The Prestige Class Creators Foundation [Archive] - Wizards Community

Post/Author/DateTimePost
DMsDelight

05-28-04, 03:45 PM
I have started this foundation so that others who enjoy my favorite hobby of creation can create their own Prestige Classes, and can have them reviewed and Heard by other members of the Foundation.

If you need to RP for any reason please use Red text, and anything else in the normal text color

First, the Rules:

1. These rules can only be superceded by the employees of Wizards, the WizO's, the Game Masters, and on specific occasions the Scribes if they make a valid point.

2. Everybody has opinions. Please, respect others opinions, or else it will be considered flaming.

2. NO flaming. I will personaly attempt to stop flame wars when I think one is starting, unless a WizO or GM gets to it first.

3. Do not put your member number in your sig. just put in your request and put Prestige Class Creator Foundation member in your sig, and your an official member. the number in the Member List is only for refrence of who posted in what order, mostly for my benefit. If you want an official title, request it, and there you are.

4. Have fun, and play nice

Thanks to the person I borrowed the rules from, for I lost all creativity here....

So far, the Members are...

1. Foundation Leader and Threadkeeper DMsDelight
2. Thasis
3. Silmarien Aldalome
4. Azer Firelord
5. king_of_evil007

We are not limited to just creation. You can also banter about current Prestige classes, too.

So...GET CREATING!:D
thasis

05-28-04, 04:43 PM
I like your idea. Might work well with my world I'm creating. I'll join. Oh by the way I started a post in the D20 Modern section about creating Prc's based on the Matrix game. I'll post a link below:

Link (http://boards1.wizards.com/showthread.php?s=&threadid=247896)
Silmarien Aldalome

05-30-04, 09:36 PM
We're in good hands here.

[GM-Voice]I interfere as little as possible with Threadkeeper's wishes. The opening post is the domain of Threadkeepers. Your opening post sets some great standards in place.[/GM-Voice]

...a Blue and Silver-robed character walks in. She carries a highly polished, and metal-shod staff. It it heavily runed, and radiates a warm blue light.

Sil's silver-blond hair falls about her shoulders, and her intense green eyes studies the room.

She seeks new Lore - to further streamline the Versemasters of the Pereldar. For several amongst them have been experimenting with magic, and they are nigh to completing new ways of utilising magical lore.

She finds a great Tome - and paws through it. She sees Thasis "Greetings Thasis" she smiles.

@all

I've got some Prestige Classes that I could post here - we built them at Half-Elven Foundation. I know there's a "two-forum" limit on posting game-tools. But - I think one can re-post the same item several times within the same forum.

Is this how others read the standard?

regards
stav
DMsDelight

05-31-04, 09:37 PM
Yes, Sil, I would love to see this new prestige class that you speak of. After all, that is the purpose of the foundation, so that we can all have a place to create many wonderful and exciting prestige classes.

Thasis> Your in. Congrats:D . I checked the link, and I think that would make an excellent D&D character, make it like, magical or psionic or something. (Although I think Psionics already has a prestige class called the Diamond Warrior that does the same thing kind of, but if it was remade into a PrC, it would be uber cool).
Azer Firelord

05-31-04, 09:47 PM
Striking out before his Admiral this time, Molth Kul rushes into the new foundation, falling over the furniture and setting the carpet alight. "Oh, Efreets!"

I'd like to join. I'd also like some help with making an Azer Firelord Prc- I want a similar flavour to the Dwarven Stonelord from Complete Warrior, but with Fire themed abilities rather than Stone. Any help appreciated. Here are my existing thoughts.

Prerequisites: Race: Azer (this might be better put by a reference to a racial ability unique to the Azer which some individuals from other races might emulate, though).
BAB: Well, not neeeded. We already know the guy is ECL 6 or higher!
Skills: Craft (Fireworking): 6 ranks, Knowledge (The Planes), 3 ranks, Speak Languag: Ignan
Feats: ?
Special, the Character must undergo a heated ritual involving immersion in the sacred flames of Thumos, extreme heat (even for an Azer), and ???


I'll leave it at that for a moment...
DMsDelight

06-01-04, 10:58 AM
So far, the Members are...

1. Foundation Leader and Threadkeeper DMsDelight
2. Thasis
3. Silmarien Aldalome
4. Azer Firelord
5. king_of_evil007

If you want a pretitle or something, please request one.

Azer, your prestige class sounds excellent. Would anyone like to comment, perhaps with some suggestions?
Azer Firelord

06-01-04, 07:21 PM
Ok, so let us look at possible abilities for the Firelord;frequencies are merely for a starting point.

Affect normal Fires: The Firelord can, as a standard action, make a normal fire vary between glowing embers and a roaring blaze. The fire must start between these extremes.

This ability was already used by me in a thread here. However, it is rather vague at the moment. I think it could be a first level ability, but I'm open to other comments.

Summon Fire Elemental: (1/day) What it says, size increasing with Firelord level

Not sure how strong this one is.

Fireball: The Firelord casts Fireball (1/day) as an nth level Sorceror.
This one looks quite strong to me, maybe a high level thing.


Acess to the Fire Domain: The Firelord would get domain spells as a cleric of the same level (cleric and Firelord levels stacking here). Hmm...

Ability to turn/rebuke Fire and Water beings: as a cletic of the same level with the Fire domain, again cleric and firelord levels stacking here

I'll put in more as I/you think of them.

Silmarien suggests. Spontaneous Combustion: My take- touch attack from the azer, will save to prevent, if failed target Implodes (as per the spell). Other suggestions welcome. Looks quite high powered to me...
Silmarien Aldalome

06-01-04, 07:41 PM
very cool Azer.

What about:

Cause Spontaneous Combustion.
Consume with Fire

Or a group of "channeling" abilities - that somehow convert fire into distinct functions?

To DMsDelight

Affirmative Lord Threadkeeper! *grins*
DMsDelight

06-02-04, 08:48 AM
Azer Firelord, if you want some ideas of stuff to do with a fire themed Prestige Class, I would suggest taking a look at the psionic prestige class the pyrokineticist, as it has quite a few takes on the fire theme, and, if they have it, the pyromancer.
Azer Firelord

06-03-04, 01:14 AM
Thankyou: will keep an eye out (already found one user-created pyromancer). I don't like calling psionics 'psionics', but there's normally a way to translate it into normal magic.

Perhaps I should make clear that the Firelord is meant to be primarily a melee fighter with a few fire-related special abilities, rather than a spellcaster or psionicist focused on very extreme fires- I am looking at either Fighter or Cleric hps and BAB progression...probably high Will and Fortitude saves.
Ouroboros

06-05-04, 02:25 AM
What about a monk that uses fire range attacks.
Flames give subdue damage against fire elementals ect.
DMsDelight

06-13-04, 04:25 PM
I agree with Ouroboros on the Monk thing, but it all depends on how you want the class to turn out. Do you want it to kind of turn out like a fire ninja? Or do you want it to be the agressive Football style fighting approach that can play with fire? It's all a matter of taste, as almost all prestige classes are.
Shadezz0fHades

06-21-04, 12:38 PM
hi. Im the horrible flop PRC person! :D
See the below URL in my sig. The Said thread has fallen deep into the crevices of the boards, never to live again. Oh well! :D
Theres another one floating around the top of the boards at this moment, but I havent bothered with a link yet.
:tiphat:
thasis

06-21-04, 01:58 PM
So what are we disscusing or creating over hear.
DMsDelight

06-21-04, 09:11 PM
Prestige Classes and PC Classes. Got any ideas, Thasis?
thasis

08-15-04, 11:14 AM
I think we should disscuss what Prc's are unbalanced and how to blance them. I think we should keep to mainly Wizards products.
DMsDelight

08-15-04, 11:44 AM
There is an idea, Thasis. There can be a lot of great discussion and changes made right here on this thread on that note.
And I came up with an excellent idea, although once I really think about it, I'll probably change my mind....
Anyway, has anyone here ever played Ogrebattle 64 for the Nintendo 64? There can be some excellent Prestige classes based off of the Master classes (ie.-Black Knight, Siren, Ninja Master, Sword Master, etc.):D
And Ouroboros, I think that would be a WONDERFUL idea:D :D ! Anyone have any suggestions? Anyone want to take up this prestige class and make it into something great? Ouroboros, perhaps?
thasis

08-15-04, 03:55 PM
I've never played ogre battles but it sounds fun... anyway to my point. If we want ot develop classes based on Ogre Battles then i think you should provide a little description of each of the classes for all those people (including me) who have never played the game ogre battles. I also like my idea... I personnaly think the wizard is unbalanced. Actualy i think he is overbalanced. THE WIZARD ISN'T STRONG ENOUGH. Lets beef the bastard up. Oh yah!!!!
DMsDelight

08-18-04, 09:22 PM
Hmm...Thasis, I believe you are on to something. Perhaps if there was a prestige class based on upping the base hit die and the base attack bonus, then...Well, I don't know, it was an idea, and a d*** good one at that on the part of Thasis.
I will be posting the description of Ogrebattle Master Classes at a later date, unti then, I will see you all later!

Aradona paws through old, musty tomes in search of new ways to utilize magic, as well as make combatants tougher at the same time.
Silmarien Aldalome

08-18-04, 09:30 PM
I have three or four Prestige Classes I should post here. Would you like to see them? They fuse the Bardic tradition with true Wizardry - so it's Magical Song but without the power limits of the Bard.

regards
stav
king_of_evil007

09-13-04, 09:09 PM
A man wearing a dark robe enters the room, surveying all he sees. Despite wearing dark robes with a hooked nose, and an overall evil face, he smiles warmly. He seems. . . benevolent.
"I have come to seek new knowledge"

I'd like to join, this seems something I'd be interested in.

A link to all my created work can be found here
Here.

Actually, while we're on the subject of discussing Monks and magic stuff...
I've been tooling with a Wizard/Monk PrC for quite a while. Quite a long, long time in fact, considering that I usually theorize my PrCs a day or two before I stat them out, then I check them over the next night and post. I simply can't get this one to balance out.

I posted a thread regarding my ideas back before (and reposted after) the boards change, but responses were fairly limited. I'll quote myself.

Note: This thread was posted during the snapshot, meaning it got wiped. Regardless, I think it's worth reposting.

I've been working in a new PrC, the Spellfist Legionnaire. Generally, the class 'burns' spell slots, where they're used to power class abilities, such as extra unarmed damage, ability to levitate and eventually fly, and abliities like Molecular Strengthening. Burn a level 3 slot, gain the immediate effects of any two ability-enhancers (Bull's Strength and Cat's Grace, or whatever), etc.
Prerequisites are Ki Strike (Magic) and level 3 arcane spells, meaning Wiz5/Monk4 or Sor6/Monk4. Relatively high level.


However, arcane casters (Wiz and Sor) and Monk are all very "needy" classes. You never see an effective Wiz10/Monk10. Now, Monk's a good 1 or 2 level dip (aside from the whole multiclassing thing) but generally, you're a Monk or you aren't. And your'e either a Wiz/Sor or you aren't, it's not only a terrible 1 level dip, but generally, Wiz10/ANything10 is a pretty crappy choice unless the other 10 levels are in a spellcasting level PrC.

And Wiz10/Monk10? Unheard of.
Now, both kinds of classes have a number of PrCs that revolve around them. +spellcasting and Monk abilities at each (or nearly each) level, meaning that it's really just the same class with different abilities.

So I made this PrC, because I figured it was a cool idea, something that asn't been really done before. And herein lies my problem. I was planning on an alternate progression (spellcasting on odd levels, monk abilities on even ones) but that ends up killing it. His spells are too bad to really burn spells (he can easily go through 5 different spell slots in a round, just punching at people) and he doesn't get high level spells to really get some powerful punches. Plus, his unarmed damage and AC bonus are terrible, so it's not a good idea for him to be fighting anyways. Considering he requires at least Wiz5 to enter the class, his HP and BAB aren't all that great. Spell burning supplements this, but he can't really burn spells.
So I was considering full arcane casting, but with all of his powerful abilities (not counting the monk abilities) it becomes really overpowered, and with a d6 HD and a Rogue BAB, basically, any caster would like to take it aside from the levels of Monk required. But he's already losing out on at least 4 caster levels.

Your thoughts, please. Thanks for reading.

So I'm trying to figure out a balance between Monk Abilities and Arcane Casting. If I gave him bad saves (all bad saves), d4 HD, and a Wizard BAB (along with crappy skill selectoin) would it be balanced to give him full Monk Abilities and Arcane Casting? But then he wouldn't be able to actually strike anyting with his more powerful fists, meaning his combat abilities would be useless, his levels of Monk would ruin his spellcasting levels...


Original thread located Here. I cut the last paragraph and expanded on it beneath the quote, as well as another minor clarification I noticed.

I can post what work I've done on the class so far if you guys think it's worth pursuing... opinions?


I've played the GBA Ogre Battle, but I can't remember any specifics, although I'll help out if you guys do pursue some of that.


Unbalanced PrCs include the Hulking Hurler. ANybody see the thread over at the Optimization Board? They got it to deal like a few thousand damage at level 20... the only thing that can survive is another PrC, the Frenzied Berserker ;)

Nice to meet you all!
DMsDelight

09-14-04, 10:33 AM
Aradona enters the temple from his long absence, welcoming all present to the inviting depths of the temple.

Hello all. Sorry for my long absence, I was on a bit of vacation, but I can come in more often now.

Sil--We would ALL love to see these prestige classes. That is the reason this thread was started. I particularly like the Bard-Wizard fusion, as I have a bard in my D&D Group that probably needs it :D

king_of_evil007--Welcome, new member. If you would like to have a pretitle, feel free. About your new PrC...It sounds pretty cool. If we could have more detail, that would be *spiffy*. Anybody else have any ideas on this issue?

Aver Firelord--How is your class coming, I haven't heard much about it yet, I was looking foward to it...

More to come, including my Magic Ninja class within the next couple of weeks! Until next time....

Aradona Lance Khellendros
:fight!:
king_of_evil007

09-14-04, 06:15 PM
I need no title, just call me KoE. Easier to type, and I'm accustomed to that (makes search easier when looking fo KoE, not just 'king')


Alright, here's the class so far.


The Spellfist Legionnaire

Annabeth looked around at the soldiers surrounding her, holding longspears.
“Don’t even try to cast a spell! We know your tricks, witch! We’ll plug you so full of holes…” the man kept droning on with meaningless threats.
“Fine, I won’t cast any spells. I promise that on my name.” Annabeth never lied, something her monastery forbid. Her gauntlets, emblazoned with a symbol of a burning fist, shimmered slightly. She suddenly broke into movement, rising straight into the air, waves of energy rippling out from her body. Longspears snapped and broke, falling on the ground as most of the soldiers began running away in terror.
She reappeared in front of the door, driving her fist into the stomach of the surprised soldier who thought he made it away. Her fist slammed into his stomach with impossible force, and she heard and felt a spine being punched through. The man’s body flew back off of her fist, and the soldiers (now frozen in place with fear) gaped at her glowing fist, crackling with lightning and energy.
“I never said I wouldn’t harness my magic.”

The original Spellfist Legionnaire, a great warrior named Allias (also one of the Eight Generals) learned these techniques in the spur of battle
The Spellfist Legionnaire is a profession for those who have dedicated themselves to two demanding masters, his magic and his monastery. Powerful in combat, they use their spell slots to fuel powerful abilities rather than cast spells, in general. While their pure unarmed prowess is not that of a Monk and their spellcasting surely pales before other Wizards and Sorcerers, their combination of the two abilities is a terrifying force. Rumors exist of rare Psyfist Legionnaires, but this class is entirely arcane.
HD: d8

Prerequisites
BAB: +5
Feats: Combat Casting, Iron Will,
Skills: Concentration 9 ranks, Knowledge [Arcana] 9 ranks, Spellcraft 9 ranks,
Abilities: Ki Strike [magic]
Spellcasting: Ability to cast level 3 arcane spells
Special: Must be a member of a monastery that permits multiclassing between Monk and Wizard, or Monk and Sorcerer.

Class Skills
The class skills (and their key abilities) for the Spellfist Legionnaire are: Balance (Dex), Climb (Str), Concentrate (Con), Escape Artist (Dex), Jump (Str), Knowledge [Arcana] (Int), Spellcraft (Int), Swim (Str)
The Spellfist Legionnaire gains 2 (+ intelligence modifier) skill points per level.

Progression
BAB: Medium (as Rogue)
Saves: Will good
Odd levels: Arcane Spellcasting +1
Even Levels: Monk Abilities

1) Elemental Defense, Minor Spellfist, Wild Spellbody
2) Craft Spellfist Gauntlets, Levitation 1/day
3) Elemental Fist
4) Levitation 2/day, Lesser Spellfist
5) Molecular Strengthening
6) Levitation 3/day
7) Major Spellfist
8) Fly 4/day
9)
10) True Flight

Weapons & Armor: The Spellfist Legionnaire gains no additional weapon or armor proficiencies. He relies solely on his fists, elbows, knees, feet, and whatever else us uses to make unarmed attacks. In fact, should the Spellfist Legionnaire make an attack with a weapon (other than unarmed strike) he loses all class abilities for 24 hours. All forms of gauntlets or gloves are exempt from the list. While they have no special compunctions against wearing armor itself, most abilities cannot be used while wearing armor. Any supernatural abilities gained by the Spellfist Legionnaire prestige class do not function while wearing armor or holding a shield, although removal of the armor allows immediate use of the abilities.

Spellbody: Some abilities (Elemental Defense, Levitation, Molecular Strengthening, True Flight) are Spellbody abilities. These abilities are all activated by a standard action that does not provoke an attack of opportunity. They cannot be interrupted by normal spells, because they are not spells. Spellbody abilities represent the Spellfist Legionnaire training his Ki to mimic magical effects he studied through his arcane magics. While all of these spells mimic spells, they can only be used on the Spellfist Legionnaire, despite individual spell descriptions. His effective caster level for Spellbody abilities is his combined levels of Monk, Spellfist Legionnaire, and the arcane spellcasting class that gets augmented by his improved spellcasting every odd level. Some Spellbody abilities require the Spellfist Legionnaire to “burn” spell slots (expend them) while others are useable at will or per the progression table, see individual abilities for further detail. Burning spell slots is a free action as part of the ability that does not provoke attacks of opportunity. The Spellfist Legionnaire can only burn arcane spell slots from the class that is augmented by the spellcasting bonus every odd level. Only one Spellbody ability can be active at a single time.
Example: If Vilna, a Spellfist Legionnaire, activates Elemental Defense. While it is active, she attempts to activate Molecular Strengthening, another Spellbody ability. This new ability either fails, or immediately ends the Elemental Defense ability.

Elemental Defense (Su, Spellbody): The Spellfist Legionnaire learns to defend against the elements. It works identical to the spell Resist Energy, except that it is effectively cast twice. It can be for separate energy types (fire or cold), or it can be for the same energy type (granting 20 points of resistance). This overrides the rule that identical bonuses do not stack. This is a Spellbody ability. Elemental Defense can only be used if the Spellfist Legionnaire burns a 2nd level arcane spell slot.

Spellfist (Su): The Spellfist Legionnaire can use his spells to power his fists. When making any kind of unarmed attack (such as a single attack, a full-attack action, or even a Flurry of Blows) the Spellfist Legionnaire can burn spell slots for additional damage. The Spellfist Legionnaire can only burn a single spell slot per attack (in a series of attacks, each attack has to have it’s own spell slot burned). When burning a spell slot of level 1, 2, or 3 the Spellfist Legionnaire adds +1d6 damage to the attack per spell slot level burned. So when burning a level 3 spell slot, +3d6 damage is added to the attack. When burning a spell slot of level 4-6, the Spellfist Legionnaire adds +2d6 damage per spell slot level, and receives a +1 bonus to the attack roll. When burning a spell slot of level 7-9, the Spellfist Legionnaire adds +3d6 damage per level of the spell slot burned, and a +2 to the attack roll.
However, he cannot immediately burn powerful spells. The Minor Spellfist ability lets him burn level 1-3 spells, the Lesser Spellfist ability lets him burn 4-6, and Greater Spellbody lets him burn 7-9. See the table.

Wild Spellbody (Ex): The Spellfist Legionnaire, while a master of magical energies and his body, is still in training, and hasn’t learned to use his Spellbody effectively. When using a Spellbody ability (Elemental Defense, Molecular Strengthening, Levitation, etc) it has a 5% chance of failing. When using a Spellbody ability, the Spellfist Legionnaire must roll a d20. If he rolls a 1, then the ability fails, and the spell slot(s) are expended.

Craft Spellfist Gauntlets (Craft): The Spellfist Legionnaire learns to craft Spellfist Gauntlets, the symbol of his trade. They are crafted exactly like any ordinary item. It takes 30 days (1 day per 1000 gp, correct?) and costs 15000 GP, as well as 200 XP. The Spellfist Legionnaire requires solely a pair of gauntlets, a forge, and some magical materials (unless your campaign world is magic starved, assume these are common and included in the overall price). Since most of the work is done while in a trance, the Spellfist Legionnaire requires solely this ability, no skill in crafting or enchanting is required.

Levitation (Sp, Spellbody): The Spellfist Legionnaire can use Levitate as many times as per the progression table. This is a Spellbody ability.

Elemental Fist (Su): The Spellfist Legionnaire has ingrained the elements into his unarmed strikes. He can add basic elements to his unarmed strikes. When making a Spellfist attack, he may also add an element (fire, cold, electricity, acid) to his attack. These grant no additional damage or effects (fire won’t set the target’s clothes on fire, it’s not strong enough), except for if a monster is weak or resistant to the element. The Spellfist Legionnaire can use this ability as often as he wants and can change the element with every separate Spellfist attack (even in the same round if he makes several Spellfist attacks).

Molecular Strengthening (Su, Spellbody) The Spellfist Legionnaire can enhance his muscles and brain. If he burns a level 3 spell slot, he can activate molecular strengthening. This simultaneously applies the effects of any two ability enhancing spells (Bulls Strength, Cat's Strength, Bear's Toughness, etc). While you must choose different spells, they stack.

Fly (Sp, Spellbody): The Spellfist Legionnaire’s power of Levitation has improved to flight. This ability replaces Levitation. He can use Fly a number of times per day as indicated on the table. This is a Spellbody ability.

True Flight (Su, Spellbody): The Spellfist Legionnaire can now fly almost at will. He can use the Fly spell at will. True Flight is a Spellbody ability. Despite it’s usage at will, he cannot recast it while it is in effect on himself, and for 10 minutes afterwards. This recharge time can be cut down to 1 round if he decides to burn a level two spell or higher. This ability replaces Fly.



Spellfist Gauntlets (Wondrous Item): The Spellfist Gauntlets are classic Spellfist Legionnaire weapons. All Spellfist Legionnaires learn to make them. They are a pair of gauntlets, usually emblazoned with the creator’s personal symbol, and are vey difficult to acquire, since most of them are made by Spellfist Legionnaires for personal use, and they don’t wish to divulge their secrets. While wearing Spellfist Gauntlets, the character’s unarmed attack damage is at it’s normal level, not the 1d3 of a typical gauntlet. This means that while wearing these gauntlets, Monks and Spellfist Legionnaires can use their unarmed strikes at their full effectiveness. However, any enchantments added to the Spellfist Gauntlets also apply to the unarmed strike. If the enchantments applied to the Spellfist Gauntlets somehow override or conflict with Ki Strike, then Ki Strike is temporarily overridden. While wearing Spellfist Gauntlets, blows with them count as unarmed strikes for abilities such as Spellfist, even though technically the attacks aren’t unarmed.
Market Price: 30000 gp
Weight: 2 lb
Craft: 15000 gp, 200 XP, Craft Spellfist Gauntlet

Examples and Clarifications
Spellfist Gauntlets: Basically, these allow you to enchant your fists. So if a Monk has +3 flaming Spellfist Gauntlets, then his unarmed strikes are +3 weapons that also deal 1d6 flaming damage on every hit, and still deal the improved Monk unarmed damage (unlike normal gauntlets). The note about Ki Strike is like this. If a Monk/Spellfist Legionnaire has Ki Strike (Adamantine) but is wearing iron Spellfist Gauntlets, then he temporarily loses the effects of Ki Strike (Adamantine) and cannot bypass DR ?/Adamantine until he removes the gauntlets.




This class is unfinished, so there are probably few abilities on the table not detailed or vice versa. My major problem is the classes balance, requiring spell slots to burn but also needing physical prowess to be useful. Thoughts?
DMsDelight

09-15-04, 12:03 PM
KoE--Hmm...So far it's looking quite nice. There are a few things that I should probably address, even though I think you might already know everything I'm about to say.

First, the class should probably be a bit more balanced, because it's nearly a min/maxer's dream (nearly), though I liked the ability failure chance (which should be rolled on d%, not d20....perhaps you could up the failure chance?).

I liked quite a few of the abilities, particularly spellfist (which I still think is a bit broken, particularly for a Sor/Monk...but I only opinionate because I care :D ). Perhaps you could also consider which monk abilities he or she gets, because he probably shouldn't get them all, maybe consider the line "Spellfist Legionnaire class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.", but feel free to count and discount whichever abilities you feel necessary.

Again, you are doing a great job with the project. It get's my approval, so far, keep up the excellent work. Anyone else wish to comment?

To all-- And, as always, if you have ideas on new prestige classes (like that beefed up wizard, or that dwarven firelord), or if you have a prestige class you or a friend made that's just lying around, POST! We would love to see it.

Until next time,
Aradona Lance Khellendros
:fight!:
king_of_evil007

09-15-04, 05:59 PM
KoE--Hmm...So far it's looking quite nice. There are a few things that I should probably address, even though I think you might already know everything I'm about to say.

First, the class should probably be a bit more balanced, because it's nearly a min/maxer's dream (nearly), though I liked the ability failure chance (which should be rolled on d%, not d20....perhaps you could up the failure chance?).
Well, isn't a 1 on a d20 5%? Since you might already be rolling a d20... d% could work too, just saves time. I could up it to 10% and lower it to like 5% around level 8 or so.

I liked quite a few of the abilities, particularly spellfist (which I still think is a bit broken, particularly for a Sor/Monk...but I only opinionate because I care :D ). Perhaps you could also consider which monk abilities he or she gets, because he probably shouldn't get them all, maybe consider the line "Spellfist Legionnaire class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.", but feel free to count and discount whichever abilities you feel necessary.
The "Monk Abilities" is just a way of saying unarmed damage, speed, and AC bonuses. THis class isn't finished, so I missed out on touches like that. He gets an extra effective level of Monk every other level (in the levels wehre he doesn't he gets +1 caster level)
Just clarifying. It just says "Monk Abilities" because it's unfinished. Believe me, not even I'm silly enough to try giving him all Monk abilities! ;) Just the unarmed damage, AC bonus, and speed (like other Monk PrCs)

Again, you are doing a great job with the project. It get's my approval, so far, keep up the excellent work. Anyone else wish to comment?
Do you have any suggetions on the spell slot burning//fighting ability dilemma?

Thanks for the feedback.
DMsDelight

09-16-04, 10:31 AM
Well, isn't a 1 on a d20 5%? Since you might already be rolling a d20... d% could work too, just saves time. I could up it to 10% and lower it to like 5% around level 8 or so.

I would quite agree with a 10% or maybe even 15%, which decreases dramatically at 8th level. It could be either d20 or d% (although the default is usually d%), but details, details ;) .

The "Monk Abilities" is just a way of saying unarmed damage, speed, and AC bonuses. THis class isn't finished, so I missed out on touches like that. He gets an extra effective level of Monk every other level (in the levels wehre he doesn't he gets +1 caster level)
Just clarifying. It just says "Monk Abilities" because it's unfinished. Believe me, not even I'm silly enough to try giving him all Monk abilities! ;) Just the unarmed damage, AC bonus, and speed (like other Monk PrCs)

Phew. Then it's a lotta bit of balanced-ish. Great job.

Do you have any suggetions on the spell slot burning//fighting ability dilemma?

Thanks for the feedback.

That's what this Foundation is for: to help all aspiring prestige class creators in their endeavors to create their dream class.

I myself do not have any suggestions on spell burning and fighting ability. Maybe one of our esteemed members has some worthwhile advice :rolleyes: ?
king_of_evil007

09-16-04, 05:57 PM
Sounds good.
I'll try to finish it soon, and post it, let you all know when & where.

-KoE
king_of_evil007

09-16-04, 10:05 PM
Alright. The rough draft has become a reality, although I hurried it along (something I dislike doing) but I figured the best way to get feedback was to actually post the darned thing. It's been clarified, spellbody failure is up, but it's got some cool abilities.
Check it out


Just my 2 gil
-KoE
DMsDelight

09-17-04, 10:26 AM
Very Good!!!! I like it, it get's my AOK!!

Anyone else have thoughts?

So, so far, we have one Prestige/PC class:

1) Spellfist Legionnaire

Very Good.

Until next time,

Aradona Lance Khellendros
:fight!:
thasis

09-17-04, 06:14 PM
I got a PRC. Here is is:
Exiled Arcanist (http://boards1.wizards.com/showthread.php?p=4420012&posted=1#post4420012)
king_of_evil007

09-17-04, 11:11 PM
Any suggestions for making a new PrC? I'm contemplating the next General (which I'll detail below) but right now, anybody got any ideas?

Basically, my upcoming PrC (tentatively titled the Xchionicist) is a new take on psionics. Not because I dislike psionics, but because in the campaign setting for those PrCs involves a single psionic character, with unique abilities. So all of the PrC's abilities will be completely unique, without requiring the eXPsiHB or any preexistant knowledge of psionics.
Any better titles or ideas for me to warm up on?
thasis

09-17-04, 11:42 PM
I have lots of ideas. I'm currently working on a series of Prc's called the Ultimate Prc's. So far this is the list:

Ultimate Dragonslayer
Ultimate Dungeoneer
Ultimate Dragonrider
Ultimate Tactition
Ultimate Samuria

I'm also working on some other Prc's not in the Ultimate Prc's collection such as:
Death Knight
Dragon Hunter
Hunter
Dragoon
Bishop
Templar
Elementalist
Sniper
Dragoncaster
Lord of Locks

My magor focus at the moment though is working on my own core classes. More that 50 core classes planned out. For Prc's the one I'm officioly working on write now is the Ultimate Dragonslayer. By the way, are you planning on making a Core Class Creation Thread. If you don't want to run one I will.
DMsDelight

09-22-04, 03:40 PM
A couple things. First, I will open up a Core Class Creators Foundation Thread right after I post. Second, Good job, KoE and thasis, you guys are a prime example of excellent membership, I like it. Third, my own PrC...

Ninja Mage
Alignment: Any
Hit Die: d6

Class Skills
The ninja mage’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge {Arcana} (Int), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Ninja Mage
––—— Spells per Day ——–—
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Weapon Focus (Claw Bracer), Increased Claw Damage + 1die 2 — — — — — —
2nd +1 +0 +3 +3 Claw Defense +1 3 — — — — — —
3rd +2 +1 +3 +3 1st Claw Ability 3 1 — — — — —
4th +3 +1 +4 +4 Increased Claw Damage +2 dice 3 2 0 — — — —
5th +3 +1 +4 +4 Claw Defense +2 3 3 1 — — — —
6th +4 +2 +5 +5 2nd Claw Ability 3 3 2 — — — —
7th +5 +2 +5 +5 Weapon Specialization (Claw Bracer) 3 3 2 0 — — —
8th +6/+1 +2 +6 +6 Increased Claw Damage +3 dice 3 3 3 1 — — —
9th +6/+1 +3 +6 +6 Claw Defense +3 3 3 3 2 — — —
10th +7/+2 +3 +7 +7 3rd Claw Ability 3 3 3 2 0 — —
11th +8/+3 +3 +7 +7 Greater Weapon Focus (Claw Bracer) 3 3 3 3 1 — —
12th +9/+4 +4 +8 +8 Increased Claw Damage +4 dice 3 3 3 3 2 — —
13th +9/+4 +4 +8 +8 Claw Defense +4 3 3 3 3 2 0 —
14th +10/+5 +4 +9 +9 4th Claw Ability 4 3 3 3 3 1 —
15th +11/+6/+1 +5 +9 +9 Greater Claw Abilities 4 4 3 3 3 2 —
16th +12/+7/+2 +5 +10 +10 Increased Claw Damage +5 dice 4 4 4 3 3 2 0
17th +12/+7/+2 +5 +10 +10 Claw Defense +5 4 4 4 4 3 3 1
18th +13/+8/+3 +6 +11 +11 5th Claw Ability 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +11 +11 Greater Weapon Specialization (Claw Bracer) 4 4 4 4 4 4 3
20th +15/+10/+5 +6 +12 +12 6th Claw Ability 4 4 4 4 4 4 4

Table: Ninja Mage Spells Known
————— Spells Known —————
Level 0 1st 2nd 3rd 4th 5th 6th
1st 3 — — — — — —
2nd 4 — — — — — —
3rd 5 21 — — — — —
4th 5 3 11 — — — —
5th 6 4 2 — — — —
6th 6 4 3 — — — —
7th 6 4 4 11 — — —
8th 6 4 4 2 — — —
9th 6 4 4 3 — — —
10th 6 4 4 4 11 — —
11th 6 4 4 4 2 — —
12th 6 4 4 4 3 — —
13th 6 4 4 4 4 11 —
14th 6 4 4 4 4 2 —
15th 6 4 4 4 4 3 —
16th 6 4 4 4 4 4 11
17th 6 4 4 4 4 4 2
18th 6 4 4 4 4 4 3
19th 6 5 4 4 4 4 3
20th 6 5 5 4 4 4 4
1 Provided the ninja mage has a high enough Charisma score to have a bonus spell of this level.

Class Features
All of the following are class features of the bard.
Weapon and Armor Proficiency: The ninja mage is extremely limited in proficiencies to basic peasant weapons, which are the club, crossbow (light or heavy), dagger, handaxe, and quarterstaff, plus they are proficient with the claw bracer. They are proficient with light armor, but not with shields. If they wear medium or heavy armor, or they wear a shield, or both, they lose all of their ninja mage abilities (including spells).
Weapon Focus: Ninja mages gain Weapon Focus (Claw Bracer) as a bonus feat at 1st level, even if he does not meet the prerequisites.
Increased Claw Damage (Ex): At 1st, 4th, 8th, 12th, and 16th level, the ninja mage gets better at striking with their claws at just the right spot at just the right time to do more damage. Each time this ability is obtained, add 1 die to the base damage die of the weapon. For example, a Medium ninja mage adds a d4, a Large one adds a d6, and a Small one would add a d2.
Spells: A ninja mage casts arcane spells, drawn from the ninja mage spell list. These spells work just like the sorcerer or bard’s spells; however, he gains them slower and can’t cast as many spells. A ninja mage’s spells tend toward stealth, illusion, disabling a foe, and powering up themselves or their claws. A ninja mage’s caster level is ½ their ninja mage level, rounded up.
Claw Defense (Ex): At 2nd, 5th, 9th, 13th, and 17th level, a ninja mage heightens his seemingly sixth sense that warns him of incoming attacks and enables him to block it with his claws. Each time this ability is obtained, add +1 to your misc. bonus to your AC. This bonus stacks with all others.
Claw Abilities (Su): At 3rd, 6th, 10th, 14th, 18th, and 20th level, the ninja mage gains a new claw ability, which revolves around temporarily reducing an opponent’s abilities (Str, Dex, etc.) so as to make them less able to fight. The ninja mage must first declare which ability he is going to use, and must hit with a claw attack. If he misses, the claw stays “charged” for a number of rounds equal to half of his ninja mage level (round up). If it succeeds, the target must make a Will save with a DC equal to 10 + damage dealt (not including weapon abilities, and not including extra damage due to a critical hit). If the target saves, he takes no ability damage. If it fails its save, it takes temporary ability damage equal to the amount of base claw dice he uses as damage dice (not including weapon abilities). The ninja mage, whether the target makes it’s save or not, takes half of the ability damage he dealt (or would have dealt) to the target. This ability can be used a number of times per day equal to the amount of base claw damage dice he uses (not including weapon abilities). The ninja mage chooses which ability he gets when he gains the ability from his class features.
The claw abilities are as follows:
Enfeebling Claw: Lowers strength.
Claw of Clumsiness: Lowers dexterity.
Wounding Claw: Lowers constitution.
Claw of Stupidity: Lowers intelligence.
Fool’s Claw: Lowers wisdom.
Gruff Claw: Lowers charisma.
Weapon Specialization: A ninja mage gains Weapon Specialization (Claw Bracer) as a bonus feat at 7th level, even if he does not meet the prerequisites.
Greater Weapon Focus: A ninja mage gains Greater Weapon Focus (Claw Bracer) as a bonus feat at 11th level, even if he does not meet the prerequisites.
Greater Claw Abilities (Su): When a ninja mage attains 15th level, his claw abilities do more damage and become nearly impossible to resist except by the most highly trained individual. The Will Save to resist it gets a +5 bonus, and the ninja mage adds 1d4 points of ability damage to the attack.
Greater Weapon Specialization: A ninja mage gains Greater Weapon Specialization (Claw Bracer) as a bonus feat at 19th level, even if he does not meet the prerequisites.



I hope this turned out right....I just copied and pasted from my Word file.

Edit (2 mins later): It didn't. The tables did not copy right. Ah well, I'll fix it when I get the chance. You all get the idea though. :weep:
thasis

09-25-04, 07:45 PM
Well I'm glad someone dosn't think horribly of me. Most people say I'm either to evil or to distruptive (wich I'm not by the way). If you want to take some work of your self I can create the Core Class Creation Guild if you want? My other guild seem to have been abandoned except The Guild of Pure Good.
king_of_evil007

09-26-04, 07:07 PM
Thasis: You are definitely the most disruptive person here. Without a doubt. :D
Joking joking, I don't see why anybody would call you disruptive. . .

A couple things. First, I will open up a Core Class Creators Foundation Thread right after I post. Second, Good job, KoE and thasis, you guys are a prime example of excellent membership, I like it. Third, my own PrC...
Since my experience with Core Classes is just comparing with PrCs, I probably won't be joining that guild. Just not my expertise.

Second, what are the rules on "advertising"? Say, making a post in th Classes/PrC forum detailing these two guilds. . . I came here for my first time following a link from Epic Scotsman's sig to the Amazing Creator's Found., and I started coming here more often after I took the reins.
If you're allowed to, an "advertisement" thread might bring more people to both threads, although I'm not sure if that's allowed (WizOs, Game Masters, help?)

Ninja Mage
Alignment: Any
Hit Die: d6

Class Skills
The ninja mage’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge {Arcana} (Int), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
No prerequisites? And this is 20 levels, meaning that this is a core class. Regardless, I'll see what I can do.

Table: The Ninja Mage
––—— Spells per Day ——–—
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Weapon Focus (Claw Bracer), Increased Claw Damage + 1die 2 — — — — — —
2nd +1 +0 +3 +3 Claw Defense +1 3 — — — — — —
3rd +2 +1 +3 +3 1st Claw Ability 3 1 — — — — —
4th +3 +1 +4 +4 Increased Claw Damage +2 dice 3 2 0 — — — —
5th +3 +1 +4 +4 Claw Defense +2 3 3 1 — — — —
6th +4 +2 +5 +5 2nd Claw Ability 3 3 2 — — — —
7th +5 +2 +5 +5 Weapon Specialization (Claw Bracer) 3 3 2 0 — — —
8th +6/+1 +2 +6 +6 Increased Claw Damage +3 dice 3 3 3 1 — — —
9th +6/+1 +3 +6 +6 Claw Defense +3 3 3 3 2 — — —
10th +7/+2 +3 +7 +7 3rd Claw Ability 3 3 3 2 0 — —
11th +8/+3 +3 +7 +7 Greater Weapon Focus (Claw Bracer) 3 3 3 3 1 — —
12th +9/+4 +4 +8 +8 Increased Claw Damage +4 dice 3 3 3 3 2 — —
13th +9/+4 +4 +8 +8 Claw Defense +4 3 3 3 3 2 0 —
14th +10/+5 +4 +9 +9 4th Claw Ability 4 3 3 3 3 1 —
15th +11/+6/+1 +5 +9 +9 Greater Claw Abilities 4 4 3 3 3 2 —
16th +12/+7/+2 +5 +10 +10 Increased Claw Damage +5 dice 4 4 4 3 3 2 0
17th +12/+7/+2 +5 +10 +10 Claw Defense +5 4 4 4 4 3 3 1
18th +13/+8/+3 +6 +11 +11 5th Claw Ability 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +11 +11 Greater Weapon Specialization (Claw Bracer) 4 4 4 4 4 4 3
20th +15/+10/+5 +6 +12 +12 6th Claw Ability 4 4 4 4 4 4 4

Table: Ninja Mage Spells Known
————— Spells Known —————
Level 0 1st 2nd 3rd 4th 5th 6th
1st 3 — — — — — —
2nd 4 — — — — — —
3rd 5 21 — — — — —
4th 5 3 11 — — — —
5th 6 4 2 — — — —
6th 6 4 3 — — — —
7th 6 4 4 11 — — —
8th 6 4 4 2 — — —
9th 6 4 4 3 — — —
10th 6 4 4 4 11 — —
11th 6 4 4 4 2 — —
12th 6 4 4 4 3 — —
13th 6 4 4 4 4 11 —
14th 6 4 4 4 4 2 —
15th 6 4 4 4 4 3 —
16th 6 4 4 4 4 4 11
17th 6 4 4 4 4 4 2
18th 6 4 4 4 4 4 3
19th 6 5 4 4 4 4 3
20th 6 5 5 4 4 4 4
1 Provided the ninja mage has a high enough Charisma score to have a bonus spell of this level.
Try putting {code} tags before and {/code} tags after (replace {} with [], of course), that might fix it up. In fact, I just did that, so let's see what it ends up looking like.
OK, so it didn't make it perfect. You didn't compensate for the fact that the BAB entry starts at +x and becomes +xx/+xx/+x, meaning more characters. Put extra spaces to compensate, and use those code tags.

Class Features
All of the following are class features of the bard.
Weapon and Armor Proficiency: The ninja mage is extremely limited in proficiencies to basic peasant weapons, which are the club, crossbow (light or heavy), dagger, handaxe, and quarterstaff, plus they are proficient with the claw bracer. They are proficient with light armor, but not with shields. If they wear medium or heavy armor, or they wear a shield, or both, they lose all of their ninja mage abilities (including spells).
Class features of the bard????
OK, so they aren't proficient with the shuriken, nunchaku, or other ninja tool things?
Also, they shouldn't "lose" their spells, unless you really want to punish them. IMO, I'd make it like a Wizard (spell failure) but like the Druid, it is possible to lose them, and that's of course your perogative. Depending on the rest of the class's balance.

Weapon Focus: Ninja mages gain Weapon Focus (Claw Bracer) as a bonus feat at 1st level, even if he does not meet the prerequisites.
Increased Claw Damage (Ex): At 1st, 4th, 8th, 12th, and 16th level, the ninja mage gets better at striking with their claws at just the right spot at just the right time to do more damage. Each time this ability is obtained, add 1 die to the base damage die of the weapon. For example, a Medium ninja mage adds a d4, a Large one adds a d6, and a Small one would add a d2.
? I don't really get this.
So what is the CLaw Bracer's base damage? Assuming it's the number listed above, at level 16 his Claw Bracer deals 1d4 + 4d4? (medium ninja). Sounds kinda overpowered since it can be enhanced (unlike a Monk's fists) but it can be sundered and such. . . needs to be clarified first.

Spells: A ninja mage casts arcane spells, drawn from the ninja mage spell list. These spells work just like the sorcerer or bard’s spells; however, he gains them slower and can’t cast as many spells. A ninja mage’s spells tend toward stealth, illusion, disabling a foe, and powering up themselves or their claws. A ninja mage’s caster level is ½ their ninja mage level, rounded up.
Interesting. Of course, a spell list would help. . .

Claw Defense (Ex): At 2nd, 5th, 9th, 13th, and 17th level, a ninja mage heightens his seemingly sixth sense that warns him of incoming attacks and enables him to block it with his claws. Each time this ability is obtained, add +1 to your misc. bonus to your AC. This bonus stacks with all others.
I'm assuming he has to be wearing his Claws for this. . . it's alright I guess, but I'd make the AC bonus Insight, not miscellaneous. Insight, or shield.

Claw Abilities (Su): At 3rd, 6th, 10th, 14th, 18th, and 20th level, the ninja mage gains a new claw ability, which revolves around temporarily reducing an opponent’s abilities (Str, Dex, etc.) so as to make them less able to fight. The ninja mage must first declare which ability he is going to use, and must hit with a claw attack. If he misses, the claw stays “charged” for a number of rounds equal to half of his ninja mage level (round up). If it succeeds, the target must make a Will save with a DC equal to 10 + damage dealt (not including weapon abilities, and not including extra damage due to a critical hit). If the target saves, he takes no ability damage. If it fails its save, it takes temporary ability damage equal to the amount of base claw dice he uses as damage dice (not including weapon abilities). The ninja mage, whether the target makes it’s save or not, takes half of the ability damage he dealt (or would have dealt) to the target. This ability can be used a number of times per day equal to the amount of base claw damage dice he uses (not including weapon abilities). The ninja mage chooses which ability he gets when he gains the ability from his class features.
The claw abilities are as follows:
Enfeebling Claw: Lowers strength.
Claw of Clumsiness: Lowers dexterity.
Wounding Claw: Lowers constitution.
Claw of Stupidity: Lowers intelligence.
Fool’s Claw: Lowers wisdom.
Gruff Claw: Lowers charisma.
Again, kinda odd. Obviously it's usefulness is based entirely on the actual Claw Bracer base damage. Is this affected by the extra dice granted by Extra Claw Damage? How often per day can he use this? I mean, anybody would take Wounding Claw and just deal lots of Con damage, and that would make this freakishly overpowered w/o a uses/day limit.

Weapon Specialization: A ninja mage gains Weapon Specialization (Claw Bracer) as a bonus feat at 7th level, even if he does not meet the prerequisites.
Greater Weapon Focus: A ninja mage gains Greater Weapon Focus (Claw Bracer) as a bonus feat at 11th level, even if he does not meet the prerequisites.
DO these abilities really fit? I mean, he gets spellls and GWF GWS, etc. Then again, they do help compensate for his Rogue-BAB.

Greater Claw Abilities (Su): When a ninja mage attains 15th level, his claw abilities do more damage and become nearly impossible to resist except by the most highly trained individual. The Will Save to resist it gets a +5 bonus, and the ninja mage adds 1d4 points of ability damage to the attack.
Woooh. Technically, as written, this grants the opponent an easier chance of resisting. "The Will Save DC" should be written.
Furthermore, like I said, without uses/day htis becomes greatly overpowered. Dealing 2d4 con damage each his is just. . . devastating.

Greater Weapon Specialization: A ninja mage gains Greater Weapon Specialization (Claw Bracer) as a bonus feat at 19th level, even if he does not meet the prerequisites.
See above.


Sorry, but some parts of this class just aren't clarified enough. Con Damage with every blow is grossly overpowered, and the lack of a spell list makes this class difficult at best to properly judge.
Also, a lack of cool cap abilities is kinda boring.
This is a problem with all core classes, except for a few. IMO, Monk is the best designed core class, because there's a reason to get level 20, that cool ability. Paladin's get what, a spell and Remove Disease? Multiclassing ot Fighter is probably a better choice.
This is the same thing. You get a Claw Ability (probably the Charisma one, unless your guy has been killing lots of bards) and a few spells, not some crazy ability that I like to get once I reach level 19 or 20.

Just my 2 gill
-KoE
DMsDelight

09-27-04, 10:10 AM
WOOPS!!!! I forgot to add quite a few things and typoed, most thiongs were mistakes I made from paper to computer, like the uses per day and the spell list that were left out. Next post I'll have both updates.
thasis

09-27-04, 08:12 PM
So did anyone like my Exiled Arcanist. I didn't get any review from you guys. All comments and suggestions are needed.
king_of_evil007

09-28-04, 05:45 PM
Thasis: I did a quick read over of your class earlier this morning. While my PC froze (as usual) and the post was lost, I remember the core of my comments.
1) Overpowered. All a Wizard loses for taking this is familiar progression (which is a pittance) and effectively gains a Spell Focus-ish feat (Dark Arts) and True Power, as well as a d6 HD. Heck, he even gains a metamagic feat every 5 levels!
2) It doesn't focus on it's strengths, i.e., the interesting flavor and concept. Aside from +2 DC to evil spells, and True Power (overpowered, see below) it's just . . . that. I was kinda expecting something like spontaneously changing any spell to have an Evil descriptor a few times per day, etc.
3) True Power: First, remove the +1 DC to all spells. THe rest is fine (although the Spell Resistance penetration might be lowered to +2, to keep with the other part).

My main problem is #2. It's just a Wizard with a better HD, +2 to all evil spells, and a few additional bonuses against good foes. Nothing like "Blessing of the Damned" or whatever. I'd also add a bit of scaling to the class nevertheless (I love scaling stuff, makes it worthwhile to continue the class), so True Power starts at +1 at like level 3 or something.

Of course, this is a major problem with all spellcaster PrCs. If they include anything other than spell progression and two abilities no better than metamagic feats, the class will probably be overpowered.
That's why I always create Warrior-ish or Rogueish PrCs, so I'm given free rein to create new abilites without fear of automatically overpowering the PrC.

Speaking of me creating PrCs. . . I've kinda burned out. I don't like creating "generic" PrCs (Axe Warrior), I prefer to create specialized PrCs (General of the Chained Axe). Ever since the GCA, I've been fairly burned out, unable to think of any PrC ideas worth pursuing. Anybody got any suggestions?
king_of_evil007

09-29-04, 05:50 PM
Just a quick note for everybody here. . .

Shadowfoot's Prestige Class Compendium
How To Format PrCs On the Boards (by Unholydragoon)

Two VERY useful threads related to PrCs, the first is a massive listing of PrCs kept well oiled and working by Shadowfoot (truly a champion of the PrC, and classes in general) and the second is advice on how to format your own PrCs including code blocks, started by Unholydragoon (who's long since left) but more people add their own formats all the time.
Both very useful resources for PrC creators and enthusiasts.
thasis

09-29-04, 06:15 PM
I have a idea for a new general. How bout a evil general who is strong but his real power comes from manipulating peoples minds. HAHAHAHA!!! Sounds evil dosn't it. Now heres a update on what I have done. I have finished 2 core classes which I'll talk about on the Core Class Creators Foundation thread. Now I'm going to work on some more classes and I'm starting on The Ultimate Dragonslayer Prc. Going to be kick ass (hopefully). Well I'm off to the Core Classes Creators Foundation, addious.

Beam me up Scotty
SilentOne

10-02-04, 10:58 PM
Just kinda stumbles in, unable to think of any good RP reason to put here....ya.

Anyways, my current work would be the Mageslayer...

MAGESLAYER

Archibald smirked as he watched the man approach. He carried a straight edges sword, steel circular shield, and the bulky full plate mail that easily identified him as being a fighter. "Probably stuipd as well" he mused to himself as he scanned his list of scrolls for the one he wanted.
Pulling it out and casting it into the air, Archibald barked out the last arcane words to finish the spell. As the words left his mouth, the man raised his sword in a circular deflection motion, right as the spell finished. Suddenly, the mage's magic had rebounded back at him before he had even blinked. As the man towered over the mage's smoldering body, Archimond noticed the Mageslayer's insignia on his armor before passing from this world.

Hit Die: d8

REQUIREMENTS

BAB: +5
Feats: Iron Will, Lightning Reflexes, Great Frotitude (Track?)
Skill: 4 ranks Knowledge (arcana), 4 ranks Spellcraft, 4 ranks Survival
Special: Must have chosen a hated typed of magic (arcane or divine). All of the mageslayer's abilities will pertain only to the type of magic selected upon taking the class. This class can be taken twice, choosing the other type of magic the second time.

1) A mageslayer must give up the use of any and all spellcasting ability of his hated type.
2a) The mageslayer must have had someone close to him (either a child, parent, guardian, friend, etc) killed by a spellcaster of the chosen type, or then succeeded in getting revenge (slaying preferable).
2b)An alternate to this would be for the spellcaster to have almost killed the character at one point in his life, then again, revenge be achieved.

1 and 2a, or 1 and 2b need to be achieved to be accepted into the Mageslayer's guild, which is achieved by seeking out a member to initate and train you. Fee: None.

SKILLS

The skills for the Mageslayer, and the ability for each, are those of a fighter plus Knowledge (arcana), Spellcraft, and Survival

Skill points gained at each level: 4 + Intelligence Modifier.

PROGRESSION
BAB Fort Ref Will Abilities
1. +1 +0 +0 +2 Favored Enemy (Spellcaster) +1
2. +2 +0 +0 +3 Megate Magic 1/day
3. +3 +1 +1 +3 Favored Enemy (Spellcaster) +2
4. +4 +1 +1 +4 Destructive Negation, Negate Magic 2/day
5. +5 +1 +1 +4 Favored Enemy (Spellcaster) +3
6. +6 +2 +2 +5 Extra Negation, Negate Magic 3/day (5/day)
7. +7 +2 +2 +5 Favored Enemy (Spellcaster) +4
8. +8 +2 +2 +6 Improved Negation, Negate Magic 4/day (6/day)
9. +9 +3 +3 +6 Favored Enemy (Spellcaster) +5
10. +10 +3 +3 +7 Negation Field, Negate Magic 5/day (7/day)

Weapon and Armor proficiences - A mageslayer gains profieciency with no additional arms or armors.

Favored Enemy: Spellcaster (Ex) - A mageslayer trains exclusively to fight spellcasters, and thus knows how to deal with them effectively. He gets a +1 bonus to attack and damage, Spot, Listen, Bluff, Sense Motive, Diplomcacy (etc, what the ranger gets for fav. enemy), as well as a +1 bonus on all saves against spells of the selected type. The mageslayer gets this ability at level 1, and the bonuses increase by 1 for every 2 levels achieved (+2 at level 3, +3 at level 5, +4 at level 7, +5 at level 9). These bonuses stack with those gained by a ranger's favored enemy.

Negate Magic: (Sp) - A mageslayer learns at level 2 to, through sheer willpower, negate spellcaster's spellcasting ability. In effect, they can ready a counterspell action. They can counter any spell, as though using a dispel magic spell. Only the dispel function of dispel magic can be used, and it has a caster class equal to the Mageslayer's mageslayer level. A mageslayer can use this ability once per day for every 2 levels of mageslayer achieved.

Destructive Negation: (Su) - After 4th level, whenever a mageslayer counters a spell with negate magic, the caster takes 1 damage for each spell level of the attempted spell plus the difference between the dispel check and the DC. (spell level + difference.) Ex: Nadalia counters Nebbin's phantasmal killer, and passed the required check by 4 points. The rebounding destructive magics would deal 8 points of damage to Nebbin (4+4).

Extra Negation: (Su) - The mageslayer can negate spells 2 more times per day than normal after 6th level. The parentheses list the amount of times/day a Mageslayer can use Negate Magic with Extra Negation factored in.

Improved Negation: (Sp}: - The mageslayer's Negate Magic ability now functions as a greater dispelling, with a caster level equal to twice his mageslaying level. This ability is gained at 8th level.

Negation Aura: (Sp) - The most feared of the mageslayer's abilities is the Negation Aura. By focusing his hatred of mages into a tangible force, he can cast this out in an aura around him that hinders all spellcasting in the field. In a 15 ft radius around him, all spells cast are affected by the mageslayer's negate magic, without costing the mageslayer any uses/day. The mageslayer can only use Negation Aura for a total of 1 round/level a day, but the rounds need not be continous.




Mageslayer Society: While not an official guild in any sense of the word, senior mageslayers are quite eager to those who are ready to take the steps to become a magelsayer themselves, as hatred begets more hatred. However, without this specialized training, harnessing this anger is impossible. Is is said that the first slayer was actually a retired mage named Jarichius who was sick and tired of younger wizards challenging him. Learning the best ways to slay, he passed his legacy on to others to rid the world of these imcompetant mages. Little did he know the plague he released on spellcasters everywhere.

any thoughts you guys might have? the thread it's on kinda died, so I was hoping you might be able to add anything it might need.

thanks
thasis

10-03-04, 02:36 PM
Ay people. I just finished the Ultimate Dragonslayer. I also finished the Ultimate Vampire Slayer. I'll post them as soon as possible.
DMsDelight

10-06-04, 11:48 AM
Silent One-- Nice work. I do have some comments on it, but I am a bit busy at the moment for a long post. Anyone in the Foundation wish to comment?

thasis- We all patiently await to hear from you on the two new classes.
thasis

10-06-04, 05:47 PM
Check my sig for the Dragonslayer. Vampire Slayer is done but I want to get all the response as possible with the Dragonslayer before I go into Vampire Slaying.
Fuzzy Logic Inc.

10-12-04, 04:54 PM
The figure steps in, wiping his sooty hands on the heavy leather apron covering his chest before stroking the black beard spouting from a bald head. A squinting right eye appraises the others as he fingers the head of the smith's hammer at his side. "Ah, looks like I'm in the right place then..."

Well now, I ought to be joining this as I've been known to create a PrC or two. If'n you want to take a look at them, they're in my signature. If not, I can re-post whichever ones you think you like (or at least a link to them).

PrCs in the works: The Prize Fighter and the Redeemer.


: You can scratch the Prize Fighter off the list of PrCs in the works. He can now be found in my signature.
GeneralHenry

10-19-04, 03:41 AM
Sahandrian Knight


Hit Dice: d8

Requirements
Alignment: CG
Base Attack Bonus: +6.
Skills: Concentration 4 ranks, know (religion) 8 ranks
Feats: Weapon Focus (long sword, rapier or any longbow or shortbow) and any item creation feat.
Special: Must be Elf or Half-Elf. Must be able to cast 2nd level spells.
Patron: Corellon Lorethian


Class Skills
Concentration (con), Craft (any) (int), Diplomacy (cha), Heal (Wis), Jump (str), Knowledge (religion, nature or arcane) (int), Perform (any) (cha), Spellcraft (int)

Skill points at each level: ( 2 )+Int modifier

BAB: full
Saves: will good

Level---Special----------------------Spells per day
1-------Corellon’s Knowledge
2-------Corellon’s Voice-------------+1 caster level
3-------Corellon’s Touch-------------+1 caster level
4-------Sahandrian strike 1/day--- +1 caster level
5-------Corellon’s Hand
6---------------------------------------+1 caster level
7-------Sahandrian strike 2/day----+1 caster level
8---------------------------------------+1 caster level
9-------Corellon’s Eye
10------Sahandrian strike 3/day-----+1 caster level

Corellon’s Knowledge (Ex): Elves are powerful arcane magic users, and Corellon bless his knights with knowledge about this kind of magic. At each level, the Knight can add one arcane spell, choosen from the wizards list, to her divine spellcasting list as a divine spell of the same level. The level of this spell must be lower or equal to the Sahandrian Knight's level, and be of a spell level the sahandrian knight can cast. For example a 3rd level Sahandrian Knight can add Mage Armor as a 1st level divine spell or Fireball as a 3rd level divine spell. Moreover the knight of Corellon gains a +2 insight bonus to Knowledge (Arcana) and Spellcraft checks.

Corellon’s Voice (su): the sahandrian knight employs the power of word with devastating effect. The sahandrian knight receives a bonus to the DC of all spells with the Language-Dependant descriptor, such as command, equal to half his class level, rounded down.

Corellon’s Touch (ex): Corellon imparts you with his passion for crafts. You add wood shape to your spell list and with both stone and wood shape; fine detail is possible and objects with moving parts work. In addition you are considered to have 10 ranks in any craft for the purpose of crafting spells such as minor creation.

Sahandrian strike (ex): Sahandrian knights learn to duplicate Corellon’s famous blow. When wielding a long sword, rapier or any longbow or shortbow the character may declare any successful hit to be a critical threat. The threat must be confirmed as normal. This ability is usable once a day at 3rd and gains an additional use per day every 3 levels afterward.


Corellon’s Hand (su): Any long sword or rapier that the character wields is considered magic and keen. In addition, when using a long sword or rapier, the character may opt to use his wisdom bonus instead of strength or dexterity for to hit rolls.


Corellon’s Eye (su): Any long bow or short bow that the character wields is considered magic and keen. In addition, when using a long bow or short bow, the character may opt to use his wisdom bonus instead of strength or dexterity for to hit rolls.
DMsDelight

10-21-04, 02:12 PM
Excellent, GeneralHenry! This is a great Prestige Class, in my opinion. I would LOVE to see other race based knights like yours!
Fuzzy Logic Inc.

10-22-04, 04:21 PM
Race based Knights? Hm, the class looks good. There isn't much I would change. Maybe add Spot, Listen, and Search to the skill list (given these are skills elves get bonuses too).

I might be persuaded to make a dwarven version...

..oh what am I saying? I'm going to make one. Probably called Knights of the Silverbeard and keyed off Clanggedin Silverbeard. Drop by the Dwarf foundation thread and leave me note if you can think of any abilities that the class just must have.

:Oh, why have an Item creation feat for a prerequisite, hm? Nothing in the class is based off the ability to create items.
thasis

10-22-04, 07:06 PM
Race based classes are cool. I think a Half-Elven Scout Prc would be cool. It would give me a excuse to join the Half-Elven Foundation. Whatever.
Fuzzy Logic Inc.

10-24-04, 01:42 AM
I've got a couple race-based classes already. The Mage Smith and the Stonemage. They're dwarf based (anyone able to tell I'm trying to promote Dwarves?) and they're floating about in the PrC forum. You can find links to them in my sig.


In other news, a Dwarf Knight modeled similarly to the Sahandrian Knight. I called it the Silverbeard Knight and a link to it can be found in my sig. Its also floating about the PrC board.
GeneralHenry

10-25-04, 01:32 AM
Corellon Lorethian is among other things a creator. Which is why they get the Corellon's touch ability, and why an item creation feat is included in the prereqs.
DMsDelight

10-25-04, 03:07 PM
I agree. An Item Creation feat should be a requirement for an class devoted to Correlon Larethian. An perhaps for the dwarven version as well.
thasis

11-07-04, 12:05 PM
I just finished the Dungeon Lord and I will be putting it in my link like right now.
thasis

11-07-04, 12:07 PM
never mind. It won't fit in my sig. Heres the link...
Dungeon Lord (http://boards.wizards.com/showthread.php?t=322765)
Dyne

11-07-04, 05:52 PM
never mind. It won't fit in my sig. Heres the link...
Dungeon Lord

I knew you had to run out of room in there eventually!
Peldraco_of_the_Shadows

11-20-04, 10:26 AM
Hey, guys. I got one. I think it still needs a bit 'o work, and I and a couple of my friends think it is a little too powerful.

well, here goes: Bounty Hunter

The bounty hunter is a skilled fighter, and also a skilled spy. He is Capable of surviving on his own. The bounty hunter is very aware of the art of war, as the art of espionage. The bounty hunter is usually on no one’s side but trying to put his skills to work and make a living. Magic may also be helpful to a Bounty Hunter.

Hit Die: d8

Requirements
To qualify as a bounty hunter a character must fulfill all the following criteria.
Race: Any
Alignment: Any non-lawful
Base Attack Bonus: +5
Feats: Alertness, Deceitful, Deft Hands, Negotiator, Persuasive, Quick Draw, and Stealthy
Special: The character must be paid for killing or capturing a person.

Class Skills
The bounty hunter’s class skills(and the key ability for each skill) are Bluff(cha), Climb(str), Craft(int), Decipher Script(int), Diplomacy(cha), Disguise(cha), Escape Artist(dex), Forgery(int), Gather Information(cha), Hide(dex), Intimidate(cha), Knowledge(nobility) (int), knowledge(bounty)(int), Listen(wis), Move Silently(dex), Profession(wis), Search(int), Sense Motive(wis), Sleight of Hand(dex), Spot(wis), Survival(wis), Use Rope(dex). See chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.

Table 1-1: The Bounty Hunter
Level Base Attk. Bonus Fort. Save Ref. Save Will Save Special
1st +1 +0 +1 +1 Bonus Feat
2nd +1 +1 +2 +2 Track Target, Bounty Attack
3rd +2 +2 +3 +3 Bounty Knowledge, Bonus Feat
4th +3 +3 +4 +4 Uncanny Dodge, Rope Bounty
5th +4 +4 +5 +5 Hunting Knowledge, Bonus Feat
6th +5 +5 +6 +6 Trackless Step
7th +6 +6 +7 +7 Sneak Attack +1d6, Bonus Feat
8th +7 +7 +8 +8 Improved Uncanny Dodge
9th +8 +8 +9 +9 Sneak Attack +2d6
10th +9 +9 +10 +10 Bonus Feat, Trap Sense


Class Features
All of the following are class features of the bounty hunter prestige class.
Weapon and Armor Proficienies: The bounty hunter is proficient with all Simple and Martial weapons, and rope. The bounty hunter is proficient with light, and medium armor, and all shields except for tower shields.
Track Target: A bounty hunter gains the Track Target special ability at second level. This ability is much like the Track ability, except it can only be used for the bounty hunter’s current bounty.
Bounty Attack: This works like the ranger’s favored enemy ability. With the exception of the bonuses only working on his current bounty.
Bounty Knowledge: This is like Bardic Knowledge, except only working on his current bounty.
Uncanny Dodge: This is the same as a barbarian’s Uncanny Dodge.
Hunting Knowledge: The same as the druid’s Nature Sense ability, but only working on his current bounty.
Trackless Step: This is the same as the druid’s Trackless Step ability.
Sneak Attack: This is the same as the rogue’s sneak attack ability.
Improved Uncanny Dodge: This is the same as a barbarian’s Improved Uncanny Dodge.
Trap Sense: The same as the rogue’s Trap Sense ability.
Rope Bounty: At 4th level a bounty hunter can use rope to lasso his bounty if it is no more than the length of the rope away and with a successful roll of DC 10. A bounty hunter also gains a +2 bonus on use rope checks, and a +4 if it is to lasso something.
Peldraco_of_the_Shadows

11-20-04, 10:28 AM
I also have a website that i made where i post a lot of things i make, so check it out; it's in my signature and also i'll post a link here(keep in mind i haven't updated in quite a while): Peldraco's School (http://www.peldracosschool.tk)

**-EDIT-**
also, if you have any suggestions let me know here, or email me(my e-mail is on the website)
DMsDelight

01-04-05, 10:36 AM
I like the Bounty Hunter. Goes along with my char concept.

Sorry I've been gone so long...
Tenzhi

01-04-05, 02:57 PM
Here's (http://rpg.hmimages.com/prc_details.cfm?ID=36&Cat=PrC) a Sumo PrC I created a few years back. Actually, it wasn't a PrC so much as a Pre-class class (a concept for which I still don't have a name for that essentially boils down to 5-level occupational classes that can be taken by starting characters who meet the requirements).
thasis

01-04-05, 05:56 PM
Hello DMsDelight. It's nice to see that your back. There's been alot of stuff going on since you left. The beggining of the Guild Wars, the fights between Droga and Silmarian, the fall of the Guild Wars, me quiting the Guild Forums, me rejoining the Guild Wars, Guild Wars slowly comming back, ect. The basics. Nice to see you back though. Ohhh... I or ready sed that. W/E
king_of_evil007

01-04-05, 06:04 PM
Nice to see this foundation come back. Welcome back all.

If you want to join a PrC discussion, head over to the ACF. We're discussing ideas for PrCs, and there are some good ones over there.
Cazic

01-06-05, 10:22 PM
I invented a class. (http://boards1.wizards.com/showthread.php?t=358903) please comment.
thasis

01-06-05, 10:36 PM
Hmmmm... activity, If you could even call it that. LOL. Anyway, I have a bunch Prc's I designed. I just have to get them posted. Might take me years to get down to it.
DMsDelight

01-25-05, 05:00 PM
Good job everyone. I, as well will be making a prestige class, coming soon to a theatre near you.

Anyway, anyone want to try a spellcaster that randomly casts spells?
SilentOne

01-29-05, 10:24 PM
I guess I could try that...

Note on the Bounty Hunter: That's alot of feats... my first count is 7 feats. 7 feats = 18th level for non humans, 15th for humans. The class has 10 levels, meaning it's impossible to go past level 5 without going epic.

2ndly, what's with the saves and bab? the progression is definately unique, but there's no reason why. and 2 good saves? i don't see why a bounty hunter should have a good will save. if anything i'd put fortitude as his best save. also, progression is odd, with Reflex and Will having 1/level progression (above normal) and the worst save having .9/level (still much better than the much lower, something around 1/4 per level progression most poor saves get.

3rd, no list of bonus feats... does this mean they can take any feat they want? and why do they even get the bonus feat when they're already getting all the class features of the other classes?

4th, what consists of a mark? there should probabyl be a 1st level ability called Mark Target or something, setting the parameters for what the other abilities are based on (monetary value on the life of a target).

5th, lasso? what's up with that? first, there's nothing saying what lassoing someone does. does it trip them? entangle them? grapple them at a range with a penalty? secondly, the roll is incredibly easy, because there's only a 20% chance to fail with no ranks in use rope and a dex bonus of 10. 3 ranks in use rope or a decent dexterity score(16) negate this chance entirely. 3rdly, instead of a set DC to hit, why not make it a touch attack against the target with the creatures size bonus adding to their AC instead of subtracting? (it's alot harder to lasso something with a head 50 feet in the air then it is a human at your level)

just my thoughts...
SilentOne

01-29-05, 11:42 PM
The Shadowblade

Master of the true art of cloak and dagger, these stealthy warriors are not only able to take out someone while they sleep but also in the middle of a heated battle. A cool and collected mind is requried for the intense focus needed to preform the deadly moves of a Shadowblade, so few ever join their ranks. Those that do, however, become deadly warriors and assassins.

Prerquisites:
Alignment: any non-good Lawful
BAB: +5
Skills: Concentration 5 ranks, Hide 10 ranks, Move Silently 10 ranks, Tumble 10 ranks
Feats: Weapon Specialization (dagger), Improved Feint, Cloak Dance
Ability: Sneak Attack +4d6
Special: Must have demonstrated ability to a current member of the Shadowblade Guild before any levels can be taken.

Hit Dice: :dice:6
Skills: 6+int mod per level
Bluff, Craft, Climb, Decipher Script, Hide, Jump, Listen, Move Silently, Read Lips, Spit, Search, Tumble, and Use Rope are class skills.

BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Cloak and Dagger
2. +1 +0 +3 +0 Greater Weapon Focus (dagger)
3. +2 +1 +3 +1 Critical Strike
4. +3 +1 +4 +1 Shadow Strike
5. +3 +1 +4 +1 Killing Stab

Cloak and Dagger (Ex): This move can only be perform after using the feat Cloak Dance. A Shadowblade uses the concealment granted by the spinning cloak to position a deadly sneak attack while the opponent cannot see his blade. As part of the full-round action of the Cloak Dance feat to gain full concealment, a shadowblade can make a feint with a +2 modifier. If the feint is successful, the shadowblade gets a free action to use for a single attack. This attack must be made with a dagger the shadowblade is holding in his off hand. The target is denied his dexterity bonus as usual and so the Shadowblade deals sneak attack damage with this attack.

Note on Cloak and Dagger and all abilities triggered off Cloak and Dagger:
This ability isn't as effective the 2nd and 3rd, etc times against a target, due to the inherent ability to learn from previous failures. A target that has already been hit by a Cloak and Dagger attack makes an intelligence or wisdom check (whichever is higher) against a DC of 10+targets level+shadowblade level. This DC decreases by 1 for every time the target has seen the Cloak and Dagger trick. If the target succeeds at the check, then they retain their dexterity bonus and prevent the shadowblade from using any of their other abilities triggered from using Cloak and Dagger for that round. People that are not targets of the cloak and dagger trick must make a spot check against a DC of 10+shadowblade's feint check in order to notice that it was carried out. If they fail, they are not entitled to a check to remember the event and become immune. Cloak and Dagger can only be used on people that are paying attention to the shadowblade; attacks against unaware opponents are simply sneak attacks.

Greater Weapon Focus (Dagger): The shadowblade gains this feat at 2nd level, even if they do not meet the prerquisites, owing to the fact that they train almost exclusively in dagger fighting.

Critical Strike(Ex): When performing a Cloak and Dagger attack, the shadowblade automatically scores a critical hit with the free attack, but only with their dagger.

Shadow Strike(Sp): The shadowblade learns how to weave just the slightest touch of shadow magic into their cloak dances. They can now perform a cloak and dagger attack as a ranged attack with a range increment of 30 feet, and against anyone up to 150 feet away.

Killing Stab(Ex): This attack can only be used in conjunction with Cloak and Dagger, but the Shadow Strike ability cannot make it ranged. The shadowblade must first study the opponent for 3 rounds, without attacking or casting spells, before they can use it. Move actions and total defence can still be done while studying, so a shadowblade often opens with a cloak and dagger, and then defends until they have studied the opponents tactics and behavior patterns enough to land the perfect hit in the middle of combat. After 3 rounds of studying, the shadowblade must perform a Cloak and Dagger, getting a +10 bonus instead of the usual +2 because of their insight. Killing Stab deals an additional +2d6 points of sneak attack damage, and a target hit by Killing Stab must make a fortitude save DC 5+damage dealt or die instantly, as though from massive damage (which it usually is).


interesting take on the rogue and feint, isn't it? a little bit more feedback on this than what was given on my mageslayer would be appreciated.

and now to get working on the Wandering Mind (the random spellcaster)
SilentOne

01-30-05, 12:34 AM
WARNING: THIS PrC IS FOR ROLEPLAYING PURPOSES. MIN/MAXERS CAN SKIP THIS POST

here it is, the wandering mind; a prestige class so amusing i might actually play it myself.

The Wandering Mind:

Takura tried to focus on his studies, to memorize the arcane symbols on the page in front of him, but to no avail. No matter how hard he concentrated on his work, he mind continued to wander... to the pen in his hand, to the flickering candle, out through the window to the main Adacamy building. he wondered what his examiner was doing right now, the old wizened and retired wizard Thurnal. Then, suddenly, Takura was there, looking down on Thurnal as the old man scribbled down his notes for tomorrows test. Then, snap, Takura was back in his own room. As his pen immediately began scratching down the answers to the examination, the young mage began to think that having a wandering mind wasn't so bad after all.

Prerequisites:
Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks, Scry 5 ranks, no more than 4 ranks in Concentration.
Ability: Able to cast 3rd level arcane spells through memorization.
Special: Wisdom of 8 or less, Intelligence of 16 or more.

Hit Dice: :dice:4
Skills: 2+int mod per level
Craft, Knowledge (all, taken individually) Spellcraft, Profession, Scry


Level BAB Fort Ref Will
--------------------------
1 +0 +0 +0 +2
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
Level Special Abilities Spells
-----------------------------------------------------------
1 Unstable Concentration +1 Spellcaster Level
2 Fluid Knowledge +1 Spellcaster Level
3 Wandering Mind +1 Spellcaster Level
4 Moment of focus 1/day +1 Spellcaster Level
5 Unfocused Spell +1 Spellcaster Level

Unstable Concentration: A wandering mind cannot always focus on the task at hand, and has a 50% chance of automatically failing a concentration check. Even if he doesn't automatically fail, he gets a -4 penalty on the check from his total inability to focus.

Fluid Knowledge: A wandering mind's studies are often riddled with tangents onto other, more interesting topics. Therefore, at the start of each day, the wandering mind can take up to 2 ranks in any knowledge skill he has per level in wandering mind and add them to a different knowledge skill; this cannot increase a skill past the maximum number of ranks but can put ranks into a skill without ranks previously put into it. The decision to move ranks is made when the wandering mind first wakes up and lasts until he falls asleep (naturally, not from poison or a sleep spell)

Wandering Mind: A wandering mind has a 20% chance of randomly scrying as the spell on a location nearby him whenever he fails a concentration check. The effect lasts for 1 round and basically gives the wandering mind enough time to notice where things are and get a general idea of whats going on, not to overhear order/conversations or study in depth maps.

Moment of Focus: Once per day, a wandering mind actually wanders onto the task at hand, and ends meet. A wandering mind usnig this ability automatically succeeds at his concentration check, with no chance of failure.

Unfocused Spell: A wandering mind's inability to concentrate eventually deteriorates to the point where he is unable to even finish casting a spell before his mind moves on to something else. Whenever a wandering mind attempts to cast a spell, they need to make a concentration check DC 10+spell level. If they fail, then they must roll a d2. 1 means the spell they actually cast is of lower level, 2 means the spell they cast if of higher level. A spell of the highest level cannot go higher, and a spells of level 0 cannot be affect by this ability. Then, randomly choose from amoung the spells currently prepared 1 of a level 1 higher or lower than the spell that was attempted; if no spells of that level are prepared, go 1 higher or lower until a spell is reached. The randomly chosen spell is the one that is actually cast when the wandering mind finishes casting, but all spellcraft checks identify the first spell.



ideas/comments? especially you DM's delight, seeing as you requested it. is this what you had in mind or more of the wild mage? :confused: :confused: :confused:
Silmarien Aldalome

01-30-05, 05:45 AM
The seven polls are out - they are:

1. Portal Concepts for the Inter-Foundation Games-II (ignore the other one) (http://boards1.wizards.com/showthread.php?t=371737)
2. PC Concepts-II (ignore the other one) (http://boards1.wizards.com/showthread.php?t=371732)
3. Frameworks for Overarching Rules (http://boards1.wizards.com/showthread.php?t=371740)
4. Black Operations (http://boards1.wizards.com/showthread.php?t=371743)
5. Newcomers, Recruits and Managing Level Variation (http://boards1.wizards.com/showthread.php?t=371744)
6. Roles, Hierarchies and In-Game Promotion Opportunities (http://boards1.wizards.com/showthread.php?t=371747)
7. In-Game Rewards and Penalties (http://boards1.wizards.com/showthread.php?t=371748)

My apologies for the error in the Portals thread (that meant I had to close Ver1 of it) and for the second thread, I closed (I couldn't edit polls, after they're cut).

I'll see if I can get the URLs and post them here.

regards
stav
DMsDelight

03-03-05, 10:41 AM
Whoah, been away for a while.

Silent One, interesting PrC. It was a little different than the one I had in mind, but I think it's actually much better than the one I had thought of. Excellent Work.

The decision to move ranks is made when the wandering mind first wakes up and lasts until he falls asleep (naturally, not from poison or a sleep spell)
So...He needs 8 hours of sleep, right?

Unfocused Spell: A wandering mind's inability to concentrate eventually deteriorates to the point where he is unable to even finish casting a spell before his mind moves on to something else. Whenever a wandering mind attempts to cast a spell, they need to make a concentration check DC 10+spell level. If they fail, then they must roll a d2. 1 means the spell they actually cast is of lower level, 2 means the spell they cast if of higher level. A spell of the highest level cannot go higher, and a spells of level 0 cannot be affect by this ability. Then, randomly choose from amoung the spells currently prepared 1 of a level 1 higher or lower than the spell that was attempted; if no spells of that level are prepared, go 1 higher or lower until a spell is reached. The randomly chosen spell is the one that is actually cast when the wandering mind finishes casting, but all spellcraft checks identify the first spell.
Hmmm...This ability can be either broken or underpowered, depending on outcome. What if it's of the highest spell level, does it go down??

Until next time,

Aradona
SilentOne

03-03-05, 10:30 PM
If the spell is the highest level known, then a 2 means that another spell or that level is chosen.

If it is lowest, a 1 means likewise.

Thanks for asking.

p.s. about the sleep, ya, typically 8 hours, but a powernap might suffice if the DM wants to speed things along.
thasis

03-04-05, 08:22 PM
Havn't done much creating lately. I'm currently working on my spare time on a Judgemaster Prc based of Final Fantasy Tactics Advance's Judgemasters but thats gone on a hold for my Black, White, and Blood Mage core classes.