
Base Attack Bonus: +4
Skills: Jump 8 Ranks, Balance 8 Ranks
Abilities: Stunning Fist
Feats: Combat Expertise, Dodge, either Weapon Focus (Quarterstaff) or Exotic Weapon Proficiency (Longstaff)

Class skills
The monks class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), 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.


Master of the Staff
Lvl BAB Fort Ref Will Special
1 +0 +0 +2 +2 The Chosen Staff, Monk Abilities
2 +1 +0 +3 +3 Staff Vault +8
3 +2 +1 +3 +3 The Crash of the Meteor, Deadly Staves (1d8, x2)
4 +3 +1 +4 +4 Staff Vault +12, The Tree Regrows, Greater Flurry of Blows
5 +3 +1 +4 +4 Deadly Staves (1d8,19-20/x2), Rain of Blows
6 +4 +2 +5 +5 Staff Vault +16, Ki Focus, Staff of Lore
7 +5 +2 +5 +5 Wooden Whirlwind, Deadly Staves (1d8, 19-20/x3)
8 +6 +2 +6 +6 Staff Vault +20, Wooden Impasse, Staff of Myth
9 +6 +3 +6 +6 Deadly Staves (1d10, 18-20/x3), Vault of the Heavens
10 +7 +3 +7 +7 Staff of Legends

Class features
All of the following are class features of the Master of the Staff prestige class.

Armor and Weapon Proficiencies: The Master of the Staff gains no new weapon or armor proficiencies, but any armor or shields will hinder his monk abilities, and while wearing either, he is unable to use any and all of his class abilities.

Longstaff
http://img.photobucket.com/albums/v283/DraconiumX/Longstaff.jpg

Monk Abilities: A Master of the Staffs levels stack with his Monk levels to determine his Slow Fall speed, his Flurry of Blows, and his Unarmored Speed Bonus, but not with his Unarmed Strike damage. All of the Master of the Staffs abilities only work when he is wielding either a Quarterstaff or a Longstaff, though it is possible to add in unarmed attacks along with the abilities listed, such as the Flying Blow, but at least one of the attacks made, such as with Spring Attack, must be done with either kind of staff.
A Master of the Staff can freely multiclass with his Monk class.

The Chosen Staff: Upon reaching 1st level, the newly initiated Master of the Staff gains further proficiencies in his chosen weapon. If he began his training with Weapon Focus (Quarterstaff), at 1st level, he would gain Weapon Specialization (Quarterstaff). If, however, he began training in the mastery of staves with Exotic Weapon Proficiency (Longstaff), he would instead gain Weapon Focus (Longstaff). The Master of the Staff cannot choose both.

Staff Vault (Ex): At 2nd level, when using his staff to launch himself to jump either vertically or horizontally, the Master of the Staff gains a +8 to his jump checks. This increases at every other level, to +20 at 8th level. Also, the DC penalty for not starting a jump with a running start (normally doubling the DC), is instead reduced to 1.5 times the DC, rounded down. The Staff Vault can only be performed when the end of the staff is placed firmly on a solid surface. Surfaces with loose debris or pebbles, excessively smooth floors (such as marble), or any surface the DM finds more difficult to perform this maneuver, incurs a -4 penalty to jump checks when using the staff as a launcher.

The Crash of the Meteor (Ex): At 3rd level, the Master of the Staff gains the ability to launch himself at his opponents with a fierce flying blow. He gains, for all intents and purposes, the Flying Kick feat from Complete Warrior (p 99), but only when he launches himself at an opponent with the Staff Vault. When he does so, his first attack, which must be performed with a staff, deals an extra 1d12 damage, including all the bonuses and penalties he would normally incur from charging.

Deadly Staves (Ex): At 3rd level, the damage for both the Quarterstaff and the Longstaff is increased as indicated on the table above. These critical threat ranges do not stack with either Improved Critical nor the magical Keen ability.
The Tree Regrows (Ex): At 4th level, the Master of the Staff gains the ability to easily recover from a fall that renders him prone. If knocked prone and not helpless, and as long as is able to wield the staff in both hands, he can, as a full-round action, make a DC 25 Jump check when prone. If successful, the Master of the Staff can use his staff to launch himself upwards, and come down on an adjacent opponent with a single attack at his highest bonus with no penalty. If he misses, he must make a Balance check (DC 15) to stay standing. If he fails, he falls prone, and the opponent may make an attack of opportunity against him. While prone, a Master of the Staffs opponents gain no bonuses to attack him.

Greater Flurry of Blows (Ex): The Master of the Staff gains the 11th level monk ability Greater Flurry of Blows, but only when using a staff.

Rain of Blows (Ex): At 5th level, the Master of the Staff gains the Spring Attack feat, even if he does not have the Mobility feat, though for the purposes of qualifying for other feats, he is treated as having the Mobility feat. If he already has the Spring Attack feat, he instead gains the Bounding Assault feat from PHB II, p75, which allows you to select a second opponent for the Spring Attack feat, and both opponents cannot make an attack of opportunity against you. You can make a second attack with Spring Attack at a -5 penalty. You can make one attack per opponent, or two attacks on one of those opponents. At 9th level, he gains the Bounding Assault feat if he has Spring Attack. If he already has the Bounding Assault feat from this class, he instead gains Rapid Blitz, which enables him to make a third attack at a -10 penalty.

Ki Focus (Su): At 6th level, the Master of the Staff's Quarterstaff or Longstaff gain the Ki Focus ability (DMG 225), allowing the character to employ Stunning Fist, Quivering Palm, and the Ki Strike through the staffs.
Staff of Lore (Su): Also at 6th level, the Master’s chosen’s staff begins to gain power while in his hands, as the spirits of his ancestors and the souls of previous the Masters of the Staff empower his weapon. If the staff is not magical, it gains a +1 enhancement bonus. If it already is enchanted, it gets a weapon enhancement bonus, such as flaming, that has the equivalent of a +1 enhancement bonus.
Wooden Whirlwind: At 7th level, the Master of the Staff can perform the Whirlwind Attack feat with either unarmed strikes (spinning on his staff like a pole), or with his staff. When he uses a staff with this ability, his attacks are performed at a -1 penalty to attack, but with a +2 to damage.

Wooden Impasse: At 8th level, a Master of the Staff is an expert at fighting defensively with either kind of staff, and when wielding a Quarterstaff, he gains an additional +1 AC bonus when using Combat Expertise. He gains an additional +2 AC Bonus when using Combat Expertise with a Longstaff. For example, when wielding a Quarterstaff the Master may take a -1 Attack bonus through Combat Expertise and gain a +2 AC Bonus. When wielding a Longstaff, the Master may take a -2 penalty on attacks through Combat Expertise to gain a +4 AC bonus

Staff of Myth (Su): At 8th level, his Chosen Staff becomes further imbued with ancestral power. Also, as a free action, the staff can shrink to the size of a dagger, giving it a +2 Sleight of Hand check to hide it on himself. The Master of the Staff can also, as a free action, expand it to normal size, or extend the staff to twice its size. By expanding the staff to this size, usually 10-12 feet, The Master of the Staff can obtain an additional 5' reach in combat, but still allows him to make attacks of opportunity to attack adjacent foes.

Vault of the Heavens (Su): At 9th level, the Master of the Staff gains one of the most coveted of martial maneuvers: Vault of the Heavens. Two times per day, the Master of the Staff can, as a full-round action, designate one opponent within 50 feet, and launch himself high into the air. He comes crashing down on his opponent within a split second, denying him his Dex bonus with a devastating blow from his staff. He makes a single attack roll at his highest base attack bonus, and has the same bonuses and penalties as if he was charging his opponent. If this attack is successful, the Master hits with a confirmed critical strike. When hit, the opponent must make a Balance check (DC 18) or fall prone. He must also make a Fortitude check (DC 22) or be stunned for 3 rounds and dazed for 1 round after that. If the opponent succeeds this Fortitude save, he is instead only dazed for 2 rounds. He can only perform this maneuver when he has at least 20 feet of vertical clearance.

Staff of Legends (Su): At 10th level, The Master of the Staff gains the true symbol of the Masters of the Staff, the ultimate weapon, the greatest extension that all Masters strive to obtain and perfect. His staff becomes something of a legend amongst martial and ascetic schools, and even to some of the more knowledgeable scholars. The Master can extend his staff up to five times its size, usually to about thirty feet, though beyond the length gained from Staff of Myth, it cannot be used effectively in combat, as it becomes far too unwieldy. He can expand the staff while wielding it to vault himself into the air, multiplying his Jump checks by 1.5. The weapon also becomes nearly indestructible, becoming as strong as Adamantine, gaining an additional 20 hardness and 40 hit points per inch of thickness.
Operation_Shoestring

10-01-07, 04:48 PM
You might want too look at Sun Wu Kong (aka the Monkey King, aka Son Goku) for more ideas on this PrC.

You may want to add a new magic weapon attribute to support this class. A longstaff that shrinks down to a portable/hide-able size would really help.

(what does PEACH stand for?)
war_thog

10-01-07, 07:52 PM
It's cool.
The ultimate has lots of pretty flavour but is very very bad power wise.
Getting 2 normal rounds of attacking/charging is better than it.
It's massive chance to miss is also a bad thing, on top of it taking up 2 whole rounds to do.
Unless you've somewho snared an opponent, they are probably going to move somewhere using their free 5ft step.

Making it a "suped up charge" so it only takes 1 round and won't miss people who move and itll be ok.
Still gets trounced on by cavalier and other classes with decent charge related stuff.

Cool idea though.
DonThelonious

10-03-07, 02:34 AM
Cool idea. I always wanted to play a warrior like this.
"Walk tall and carry a big stick" would be my motto. Your post could use a little cleaning up though. Might I suggest you use my PrC blank sheet? Its in my sig, and I think it might help you out.
DraconiumX

10-03-07, 04:52 PM
Thanks for the tip! That PrC "Cheat Sheet" is a great idea. If you got any ideas on how to improve this class other than cleaning up this post?
DonThelonious

10-04-07, 06:37 AM
If youd like I can do an in depth peach of it later, I am at work right now.
Glad you like the cheatsheet:D
DraconiumX

10-04-07, 10:58 PM
If you could do that, it would be awesome!!!
DonThelonious

10-05-07, 08:28 AM
You asked for a PEACH nad here it is. I apologize if any of it seems harsh, I just like to be honest.
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Adventures: The Master of the Staff, much like the monk, usually travels to enlighten his mind and strengthen his body.The Master of the Staff does not have a Code or System of Honor beyond what the individual feels; this class is merely a way for a monk to focus his abilities and specialize in a certain area, in this case, the staff.

Characteristics: Usually Masters of the Staff are somewhat flighty and carefree, as launching oneself through the air and performing seemingly impossible feats may lighten one’s soul, though this is not always the case.

Alignment: Masters of the Staff are almost always lawful, because if they become non-lawful, they lose all their Monk abilities (as per the PHB), though they can still keep their Master of the Staff techniques.

Religion: As the individual, though Masters of the Staff must have respect for their ancestors.

Races: Like Monks, Masters of the Staff are usually Humans.

Role: Unlike the Monk, the Master of the Staff is much more combat-focused, dealing more damage than a typical monk, and usually stays in the front lines.

Game Rule Information:
The Master of the Staff has the following game stats.
Abilities: Dexterity and Wisdom are the most important, like with monks. Strength is equally important to Masters of the Staff, as they are more focused on combat.
Alignment: Usually Lawful, but it is not a prerequisite.
Good flavor, though you describe them as flighty and whimsical, both strong chaotic traits, yet build the class around being lawful. This could be a little confusing. What you might consider is making the class purely chaotic, then do something similar to the blackguard in which monks who have lost their lawful status can opt to swap out monk level for level in this class. Just a thought.

Hit Die: d8
Good

Requirements:
To qualify to become a Master of the Staff, a character must fulfill all the following criteria:
Base Attack Bonus:
Skills: Jump 10 Ranks, Balance 8 Ranks
Feats: Stunning Fist, Combat Reflexes, Combat Expertise, Dodge, either Weapon Focus (Quarterstaff) or Exotic Weapon Proficiency (Longstaff)
Those are a lot of feats needed. I understand the class was tailored to the monk, but you might want to dut 1 or 2 of those out.

To qualify to become a Master of the Staff, a character must fulfill all the following criteria:
Skills: Jump 10 Ranks, Balance 8 Ranks
Feats: Combat Reflexes, Combat Expertise, and Weapon Focus (Quarterstaff)
Special: Applicants must have either Stunning fist or Flurry of Blows special ability.

I took out the xwp(Longstaff) because they should get it for free. Dodge wasn't really needed, and stunning fist can just be put under special.

Class skills
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), 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.
I suggest making the Knowledge skills be taken individally, otherwise good.


Master of the Staff
Level BAB Fort Ref Will Special
1 +0 +0 +2 +2 Weapon Specialization
(Quarterstaff) or Weapon Focus
(Longstaff); Slow Fall, AC Bonus,
Flurry of Blows
2 +1 +0 +3 +3 Staff Vault +20
3 +2 +1 +3 +3 Flying Blow
4 +3 +1 +4 +4 Staff Vault +30, Prone Attack, Greater Flurry of
Blows
5 +3 +1 +4 +4 Deadly Staves (1d8,19-20/x2), Spring Attack
6 +4 +2 +5 +5 Staff Vault +40, Ki Focus
7 +5 +2 +5 +5 Wooden Whirlwind
8 +6 +2 +6 +6 Staff Vault +50, Staff Expertise
9 +6 +3 +6 +6 Staff of Legends
10 +7 +3 +7 +7 Vault into the Heavens, Deadly Staves (1d10 19-
20/x3)

Wow, you pack a lot into a little space. There seems to be a lot of abilities at first level. This isn't necessarily a bad thing, but I don't think you want people just "Dipping".

Armor and Weapon Proficiencies: The Master of the Staff gains no new weapon or armor proficiencies, but any armor or shields will hinder his monk abilities, and while wearing either, he is unable to use any and all of his class abilities.
You might cosider giving the class a freeby feat for the longstaff and just base evrything off that. It would clean things up a lot more. And Remember, who doesn't like a freeby feat?
Also you don't have to say "Any and all", you just have to say any.

At 1st level, if you have Weapon Focus (Quarterstaff), you gain Weapon Specialization (Quarterstaff) as well.
If you have E.W.P. (Longstaff), you instead gain Weapon Focus (Longstaff)
Once again, I advise focusing on just one type of staff. Prefferably the longstaff then you can just make the Weapon Focus(Quarterstaff) roll over onto it so players don't see it as a useless feat.

Longstaff
Then a BIG picture
This needs an Sblock. Seriously.

Monk Abilities A Master of the Staff’s levels stack with his Monk levels to determine his Slow Fall, his AC Bonus, and his Flurry of Blows, but not with Unarmored Speed Bonus or Unarmed Strike damage. These levels only stack when the Master of the Staff is wielding a Quarterstaff or Longstaff.
Why not unarmored speed? Its one of the reasons the unarmored monk is viable for play. He gets into and out of danger quickly.

All of the Master of the Staff’s abilities only work when he is wielding either a Quarterstaff or a Longstaff, though it is possible to add in unarmed attacks along with the abilities listed, such as the Flying Blow, but at least one of the attacks made, such as with Spring Attack, must be done with either kind of staff.
I suggest letting the MotS be able to intersperse his staff attacks with unarmed strikes, but only during a full attack or flurry. The staff abilities of course would have to be used with a staff. Again consider focusing on only one staff.
A Master of the Staff can freely multiclass with Monk levels. Sweet.

Staff Vault (Ex) At 2nd level, when using either type of staff to launch themselves, to jump either vertically or horizontally, but not a standing jump, the Master of the Staff can treat their speed for purposes of Jump checks as 20 higher, increasing the bonus to the jump by 8. This increases at every other level, to +50 at 8th level, to a maximum of +20. Also, the DC penalty for not starting a jump with a running start (normally doubling the DC), is instead reduced to 1½ times the DC, rounded down. The Staff Vault can only be used when the staff’s end is placed firmly on a solid surface. Surfaces with loose debris or pebbles, excessively smooth floors (such as marble), or any surface the DM finds more difficult to perform this maneuver, incurs a -4 penalty to jump checks when using the staff as a launcher.
Why not just give an arcing bonus to jump checks when made with the staff? Something like +4 at 2nd level then an additional +2 every other level after, to a max of +14 at 10th level. Keep this part "The Staff Vault can only be used when the staff’s end is placed firmly on a solid surface. Surfaces with loose debris or pebbles, excessively smooth floors (such as marble), or any surface the DM finds more difficult to perform this maneuver, incurs a -4 penalty to jump checks when using the staff as a launcher.", but the rest is really not necessary.

Flying Blow (Ex) At 3rd level, the Master of the Staff gains the ability to launch himself at his opponents with a fierce flying blow. He gains, for all intents and purposes, the Flying Kick feat from Complete Warrior (p 99), but only when he launches himself at an opponent with the Staff Vault. When he does so, his first attack, which must be performed with a staff, deals an extra 1d12 damage, including all the bonuses he would normally get from charging. He can only use this attack once per round.
This one is a little confusing. He has to vault up with his staff, and then swing the staff around in the middle of the vault to hit his opponent and gain the benefit from this ability? It might be easier to just say they do a flying jump kick that is strengthened and braced by the staff, so it deals 2 X Str. And only if the MotS does it as part of a charge.
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This is as far as I could get right now. I will finish it off later when I am more awake. I just had a long night and a brush with certain incarceration, I need sleep.



Prone Attack (Ex) At 4th level, the Master of the Staff gains the ability to easily recover from a fall that renders him prone. As long as he can still hold a staff in both hands, he can as a full-round action, make a DC 10 Jump check. If successful, the Master of the Staff can use his staff to launch himself upwards, and come down on his opponent with a single attack with no penalty. If he misses, he must make a Balance check (DC 15) to stay standing. If he fails, he falls prone. While prone, a Master of the Staff’s opponents gain no bonuses to attack him.

Greater Flurry of Blows (Ex) As per the 11th level ability of the Monk, but only when using either kind of staff.

Spring Attack At 5th level, the Master of the Staff gains the Spring Attack feat, even if he does not have the Mobility feat, though for the purposes of qualifying for other feats, he is treated as having the Mobility feat. If he already has the Spring Attack feat, he instead gains the Bounding Assault feat from PHB II, p75, which allows you to select a second opponent for the Spring Attack feat, and both opponents cannot make an attack of opportunity against you. You can make a second attack with Spring Attack at a -5 penalty. You can make one attack per opponent, or two attacks on one of those opponents. At 9th level, he gains the Bounding Attack feat if he has Spring Attack.

Deadly Staves (Ex) At 5th level, the damage for both the Quarterstaff or the Longstaff is increased to 1d8, with a critical threat range of 19-20/x2, at 10th level, the damage for both is increased to 1d10, with a critical threat range of 19-20/x3. These critical threat ranges stack with neither Improved Critical nor the magical Keen ability.

Ki Focus (Su) At 6th level, the Master of the Staff’s Quarterstaff or Longstaff gain the Ki Focus ability (DMG 225), allowing the character to employ Stunning Strike, Quivering Palm, and the Ki Strike through the staffs.

Wooden Whirlwind At 7th level, the Master of the Staff can perform the Whirlwind Attack feat with either unarmed strikes (spinning on his staff like a pole), or with either kind of staff. When he uses a staff with this ability, his attacks are performed at a -1 penalty, but with a +2 to damage.

Staff Expertise At 8th level, a Master of the Staff is an expert at fighting defensively with either kind of staff, and, when wielding a Quarterstaff, he gains a +2 AC bonus when using Combat Expertise, and a +3 AC Bonus when doing the same with a Longstaff. For example, you may take a -2 Attack bonus through Combat Expertise when wielding a Quarterstaff, and you gain a +4 AC Bonus.

Staff of Legends (Su) At 9th level, The Master of the Staff chooses a masterwork quality staff which he owns. He instills the staff with a portion of himself and his ancestors, to fill his staff with power. It gains a +1 magical bonus if it is not magical, but not if it actually was magical before the Master chooses this ability. As a free action, his staff can shrink to the size of a dagger, giving it a +2 Sleight of Hand check to hide it on the Master’s self. He can also, as a free action, expand it to normal size, or extend it to twice it’s size, giving it a 10 foot reach, but still allows him to make attacks of opportunity to attack adjacent foes.

Vault into the Heavens (Su) At 10th level, the Master of the Staff gains the most coveted of maneuvers, Vault into the Heavens. Twice per day, the Master of the Staff can, as a full-round action, designate one opponent within 20 feet, and launches himself high into the air, through a trans-dimensional portal that appears 5 feet above him. He flies dozens of feet into the air of this portal for one round, and comes back at the beginning of the next round, crashing down from above his opponent – who is denied his Dex bonus – with a devastating blow from his staff. He makes a single attack roll at his highest base attack bonus, and has the same bonuses and penalties as if her were charging his opponent. If the Master successfully hits, he hits with a confirmed critical strike. Then the opponent hit must make a DC 18 Balance check or fall prone. He must also make a DC 18 Fortitude check or be stunned for 3 rounds and dazed for 1 round. If the opponent succeeds this Fortitude save, he is instead only dazed for 2 rounds.
DraconiumX

10-08-07, 04:34 PM
Interesting points...I'll revise what I have using these comments when I finish my mid-term exams, and I look forward to hearing the rest of your comments, DonThelonious!
DraconiumX

12-05-07, 04:25 PM
Bumpy.
:bump:
zacnn

12-21-07, 04:58 PM
Pretty good.
sigma999

12-21-07, 06:07 PM
Bump the PrC earlier for warriors, it's not as powerful as you might assume.

And slim the feats required list. Way too many.
DraconiumX

05-06-08, 03:56 AM
Well, I *heavily* edited the class, adding a lil' bit more flavor, editing Vault of the Heavens (though I am thinking of adding another, similar-type ability at 10th lvl...as a capstone ability it does feel kinda weak....I was thinking about adding a "Talk to the Ancestors" type of divination ability once/week...), changing a few ability names into something more flavorful (yum-yum!), changing Deadly Staves, changing the monk abilities,
and all that hooplah. Let me know what you guys think~!
DraconiumX

05-09-08, 02:54 PM
Bump-a-doo!