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| blindcynic03-22-07, 01:20 PM | Hi all, I was just responding to the Blademaster post by Renokknight and thinking about Warcraft PRC's for DND. I am trying to avoid munchkin stuff though so please critic honestly. I will add them as I think of them. Night Elf archer- This is supposed to be that death archer mingled with an elven archer. Night Elf archers all belong to a special death cult that worships negative energy and death. They HATE life and seek to destroy it in all it's forms including their own by gradually transforming into undead. Req's BAB: +4 Feats: Track, weapon focus (any bow), rapid shot and precise shot. Skills: survival 6 ranks, Hide 5 ranks and move silently 5 ranks Special: Favoured Enemy: Human +2, sneak attack +1d6 and Uncanny dodge. Race: Elven Females only Weapon and Armour proficiencies: none are gained HD: 1d8 BAB: as ranger Skills: 4+Int (As ranger) Saves: as Ranger level 1: Night Elves all gain Darkvision 30 ft. Extraordinary ability Night Elf archers have sacrificed part of their living energy and thus can hold their breath for twice the normal duration True Hate (Ex): Favoured enemy bonus increases by +2 against humans. (See PHB) level 2: Power of Night (Su) At Night a night elf's at her most potent. She gains a non-magical +1 circumstance bonus to all skill checks. (Night is defined as after the sun has set and until the first ray of it's light) level 3: Sneak attack +1d6 Profane Sustenance (Su): The NE archer only needs 1/2 as much water and 1/2 as much food as she used to. Negative energy is beginning to sustain her. Corrupted Soul (Ex): The NE archer's soul is completely consumed with hate. Her body is beginning to die from the Negative Energy she keeps so close to her all of the time. She takes 1/2 damage from cure spells and heals 1/2 damage from inflict spells. (She is straddling both worlds at this point. The living and the dead) level 4: Sliver of Darkness (Su). A Night Elf archer of this caliber has the ability to add magical darkness (Negative energy), that deals +1d6 negative energy damage, on any ranged or melee weapon she wields. (Note:this would heal undead). She can only use this Sliver of Darkness for 1 round/level+cha bonus per day. She has the ability to split these rounds up and use them at different times. 2 rounds here and 4 rounds there etc. True Hate (Ex): Her favoured enemy bonus increases by +4 against humans Evil's Grasp (Su): The negative energy sustaining her has her wholly in it's grasp now. She can be turned or rebuked as an undead creature. level 5: Vampiric Assault (Su). Against any foe that is alive a Night Elf archer of 5th level or higher can choose to forgo all attacks for a round and instead make a ranged touch attack against that opponent. If successful she starts a glowing life transfer of light that is green and eerie. This attack deals 4d4+ 1/level of Night Archer and adds that damage as healing to the Night Elf archer. Ie. Serena Moonbow uses haunting light against Dalamar the 4th level Wizard. She succeeds on her ranged tough attack and deals 4d4+5 damage (10) to Dalamar severely weakening him and healing her 10 points of damage. The following round she can maintain this ability without making another ranged touch attack roll by making a successful concentration check. The second round of damage increases by +1d4 so she deals 5d4+1/level of damage and absorbs that as healing energy. She cannot maintain this attack for a third round. Subjects can resist this attack with a successful will save DC is equal to 10+Night elf archer level, resisting the following round is possible by the DC increases by 2. Darkvision (Ex): Her Darkvision increases to 60 ft. level 6: Charm monster (Spell like ability): Charm monster as spell 1+cha bonus/day spell-like ability as caster level equal to her level plus cha bonus. Sneak attack +2d6 level 7: Power of Night (Su): The circumstance stance bonus to skills granted by this ability increases to +2. level 8: True Hate (Ex): Her favoured Enemy bonus against humans increases by +6 Almost Dead (Ex): The NE archer is basically kept alive by hate alone at this point. Her eyes glow a soft green with unholy light. She only needs 1/5 the normal food and water for someone her size. She also can hold her breath for four times as long as normal. Critical hits are harder to perform on her, as many of her organs are simply not vital anymore. (The critical threat check against her rises by +4.) level 9: Black Arrows (Su): A Night Elf archer gains the ability to generate two black arrows every 6 hours. Just before the Night Elf archer makes her shot using this ability she summons all her hate, all her evil and puts it into one of these black arrows. These arrows are pure negative energy and deal 2d6 cold+4d6 Negative energy damage on a successful hit. Should this hit be enough to slay the target the victim rises as a skeleton according to it's size. Except it also deals +1d6 negative energy damage on all of it's attacks including weapon attacks. It lasts for twenty rounds or until its destruction which ever happens first and is completely loyal/obedient to the Night Elf archer. (Note: Treat these arrows as evilly aligned for the sake of overcoming damage reduction) Sneak attack +3d6 level 10: Undead Transformation The Night Elf Archer's transformation is complete she is now a creature of negative potential. She gains the Undead type, but retains her class abilities and BAB. Her HD all move to D12, she no longer eats sleeps or breathes and is undead. See Undead type in Monster Manual. |
| blindcynic03-23-07, 12:58 PM | Demon-Sworn: Req's BAB: +5 Feats: Thrall to Demon, Iron Will, Endurance and Track. Skills: religion 6, survival 6 and knowledge (planar) 6. Special: Eldritch blast ability; Also must have contacted a Demonic power and sworn a blood oath to serve the demon in exchange for power. Must also have at least one level of ranger or scout as all of the Demon sworn belong to a cult, whose HQ is in the house of blackened leaves. (A mansion in some inhospitable forest) All of the Demon-sworn must first survive a period of 3 monthes on the front lines fighting against the knights. The Demon-sworn are at war with a holy order of knights and all of the knights know and inform the public of the Demon-sworns vulnerability to silver. HD: d8 BAB: As Ranger Skills: As Ranger Weapons and Armour: None are gained Saves: As Warlock Level 1: Increased Movement speed. +10 movement. (Su) Level 2: Darkvision 120 ft (Su). Level 3: Flaming Aura (Su); the main ability of this class is their ability to produce an unholy flaming aura that surrounds the Demon-sworn in icky green glowing globe. It deals 2d6 +2 points of damage per level of Demon-sworn and can be maintained for 2 rds per level of the Demon sworn, oppenets can make a reflex save for half damage DC is the Demon-sworn's cha bonus + level; Note: This time alottment can be divided up as the Demon-sworn sees fit, 1 rd here, 5 rds here. Each day the Flaming aura's duration is renewed. The Unholy Flaming aura deals half fire damage and half unholy damage (unholy always has the odd numbered difference of the two). The fire deals damage to all people/creatures within 5 ft of the Demon-sworn. But does NOT deal damage to the Demon-sworn's equipment, weapons or the Demon-sworn. This flaming aura cannot be activated under-water or in an environment without air. It will set fire to flammable objects and melt items with a low melting point (Provided they are NOT being carried by the Demon-sworn) Level 4: Wings of Death (Su); The Demon-sworn can temporarily grow wings of icky green glowing flame. They grant the Demon-sworn a flight speed of 60 ft, he can ascend at half speed and descend at triple speed. The wings can also be used as melee weapon appendages either in the air or on the ground, all the Demon-sworn has to do is fly by or swing a wing at an opponent at his Base Attack bonus and on a successful strike he deals 3d6 +1 point of damage per level of the Demon-sworn. Treat the fire-wings as reach weapons that also can attack at 5 ft as well. This ability can be used for 2 rd/level of Demon Sworn and split up any way he sees fit. Should the Demon-sworn be flying and this ability dispelled or end it's duration he will plummet to the earth taking fall damage appropriate to his height. (The price of such power is no safety net or auto-featherfall!) During a heavy rain the Demon-sworn has a 5% chance of his flame wings being doused. If this happens he will plummet. Level 5: Seed of Evil (Su)- The Demon-sworn develops an otherworldly quality and his eyes turn icky green. He smells wrong...handle animal and ride checks are at a -5, disguise checks at -10 and the Demon-sworn can no longer be healed by cure or inflict spells (He is not yet profane, nor is he at all good anymore.) He gains a +2 bonus to intimidate and bluff checks. He gains fast healing 5 and takes double damage from silver weapons. He also leaves foot prints on stone, which can make evading the knights quite difficult. level 6: Demonic Roar (Su)- the Demon-sworn can let out an ear splitting howl of concentrated evil. It grants him and all evil allies within 60 ft. +1 to all attack rolls and a +2 to damage to melee attacks for 1d6+3 rds. (This ability does not stack with itself or other Demonic Roars, and can only be used 3/day) The howl can be heard and recognized about 300ft away. (it's that loud) level 7: Voice of Darkness (Su)- The Demon-sworn can now teleport 3/day (18th level caster; self & 50 pounds of equipment only) to any place he has previously been (Note: He must have physically been in that exact space, he cannot teleport even a foot away to a place he can see unless he has been there!). By speaking in the foul Demonic tongue for 1 round, he must succeed in a concentration check DC 16 (The DM can increase this DC if the Demon-sworn is under attack or duress.) level 8: Fiendish Template (The Demon-sworn gains the Fiendish template as in monstrous manual) He can now be healed by inflict spells. (This is quite powerful and rightly so) With this the Demon-sworn sheds the last vestages of his humanity or mortality, and becomes a true fiend. He is vulnerable to magic that would banish him to the abyss etc. With the loss of his mortality goes with it some of his will and health he suffers a permanent loss of -2 wisdom and -2 charisma. (These losses cannot be regained through any means) level 9: The Demon-sworn gains fast healing 10 he now takes triple damage from silver weapons. level 10: Demonic Wrath- The Demon Sworn can howl and scream in the Demonic tongue for three rounds inciting himself into a demonic rage, he may perform other actions that this howling and screaming would not interefere with. He gains a +6 to Strength, Dexterity and Consitution for 10 rounds. He can fight to -10, using this ability, without any ill effects but at -11 he dies instantly. Should Demonic wrath's duration end while he is below 0 he will fall unconscious as normal or die if he is at -10. Demonic Wrath is usable at will, but takes 3 rounds to take effect. |
| blindcynic03-24-07, 01:00 AM | Wyvern-Rider The Wyvern rider is actually quite difficult to make as a PRC as a Wyvern is one tough critter. Req's BaB: +6 Feats: Skill focus (Animal Handling) and weapon focus Javelin, Mounted Combat and Ride-by attack. Special: must have the wild empathy ability and animal companion ability. HD: As Ranger BAB: As Ranger Saves: As Ranger Weapon and Armour Proficiencies: none are gained. Level 1: Gain Improved Toughness feat. (That is 1 hp/HD, should the character gain another HD or more later he also gains a bonus hp for that HD.) Level 2: Wyvern Taming; The Wyvern rider sends whatever animal companion he currently has and instead calls a Wyvern to aid him. The Wyvern serves him. Level 3: A Wyvern Rider learns to urge his Wyvern mount to greater speeds adding a +10 ft to it's fly spd. Level 4: Envenomed Javelins: A Wyvern rider learns to "milk" the venom from his Wyverns tail and apply it to his javelins. Note: He does not risk poisoning himself with Wyvern poison, but with all other poison he is still a complete novice. He can poison two of his javelins per hour from a special container he carries at his waist. (The poison from the Wyvern's tail is only viable for 14 hrs and the Wyvern only produces enough extra for two doses.) Note: Technically the Wyvern rider can poison any piercing melee/missile weapon he has of medium size or smaller. Level 5: A Wyvern Rider of this caliber is a truly dangerous warrior. He has learned to master a small part of the wild elements of nature and control them. 3/day he can cast a lightning bolt spell as a sorcerer of 12th level. |
| Lotus Crane03-24-07, 01:29 AM | You do realize that there's an officially licensed and fully functional Warcraft D20 game right? That covers all this and more? |
| ReganokKnight03-24-07, 02:26 AM | well yes...but this is different...ish...and special... in it own way... run with it blindcynic, run with it! |
| blindcynic03-25-07, 12:55 PM | You do realize that there's an officially licensed and fully functional Warcraft D20 game right? That covers all this and more? Yes I am aware of the Warcraft D20 game, but I can neither find a copy or use the material straight out of the tome anyway. I like to make my own stuff. I used to be a Forgotten Realms'o'phile' but now I have started to spend some time developing my own setting with unique (Albeit inspired) classes. In this setting of mine there is a vast human empire that is ridding the world of magic not in their control, magical beasts/monsters not in their control etc and non-humans. They have superior technology for atypical DnD, with flintlocks and pistols. The Emporer's main goal is world domination. Opposing this empire are numerous smaller realms, some that use magic some that use beasts others that use whatever. Not all of the countries and kingdoms oppose the Empire, some are toady governments that hope to last as long as possible by aiding the Empire, some choose to ignore the world conquering threat and so on. The politics are quite interesting really. So to that end I have been designing organizations and PRC's to go with that setting. I really enjoy the Warcraft game and have been inspired by the creation of organizations with similar intents. For example I have developed an order of knights that patrol an area known as the "march". These knights fought in huge war that lasted 50 years or so against a hobgoblin army of impossible size. They fought this war 142 years ago and have held the march (a key piece of land necessary to enter the crownland kingdoms from the larger continent) against other invaders in all that time. Arbren's wall still stands is one of their greetings. (Arbren's wall is a large wall similar to the wall of china only much, much shorter in length) These knights are supported by the Crownland kingdoms, who send food, horses, equipment, construction crews and recruits every year. As for the Warcraft literature I have the archive book and am on the last guardian... Now for another Prestige class Champion of the Broken blade (These are a special prestige class reflecting some of the unique abilities of that order of knights) Req's Bab: +4 Feats: Weapon Focus (war-hammer), Skills: Religion 8 ranks, Ride 8 ranks, heal 5 ranks Weapon and Armour Proficiencies: Must be proficient with medium armour and heavy armour. Special: Ability to cast Divine spells, Ability to turn Undead, Must be Lawful HD: d12 BAB: As fighter Weapon and Armour proficiencies: None are gained Saves: As fighter Skills: As Paladin Level 1: Oath of the Broken-blade: Champions of the Broken-blade swear an oath against all edged, piercing and slashing weapons. Should they ever wield such a weapon they lose all benefits of the class until they cast an atonement spell. Rule of Law: A Broken-blade champion must remain lawful (alignment) or lose all benefits of the class until he can cast an atonement spell. Level 1: Healing Light (Su): Champions of the Broken-blade develop the ability to heal others several times per day. Once per day, per level of the Champion of the Broken-blade, the Champion can hold aloft his hammer and send a bolt of healing light toward a target other than himself. This Healing light heals living creatures and damages undead. It heals mortals or damages undead 3d10/+3 per level of the Champion. Level 2: Gains Endurance feat Level 3: Aura of Armour (Su): The most powerful abilities of a Champion are his auras. The Aura of armour ability allows the champion to generate an invisible cloud of holy magic which increases the natural armour of his allies and himself (This aura extends in a 15ft radius from the champion). It provides a +2 natural armour bonus to each ally, and the champion for 2 rds/champion level. This ability can be used 3/day. (This ability does NOT stack with other Aura's of armour. If two champions are fighting together only the stronger aura is in effect.) Level 4: Aura of the Sheltering hand (Su): A champion can temporarily create an aura of supreme armour about himself. This provides him with a +4 deflection bonus to armour class and Damage Reduction 5/bludgeoning for 1 rd/level per day. While this ability is in effect the Champion cannot cast divine spells or use his healing light ability. The Champion can end this ability at will. It is not possible to break up the rounds per day into additional uses of this ability. (This ability stacks with Aura of armour if they are used at the same time! Note: The Damage reduction granted by this ability never stacks with other Damage reductions) Magic Training (Ex): A champion of the Broken Blade is trained to recognize magical spells and the such. He gains a +2 bonus to all spell craft checks. Level 5: Willing and Able (Su): Champions of the Broken-blade can absorb harmful evocation spells of up to 3rd level with a successful concentration check (DC is caster level of spell+caster's primary spell stat bonus+5). On a successful check the Champion absorbs the spell's harmful energies into himself. In order to notice an evocation spell is being cast he must first make a spellcraft check.The spell is channelled wholy into the Champion's body, when using this ability he has DR 5 against the spell, as well as +1 bonus on his saving throw. Irregardless of the spells area of affect, number of targets or it's ability to ignite flammable objects, the spell is absorbed by the Champion, without any affects to objects or others. He may only absorb 1 spell per round, this counts as a free action. Note: He may only absorb spells cast within 25 feet of him or targeting someone within 10 ft of him, including himself. For Example: Hallos the Merciful and his 5 allies are fighting an evil 14th level wizard. The wizard casts chain lightning (recognized with spellcraft) at Hallos's friend, (A rogue). Hallos reacts using Willing and Able to attempt to draw in the spell's harmful energies. He makes his concentration check and absorbs the spell. Now he attempts a reflex save with a +1 bonus for using this ability. Hallos fails his saving throw and suffers 14d6 (39) + 19x3 (57)=96 damage - his 5 DR to the spell bringing it down to 91. Hallos only had 88 hp and falls unconscious at - 3 hp. Level 6: Aura of Armour improves to +3 and can be used one additional time per day. Level 7: Aura of the Sheltering hand improves (+6 Deflection bonus granted and Damage Reduction 10/bludgeoning.) Plus the Champion gains one additional use of the ability per day. Level 8: Gains the Great Fortitude Feat. Level 9: Warden of the March (Su); A champion of the Broken-blade of this level is granted special authority by his deity over the march (a special area of land perhaps 250 miles or so in total area where the Champions of the Broken-blade call home. In that area a Champion of the Broken-blade gains a +2 circumstance bonus to attack and initiative rolls when he is fighting in it's defense.) Level 10: Aura of Armour improves to +4 and can be used one additional time per day; Willing and Able ability improves to evocation spells of 6th level and lower! |
| blindcynic03-25-07, 04:39 PM | Veteran Soldier Req's: Bab: +5 Feats: Weapon Focus (Any), Improved Initiative, Endurance, Power Attack Skills: Survival 6 Weapon and Armour proficiencies: Must be proficient with all simple and martial weapons and all armour. HD d10 Bab: As Fighter Saves: As Fighter Weapon and Armour Proficiencies: None are gained Level 1: Steady Hands (Ex): A veteran Soldier has through trial and error found what works best for him in combat. His hands don't shake and he's a hard man, a warrior who will get the job done, decisive and fast. He's learned to push himself against things most soldiers haven't seen, to resist with his mind heart and speed. +1 to all saving throws, +2 to save against fear effects. Level 2: Combat Specialist: A Veteran Soldier is well versed in the art of combat. He's seen a hundred different fighting styles, faced fifty different monsters and lived to tell the tale. Veteran Soldier levels count as fighter levels (and stack with fighter levels) for determining eligibility for fighter only feats. +1 bonus to Initiative Checks (Ex): The Veteran knows he swings first, hits first and he tries very hard to hit first. Level 3: Gains one fighter feat Level 4: Hard to Kill (Ex): A Veteran soldier is more than just a good soldier, he's fought a hundred battles and killed many enemies. He's looked death in the eye so many times he's stopped counting. He can react faster than most and that's what keeps him alive. He gains the Evasion class feature as a rogue, or if he already has evasion he gains improved evasion. Level 5: Gains one fighter feat Level 6: Any weapon will do (Ex): A Veteran Soldier gains a +1 damage bonus with all melee and ranged weapons he wields. The Veteran Soldier has come to appreciate that each weapon is unique, each one perfect for killing one sort of foe or performing one sort of task. He has learned to use these weapons or tools as he tends to call them, like any skilled craftsman. That is to say, with precision! Level 7: Gains the Great Fortitude feat Level 8: Nothing Fancy (Ex): A veteran soldier doesn't try to do anything special with his weapons, like spinning them effortlessly or flourishing them with flair, he draws his sword with purpose. Swings with efficiency and gets the job done. He remembers the cardinal rule of sword-work, "the pointy end goes into the other man." For him it's not about the flash and the panache, the brawn and bloodlust, it's about fighting smart. A Veteran soldier adds his Int bonus (If any) to his attack rolls. Level 9: Gains one fighter feat Level 10: Tried and True (Ex): A Veteran Soldier of this caliber has seen too many battles to back down, spilled too much blood for the name of his country. He is a tried and true soldier, well seasoned in the arts of war. He gains the ability to force opponents on the defensive with his strikes! At the beginning of a round, a veteran soldier can select a single target with an intelligence of 3 or better, that target must make a will save (DC is equal to the Veteran's soldiers highest base attack bonus + 2) or fight defensively for the round. This is ability is a free action and non-magical. The veteran just knows how to make creatures and people crack. (Note: This ability does not work on creatures or beings that are immune to fear) Furthermore whenever a Veteran soldier forces someone to fight on the defensive, he gains a +2 bonus to all bluff, intimidate and sense motive checks against that foe for the duration of the encounter. (This bonus does not stack with itself.) |
| blindcynic03-25-07, 05:17 PM | Going on with my Warcraft Inspired Prc's and tying it into my campaign world, the hobgoblin armies have long since been broken. But the legendary worg riders of the Hobgoblins are still trained in the High Mtns of Sogue (A country once ruled by Hobgoblins, now largely abandoned) The Worg-riders are feared throughout the continent as some of the most powerful and ruthless warrior calvary of all time. Most are fighter/barbarains or ranger/barbarians with excellent wilderness skills. They come swiftly and decimate infantry with their powerful worg mounts and highly trained swordsmanship. They use nets to bring down spellcasters whom they specifically target, often dragging them away from the scene of a battle. So that worg and rider can slay the offending magic user unmolested and then return to the battle. Hobgoblin Worg-rider Hobgoblin Worg-riders all belong to the "Relentless", a clan of hobgoblins infamous for their implacable no retreat attitudes. Req's: Bab: +4 Feats: Mounted Combat, Ride-by-attack, mounted archery and Power Attack. Skills: Handle Animal 8 ranks, Survival 8 Ranks, Ride 8 ranks Skills: As Ranger BAB: As Ranger Saves: As Ranger Weapon and Armour Proficiencies: None are gained. Level 1: Worg Mount: A 7 HD Worg answers a Hobgoblin Worgriders call. Forming a paladin/mount relationship. At 1st level the worg is a 7 HD creature At 3rd level the worg mount gains a HD and Evasion. At 5th level the worg mount gains a +2 bonus to it's natural armour and HD. (See back of Monstrous Manual for what bonus HD does to a Worg, bonus HD may increase skills and feats as well as BAB and saves) Expert Rider (Ex): A worg rider gains a +2 bonus on all ride checks when riding his worg mount. Level 2: Exotic Weapon Proficiency: Net A Worg-rider uses a special net, range is 15 ft and wields it with unheard of prowess. (Most worg riders have the weapon focus: Net feat) They also gain a +1 circumstance bonus on all opposed strength checks with nets due to their high proficiency with them. Nature Sense (Ex): The Worg Rider gains a +2 bonus on Knowledge checks (nature) and survival checks. Level 3: Gains the Track Feat He also gains a +2 bonus on survival checks for tracking when in hill or mountain terrain. Level 4: Urge the Beast (Ex): A worg rider can urge his Worg mount in battle providing a +1 circumstance bonus to the Worg mount's armour class and a +1 circumstance bonus to the Worg rider's armour class. A worg rider must make a successful ride check at the beginning of each round in order to benefit from this ability. (DC is whatever the DM thinks fair for the situation) Deadly Charge (Ex): When mounted and using the chrage action, a worg-rider of 4th level or higher may declare a "deadly charge" before making his attack roll. (Thus a failed attack ruins the attempt) If he hits he deals triple damage with a melee weapon (Or quadruple damage with a lance). This ability does not stack with the Spirited Charge feat. A worg-rider can make a deadly charge 1/day. Level 5: Full Mounted Attack (Ex): A Worg rider of 5th level or higher can make a full attack when his mount moves more than 5 ft but no farther than a single move action would carry it. The Worg-rider cannot combine this with a charge. |
| blindcynic03-25-07, 05:38 PM | This one was no good only the first one was any good... |
| Pariah_ex_mortis03-26-07, 01:41 PM | You should really post a blademaster. One of the best heros in the game. |
| Aggrenox03-26-07, 02:47 PM | As soon as the books came out, I bought as much as I could. I love them. But the blademaster class needs work and the scout class is garbage, but the engineer class is AWSOME! My roomate is currently working on a strait conversion of the WOW shaman to a D20 base class. I'll post more of that soon. But otherwise, I really like this thread! |
| blindcynic03-27-07, 10:43 AM | Hi all As requested here is my blade-master class. Copied directly from the Blade-master thread. I added the skills to the prereq list because I feel they fit the flavour...but that's up to you guys in your campaigns. I thought about making spring attack a required feat...but I feel that not all blade-masters are going to have that, some are going to use the power attack and the cleave feat tree. For this class feats are going to be hard to come by as it is...so I figured a low feat entry requirement might let a high level rogue or bard in. Which could be equally interesting. On a side note: I have been play testing this PRC over and over again and think all in all it MIGHT be balanced. Having no special abilities to resist spells, weak reflex saves and all, I found the most survivable blade-master builds I came up with had the Lightning Reflexes, Iron Will and Spring Attack feats as well as that fast first round of combat feat that lets you add a +1d6 damage to melee attacks during first round of combat from PHB II. Quickly taking out spell caster foes with amazing first round damage potential...on the other hand against some straight up fighters of equal level, depending upon the feat choices the BM lost about as many as he won. (Choosing good fighter feats can make any fighter truly AWESOME in melee). That's fine with me, I like the class and feel it's really got that War-craft blade-master feel. Another good build I intend to try today is a Barbarian/Blade-master just to see... It also occurs to me that a Rogue/Barbarian/Blademaster build might be able to do some really uber damage combining the keen ability, Critical Strike, sneak attack and rage. That's just a thought though and I think it balances anyway, despite the hideous potential. Edit* I added a +1 deflection bonus at 7th level to try and compensate for how weak the class is, after two or more encounters... This blade-master class really requires someone who Knows whether or not to Blade-storm flurry and whether or not to go keen... It's actually a good idea NOT to combine the abilities very often, and save them for later, other-wise the BM just sucks in combat, only having a decent BAB and Hp total. Without all the extra feats a fighter has or STR and DEX a Barbarian has...a BM has trouble being the party tank without really, really judicious use of his special abilities. The thing I found worst about this class is you barely HIT anything when using your special abilities, especially combining them. When you do however, you usually do some amazing damage. The cleave feat is basically a MUST...simply so you get another chance to HIT your opponents. Req's BAB: +5 Feats: Dodge, Weapon focus (any slashing) Skills: Survival 4, Tumble 4, Jump 3, perform (Weapon drill) 4 Special: The Blade-master must have been deeply exposed in some form (Books, pictures, tales, or actual opponents or friends) to the Blade-master class. HD: d10 SAVES: As fighter Weapon and Armour Proficiencies: None are gained Race: (Personally I think it should be mainly goblinoids and orcs but open to all.) After reading the book of nine swords I believe hobgoblins should be the original "Blade-masters" but in going with War-craft themes, exceptionally militant orcs should be able to pick this class up to. Skills:4+Int modifier (Balance, Climb, Concentration, Craft, Handle Animal, Hide, Intimidate, Jump, Move Silently, Perform, Profession, Spot, Survival, Swim and Tumble.) Level 1: Critical Strike: There is a 30% the Blade-master adds a +2 bonus to any damage total he rolls up, when using a slashing weapon with which he also has the weapon focus feat for. This bonus increases by +2 at every odd level after this. At level 3 the bonus increases to +4, at level 5 to +6, at level 7 to +8 and at level 9 to +10! This damage is not added against creatures immune to critical hits. Should an ACTUAL critical threat be rolled and confirmed by the BM and he succeeds on his 30% chance of critical strike ability, the critical strike damage is also multiplied as normal. Level 2: The Blademaster adds a +1 Deflection bonus to his AC whenever he wields a bladed (slashing) weapon with which he also has the weapon focus feat. This deflection bonus is lost whenever you are flat-footed or would lose your Dex bonus. level 3: The Blade-master begins to develop spells; He can now cast 0 1st level spells. (See Blade-master spell list) Note: All Blade-master spells have the range of personal ONLY. He gains bonus spells for a high charisma. Critical strike improves. level 4: Devestating Blade: The Blade-master can grant the keen property to any slashing weapon he wields for a limited time. Which doubles the weapon's threat range, for example a longsword is normally 19-20 in threat range with this ability it is now 17-20! However, in return the dedicated focus it takes to use this ability costs the BM in accuracy and he suffers a -2 to all attack rolls with that weapon for the duration of this ability. Unlike the actual keen property this supernatural ability stacks with the Improved Critical feat. It does NOT however, stack with a weapon that already has keen. (If the blade-master already has a weapon that has the keen property, this ability has no effect.) A blade-master may use this ability as free action, and it lasts 1 rd per level of BM plus 1 rd per point of Charisma bonus per day. The Blade-master can break up his use of this ability throughout the day. For example: Garrik our 6th level fighter, 4th level Blade-master has a charisma of 12 (thats a +1 modifier) for a total of 5 rounds per day of keen-ness. He uses it for three rounds against an enemy fighter and six hours later uses it for 2 rounds against a lesser demon. Supernatural ability. (I chose to give the -2 penalty because the ability stacks with Improved crit feat and because I can only imagine the hideous per round damage if used with blade-storm flurry...) level 5: The Blade-master gains a spell slot. 1 first level spell slot for Blade-master spells. Critical Strike improves. level 6: Blade-storm Flurry: The Blade-master can make a flurry of slashing attacks once per 24 hours. This is extremely draining however and causes the blade-master to move to the fatigued condition the round after it's use. The blade-master gains an additional two attacks at his highest attack bonus, but all of his attacks suffer a -2 for the duration of this ability. Which is always only for two rounds. Extraordinary Ability For example Garrik our 5th level fighter, 6th level Blade-master has a BAB of +11/+6/+1 that's three attacks per round. Using this ability against four hobgoblins, and wielding his bastard sword (which he has the weapon focus and weapon spec feats for) he adds +1 bonus to strike and a +2 to damage. His attack bonus moves up to +12/+7/+2 with his bastard sword. With this ability it changes to +10/+10/+10/+5/+0 for the next two rounds. That's ten attacks over two rounds, many of which might land. The following round however, he moves to the fatigued condition. As a result of fatigue he can neither run nor charge and takes a -2 penalty to strength and dexterity. It takes eight hours of complete rest to become no longer fatigued. Note: This ability does NOT stack with any other flurry ability. It DOES stack with haste, speed weapons and other similar magical effects though. level 7: The Blade-master gains another 1st level spell slot. Critical strike improves. The Blade-master deflection bonus to AC increases to +2 when wielding any slashing weapon that he also has the weapon focus feat for. level 8: The Blade-master's prowess with the blade has reached legendary porportions and he is able to perform weapon tricks! With a successful perform (Weapon Drill) check DC 20, he can perform any ONE of the following actions per round. Aid Another: When using the weapon trick ability and aid another ability he increases the benefit or "aid" he gives either in AC or next attack roll from +2 to +4! (See PHB 154) Flanking: When using the weapon trick ability and flanking an opponent the blade-master increases his OWN flanking bonus from +2 to +4! (See PHB page 153) Fighting Defensively: When the blade-master fights defensively as a full round action he increases his armour class with a dodge bonus of +4 instead of +2 when using the weapon trick ability! (See PHB 143) Bonus attack of Opportunity: When using the Weapon trick ability he may add one additional attack of opportunity to his total attacks of opportunity for the round. Note: This does not provide more than one attack per attack of opportunity! level 9: The Blade-master gains a 2nd level spell slot. Fast recuperation: A blade-master of this caliber has learned to cope with fatigue and heals from that condition on a successful fort save (DC 22). He is allowed to attempt a fort save 10 rounds after using his Blade-storm ability and every 10 rounds thereafter. Should he become fatigued through some other means, fast recuperation may be used to relieve that condition 10 rounds after it's onset and every 10 rds after as well. Critical strike improves. level 10: Extra Blade-storm Flurry: The Blade-master gains an additional use of his blade-storm flurry of slashing attacks once per 24 hours. Baring in mind if he uses this ability twice in an encounter for example he will go from normal to fatigued to exhausted! Becoming practically useless for the remainder of the adventure if he is not allowed to recuperate. Blade-masters must learn to judisciously use the Blade-storm ability to avoid becoming fatigued or exhausted during mass combats. Note the Fast recuperation ability can only remove the fatigued condition NOT the exhausted condition. Blade Master Spell list: Key stat is Charisma 1st: Invisibility, Mirror Image and Rage. 2nd: Blink, Haste and Gaseous form. I just playtested him in longer encounters and found he wasn't so good; especially at higher levels...(8th+) The party cleric was keeping up with him and passing him in some cases with two 2nd level spells and straight physical melee. Edit* Since I last play tested him, he seems to be better as long as I don't treat him like main line fighter. He's good up close as long as he isn't grappled or tripped (Much like any fighter). It's particularly weakening for him though when he is using Blade-storm flurry and has to GET UP from prone though, just to end up Fatigued. Tried him against a few cleric builds and a centaur. He got his butt kicked by the centaur and beat two out of four cleric builds. |
| blindcynic03-27-07, 12:47 PM | Hi all Just wanted to add something really, really interesting. I just playtested the BM with a buddy :fight!: , Build Fighter 4/Barbarian 1/Blade-master 6 and got the beats against the following sample characters from Complete warrior. :shocked: Akulya (tattooed monk 12th level) He grappled me down and owned me.:hides: Bareris (Thayan Knight) I cut her to pieces. Firelli the Bold (War Chanter) I had a good chance but in the end Firelli had more options and I lost.:duel: Roland Wanderson (Spell-sword) I got really lucky and rolled two criticals in a row!:cheer: Narrik Weepingscar (Ravager) I never realized how potent the cruelest cut is if used in succession...ouch! It was close and he rolled a 20 on his disarm attempt. Without the Bastard sword Garrik (My BM) suffered badly.:surrender Kalya Spearblossom (Rage Mage) It wasn't even a fight, I got stripped down for spare parts in about 5 rds. I think Rage Mage might be broken...:crazy: Ardalis Brightflame (Purple Dragon Knight) I kicked her butt. Seebo Schorrek (Gnome giant slayer) It was close, but I won with a critical hit. (i coud barely ever hit the lil bugger.):king: Bara-katal (Eye of Gruumsh) he killed me in two hits and he's a level lower than me! He rolled a 3 and hit me for 1d8+11=13 damage the first time then a crit the next time, 8+11x3=57 totalling exactly 70 damage. Which is alot and my BM's hp is only 68. So long story short next time I see a one eyed orc I am running away.:hides: Kirin Kotellos (Drunken Master) Again it was fairly close, but I got out of the grapple and killed him with a critical.:mymy: Moral of story ? Don't get grappled if your a BM! That or maybe take the Improved grapple feat? I dunno... Avoid one eyed orcs, raging mages, Ravagers and glue the damn sword to your hand!:plotting: |
| Tytalus03-28-07, 04:11 AM | I am trying to avoid munchkin stuff though so please critic honestly. I will add them as I think of them. ... Night Elf archer- There are several problems with this one (the only one I looked at). level 1: Night Elves all gain Darkvision 120 ft. Extraordinary ability This is a very strong ability and seems too easy to obtain here. Few playable races get DV, and hardly any get it with such a range. Suggestion: change to low-light vision. Note that at night there's usually some light left. Maybe: low-light @ lvl 1, darkvision 60ft @ lvl 5, darkvision 120ft @ lvl 10. level 2: "Power of Night" Extraordinary ability At Night a night elf's at her most potent. She gains a non-magical +1 circumstance bonus to all skill checks. Just a very minor point: what exactly does "at night" mean? level 3: Bow Prowess- I find this slightly inelegant. What if the character has the Rapid Shot feat? Using it, she could get one more attach than possible by BAB alone. Same when the character is hasted. Do these given up extra attack also add a +2 bonus each? level 5: "Haunting light" Spell-like Ability. Do the victims get a new save each round? Note also that the DC is very high. level 6: Dominate monster 1+cha bonus/day spell-like ability as caster level equal to her level plus cha bonus. This is completely and utterly overpowered. The ability is equivalent to a 9th level spell (!), yet through this PrC it's avaialable at ECL 11. Not only that, but it's usable many times a day, and it breaks the rules for determining caster level. Seriously, WTH? level 9: Black Arrows- I would add that she can have a maximum of 2 arrows at any time (i.e., no saving up arrows for years and then going on a rampage). To make the mechanics smoother, I'd change it to 1/day, reduce the bonus damage, and make it move action to enchant an arrow that way (focusing her hate bla bla bla), and have that last for 1 round, so you don't have to keep track of these special arrows. Personally, I'd prefer to see a non-damage effect here, maybe a Bestow Curse effect. Overall, I think you have some good ideas, but the technical realization is lacking (and the level 6 power is completely broken). Even if you fix the problems I pointed out, there's still little that's supporting the flavor text, in particular the gradual transformation into an undead - it all happens suddenly at level 10. Maybe take some of the less-fitting / less thought-out abilities (level 1, 6, 7 or 8) and remove/adjust them in potency, so that you can fit in some undead transformation earlier (i.e., no need to breathe, limited critical hit immunity, etc.). Check other PrC that turn into undead/liches/etc., such as Walker in the Wastes [SS] for more ideas. |
| blindcynic03-28-07, 10:05 AM | I appreciate your input completely. The Night Elf class is completely overpowered, I will immediately revamp it.:D |
| blindcynic03-29-07, 04:21 PM | Any thoughts on the upgraded Night Elf archer or any other PRC's listed. Particularly the Champions of the Broken Blade??? |