| Post/Author/DateTime | Post |
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| die06-24-07, 09:02 AM | In my all rogue/ninja campaign (http://boards1.wizards.com/showthread.php?t=696061) a crow-headed tengu swordmaster prisoner is willing to train anyone in the party who helps free him Sword of the Blind Hummingbird Requirements To qualify to become a Sword of the Blind Hummingbird, a character must fulfill all the following criteria. Base Attack Bonus +4 Feats Weapon Focus (shortsword, longsword, bastard sword, rapier or scimitar), Blind Fight Special evasion class feature Sword of the Blind Hummingbird Hit Dice: D8 BAB+1 per level Saves F/R/W 0/2/2 0/3/3 1/3/3 Class Skills (4 + Int modifier Points per Level) Balance (Dex), Climb (Str), Escape Artist (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis) and Tumble (Dex). Spinning Wind Strike (Ex) When not wearing armor or using a shield, a Sword of the Blind Hummingbird can use flurry of blows with his chosen weapon monk abilities A Sword of the Blind Hummingbird gains the fast movement, AC bonus and flurry of blows as a monk, this stacks with existing levels of monk if any Three Orchid Lunge (Ex) At 2nd level, when not wearing armor or using a shield, a Sword of the Blind Hummingbird gains Improved Evasion Enlightened Sky Technique (Ex) At 3rd level, a Sword of the Blind Hummingbird gains Blindsense 30' The second PrC is available from one of the vampire led merchant guilds in the half ruined city of Xoltor Master of the Sacred Shadow Requirements To qualify to become a Master of the Sacred Shadow, a character must fulfill all the following criteria. Base Attack Bonus +4 Skills 8 ranks in Hide Feats Improved Trip, Stealthy Special Must have drank a bottle of green lotus wine Master of the Sacred Shadow Hit Dice: D8 BAB +1 per level Saves F/R/W 0/2/0 0/3/0 1/3/1 Class Skills (4 + Int modifier Points per Level) Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis) and Tumble (Dex). Dreaming Lotus Eater (Ex) A Master of the Sacred Shadow gains 60-foot darkvision, or 120-foot darkvision if he already had darkvision from another source. monk abilities A Master of the Sacred Shadow gains the fast movement, AC bonus and unarmed damage as a monk, this stacks with existing levels of monk if any. Shadow Mastiff Technique (Su) At 2nd level, a Master of the Sacred Shadow can use the Hide skill even while being observed. In any condition of illumination other than full daylight, he can disappear into the shadows, giving him total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will. Shadow Blossom Maneuver (Su) At 3rd level, a Master of the Sacred Shadow can strike opponents with unarmed strikes an additional 5' away with the shadow of his hand in any condition of illumination other than full daylight. Do either of these seem balanced? |
| Xavon06-24-07, 12:22 PM | Hit dice? The formatting is a bit rough. I generally am not a fan of 3 level PrCs. The first one seems over simple. All it does is expand the FoB list, give Improved Evasion earlier, and Blind Sense, and give a better BAB. Nothing unique, but possibly a bit overpowered given the early access to 2 moderatey powerful/useful abilities and the better BAB than the two 'entry' classes. |
| The_Shaman06-24-07, 12:53 PM | Sword of the hummingbird is quite strong, although given that rogue/monks don't have a great synergy (and monks aren't exactly overpowered) it would probably be okay balance-wise. Why does it only get a good will save, btw? Improved evasion and acrobatic abilities imply a good reflex progression. Master of the sacred shadow... A bit weird. So your fists have 10-feet range in shadowy illumination? That opens up.. possibilities. Tell me it only applies to unarmed attacks, though, otherwise it is a bit too much. |
| die06-30-07, 07:25 PM | Xavon and The_Shaman, thanks for the input, its my second attempt at making prestige classes. The first was the Dire Rabbit Rider :noway: DIRE RABBIT RIDER Requirements Race: Halfling Survival: 4 ranks Handle Animal: 6 ranks Ride: 6 ranks Feats: Mounted Combat, Alertness Class Skills: Animal Empathy (Wis), Handle Animal (Cha), Hide (Dex), Knowledge: Nature (Int), Listen (Wis), Ride (Dex), Wilderness Lore (Wis) Skill Points per Level: 2 + Int modifier Class Features Hit Die: D10 Proficient with simple and martial weapons and no armor Base Attack Bonus: +1 per level Saves Fort/Ref/Will 1st +0/+2/+0 2nd +0/+3/+0 3rd +1/+3/+1 4th +1/+4/+1 5th +1/+4/+1 6th +2/+5/+2 7th +2/+5/+2 8th +2/+6/+2 9th +3/+6/+3 10th +3/+7/+3 Special Abilities 1st empathic link with mount (100' range, and 1/2ling craves veggies) 2nd Improved Fast Mount (can mount as a free action) and Bonus Feat 3rd plus 10 competence bonus to Ride checks 4th plus 5 to Listen checks (1/2lings ears double in length) and Bonus Feat 5th a DRR becomes Fearless (immune to normal and magical fear) 6th Improved Retreat (can double mounts speed when retreating, 2/day) 7th plus 20 competence bonus to Ride checks and can always take 10 8th Leap Attack (1/2ling can leap 20 ft from mount, +2 hit/+4 damage) 9th Improved ... (attempts at procreation always result in success and twins) and Bonus Feat 10th Improved Charge (charge damage does triple) |