Ever wanted to be a real Red Mage? A Black Knight? A Disciple of the One-Eyed-Flying-Purple-People-Eater? Well, now, you can.
The purpose for this thread is to post your character class ideas that you've made throughout the years, or request aid in making your dream class come to life.
The rules on double-posting don't apply in this thread for the sole purpose of organization. Each new class gets its own post. Other then posting a new class, you are still required to adhere to the forum rules. So, if I have two classes to submit, I post twice. If I have two classes to request, I post once.
Class Skills: Craft, Concentration, Heal, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft
Ability to cast 4th level arcane spells
Ability to cast 3rd level divine spells
Knowledge (arcana) 10 ranks Knowledge (religion) 10 ranks Patron Deity: Mystra, Azuth, Boccob, or similar deity from other campaign settings Domain: Knowledge
Abilities include +1 arcane/+1 divine at each level, good Will saves, poor BAB as wizard
Level 1- Blessed Familar and Arcane Turning- Weavemaster levels stack for purposes of determining your familiar's abilities and for your effective turning level.
Spellmantle- Choose any of your spells known or granted. You can spontaneously convert spells, arcane or divine, of that spell's level or higher into that spell. You must pay any XP costs normally, if the spell requires them. You get this ability again at 4th, 7th and 10th level.
Weave Focus: You can never take the Shadow Weave Magic feat, even if for some reason you lose access to the Weave.
Bonus Feat- You can choose a bonus metamagic feat or divine feat at 3rd, 6th, and 9th level.
10th- Cloak of Mysteries. This functions like Improved Metamagic, reducing the cost of all metamagic feat spell level adjustments by one. This cannot reduce a feat's cost to less than one.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
The Red Mage is based upon the Red Mage class from the original Final Fantasy game. They gain moderate spellcasting, most of which is defensive or "boosting" in nature, with the use of some armor and various weaponry. If you use the weapon groups variant for Unearthed Arcana, go by the bard's weapon group choices.
Weapon & Armor: Red mages are proficient with all simple weaponsm plus the longsword, shortsword, rapier, scimitar, longbow, shortbow, and the composite versions of both. Red mages are proficient with up to medium armor and all shields except tower shields.
Spells: You cast arcane spells, which are taken from the red mage spell list (see list). You can cast any spell of a level you have access to without preparing it ahead of time, mush like a warmage or a dread necromancer. To cast a spell, you must have a Charisma score equal to 10+ the spell level. The DCs for a saving throw against your spells are 10+ your Int modifier. You can cast a certain number of spells per spell level each day, and gain bonus spell slots for having a high Charisma score. Any level that has 0 listed for spell/day only gives you spells if you have a high enough Charisma to give you a bonus spell slot of that level.
Armored Mage: At the indicated levels, you gaint he ability to cast your red mage spells without fear of arcane spell failure in the indicated armor type.
Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
Swift Spell: Beginning at 5th level, you can cast one spell as a quickened spell once per day, providing the spell is of a level equal to or less than half your class level. This does not increase casting time as normal for spontaneous casters. You gain an additional use of this ability for every five levels you have.
Sudden Still Spell: At 7th level, you gain this as a bonus feat, even if you do not meet its prerequisites.
Sudden Silent Spell: At 12th level, you gaint his as a bonus feat, even if you do not meet its prerequisites.
Arcane Strike: At 14th level, you learn the ability to utilize spellenergy to make your physical attacks more effective. As a move-equivalent action, you may sacrifice a spell slot to enhance your weapon. You gain a bonus to attack and damage rolls equal to the level of the spell slot, and this lasts for one round. This stacks with the feat of the same name.
Sudden Maximize Spell: At 17th level, you gain this as a bonus feat, even if you do not meet its prerequisites.
DoublecastL At 18th level, you learn the greatest secret of the Red Mage: the ability to cast two spells with a single action. As a standard action, you may choose to cast two spells at the same time. All targeting is done separately, if applicable, but both spells come into effect simultaneously. This ability is usable 3/day, and is only usable on spells cast as a red mage.
Skill Points/Level: 2+ Int modifier
Class Skills: Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all skills taken individually), Ride, Sense Motive, Spellcraft, and Swim
6th- teleport, mass cure light wounds, greater heroism, brilliant blade, superior resistance, meteoric strike, overwhelm, ruby ray of reversal, cone of cold, antimagic field
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Well im writing down my Geomancer to post here but its becoming clear theres too many things to add now than before when i first created it. theres just way to many feats available that should be given, and i dislike typing simply "Bonus Feat". Ill post what i have so far and up date it as i go is that ok with you all? (its also a nice way to get input and edit it as i go)
I still need to write the spell descriptions as they are unique to the class and i still need to detail some of the limitations that this class goes through (such as not being able to use armor, and restricted to one kind of weapon)
Geomancer:
The Geomancer is based from the Final Fantasy Tactics game. This class is similar to the warlock in the sense that it can cast his spells as many times as he desires, however theres restrictions to this, the Geomancer is capable of controlling his surroundings but the focal point to manifest his powers must be either the terrain in which he is standing, the terrain in which the target is standing or a specified condition.
The Geomancer lacks a spell list (the spells are unlocked as his familiarity with the world increases), its powers are supernatural in nature, hence metamagic feats are not applicable, but it can use Spell-Like Feats instead.
HD d8
Base Attack:Good
Saves: Good Will/Fortitude(as Druid)
Spells:
Hell Ivy
Quicksand
Rock Tomb
Aqua Strike
Magma Flow
Wind Blade
This is what i got so far... still a long way to go (main problem is the feats and other bonus things, spells and everything else is already halfway done in my head :p).
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
For anyone that's good at building classes and has some free time; I would appreciate a revampd Samurai class. The one in Complete Warrior is absolutely junk, but the idea of a samurai is interesting and something I would like to use. Does anyone have any ideas?
Let us start thinking. Samurai would most propably be skilled in use of Katana (bastard sword?) and Wakizashi (Short sword?), together Daisho. (I find it funny, Daisho literally means big and small.). So the "Skilled with having katani in mainhand and Wakizashi in secondary giefs skill with them" is logical. However, if you think of it in play-terms, it's complete garbage. No one really wants to limit their skills to one kind of melee-weapon. In addition to that, they should be skilled with Tanto (Dagger), which they'd use to kill themselves. Also composite bows were used by samourai.
They should have option in choosing a martial house (Buke) To what they'd belong, Gaining benefits depending on which one they choose. (This could be stimulated with bonus feats depending on what they chose at level 1.) They would have strict code of honor (Aka, no betraying stuff. Something like paladin..)
That's as far as i can go. I'm no expert though.
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
I think it shouldn't be limited to that. Traditionally, Samurai use those two weapons, but I think a Samurai should be allowed to choose two weapons to use together when they dedicate themselves to their class--thus a Samurai could use a Bastard Sword/Short Sword, or a Mace/Morning Star. The Samurai is a disciplined warrior, focused on a specific style of combat, both with and without one or two weapons.
So, what should it's other class abilities be? Samurai should get mounted combat, in my opinion, as that was a huge facet of their training. I also believe they should get some sort of bonus for their code of honor; perhaps in the form of abilities boosts? A friend of mine thought they should give bonuses to their allies, like a marshal does, but I think that doesn't quite fit.
Bleh, I guess I'll try my hand at a warrior class...though it's definitely not my strength.
Complete Warrior samurais suck, hard. Ignore most of that.
All right, we have the ancestral blades. With the original class, you didn't get Two Swords as One until far later then you should.
Let's have a look at the good old Ranger from the PHB; Combat Style. They get that at regular intervals, and get good benefits. Now, the proviso that the ranger has (light or no armor) should NOT apply here, as samurai wear, at the least, medium armor (in general). So, we toss that.
What we have at this point is:
Samurai- HD: d10 Skill Points: 4+ Int. Class Skills: Craft, Concentration (useful for many things), Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (nobility and royalty), Knowledge (history), Listen, Profession, Ride, Spot, Swim, Use Rope. (I could be forgetting a few that warrior-types get. Again, I tend towards the arcane.)
Base Attack: As fighter. Saves: Good Fortitude. Poor Reflex and Will. Giving good Will wouldn't be a bad thing, though.
At level 2,6, and 11, give the equivalents of Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting as ranger combat style, with the provision that these are lost if the samurai violates his code. (along with all other class abilities)
Code of Honor: Much like the paladin's, except possibly a bit more and less restrictive at the same time; association rules may not be as stringent but staying LG is a must.
Kiai Shout: I'm not sure if they get this ability or not. Save DC would be 10+1/2 class level+ Cha modifer, failed save from anything within 30ft. results in a shaken condition.
Proficiency with all martial weapons and all armor. Not proficient with shields. Ancestral weapons are USUALLY the katana/wakazashi, but exceptions can be made. Also proficient with the daikyu (really huge bow). Other oriental specific weapons could be used at the DM's discretion; not everyone's as lenient as I am.
Something like a marshal's auras sounds great to me; the sheer force of personality generated by the honorable warrior bolsters his allies. I don't know, though; am I even heading in the right direction?
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Yeah, you are, but lawful good isn't the best restriction. Samurai can be evil, but they can't be unlawful.
Auras are an interesting idea, but I think they should work the opposite, They should hinder the enemy, noy help the allies. That's what the class feature of the samurai from Complete Warrior tried to do, they just did with with a crappy fear-inducing ability with DCs that characters simply laughed at. The way I see it, the noble warrior willing to die for his honor would send a chill down an enemy's spine.
Can you explain what all Ancestral blade and Two Swords as One entail? I don't have access to any of my materials.
I still think they need mounted combat. It fits like a glove for the samurai.
Good will is a must. They're the type that live their lives by a code of honor. Sounds like strong will-power to me.
Your ancestral blade is whatever you happen to use; I put it that way because chances are it got handed down in your family. Two Swords as One is basically two-weap0n fighting IIRC.
You are correct about being evil- scratch the LG requirement, but even LE can have honor, though it may be somewhat twisted.
Take a look for a moment at the Hexblade, then; they have the ability to curse an opponent. Now, that's contrary to the basic idea we're going for; a true honorable warrior would strike fear into his enemy's heart by facing him in battle, not by cravenly tossing a magical curse at his head, right?
Well, make it something like this:
Samurai's Presence (PLEASE give this a better name) (Su): Whenever a samurai charges in combat, all opponents within 30ft. must make a Will save (DC 10+1/2 class level + Cha modifier) or suffer a -2 to all attack rolls, melee weapon damage rolls, skill checks, and saving throws. This is a mind-affecting ability. Creatures immune to fear effects are immune to this effect.
Of course, if we go with your idea and give him a mount, somewhat like a paladin's but not QUITE as good, this would be in effect then as well.
I think the samurai does fine on the ground; if he wants to go mounted, go Cavalier; it's sick, wrong, and totally good with the class.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Wow revamped Samurai sounds nice... agree with yokura alignment should be a L but should be allowed to be either good, evil or neutral... you could make give it a fear aura like the variant paladins have, also why not do a variantion on the marshals auras? instead of giving bonuses to allies they give penalties to the enemy. seems the simplest way to do it and still maintain the idea behind the samurai.
P.S.... im so glad my Geomancer got so many responses :p....gonna edit the spells either today or tomorrow but i dont know if anybody really would notice
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Does no one have Oriental Adventures? The samurai in that is pretty neat... It uses an old skill called Iajitsu Focus though. There's also a 3.0 Rokugan book, and I'd be surprised if it didn't have a samurai in it that could be adapted.
Here's another old thing I made that I really should revamp...
Quickbolt
A half-humorous, combat-oriented prestige class based on dual-wielding hand crossbows. Yep. What we have here is a (really-)old-fashioned gunslinger.
They were the longest five seconds of my life.
It was supposed to be a perfect ambush. My unit was arrayed along a wide pathway in the old ruins. There were so many nooks and crannies in the ruined stonework that each member of the group was able to have their own foxhole. The entrance would be destroyed once the target entered the ruins, and the only other way out would be past us. The target was a specialist in ranged combat, and surely couldn’t compete with any of our swords in close quarters; his only escape would be to run past our waiting arrows. Whiren, our quartermaster, set up a pool on how far down the passage the target would reach before being taken down. The furthest anyone bet was forty feet.
I took a nice little hole a hundred feet in, still near the middle of the company but far enough that I probably wouldn’t see any action. That was fine with me; I was more interested in the mausoleum than the mark. I hadn’t had long to study before I heard the sound of battle. Reluctantly, I started to put away my kit... and froze. By the sound of it, the battle wasn’t over yet, and it was getting closer. Without a weapon ready, I looked to the hallway.
What I saw…What I saw was a gnome in midstride. He was dressed all in black – the lenses on his eyes, the leather armor around his chest, the long cloak billowing behind him, even the crossbow in each hand. As I watched, arrows rushed to meet him and missed, apparently unwilling to profane his glorious vestments. He fired shot after shot, the bolts apparently jumping into his crossbows for the honor of being used by this man. He seemed to be walking in slow motion, moving slowly past me… then he was gone, and I was in shock.
When I recovered, I nervously poked my head into the passage proper. The target was gone, but his presence still permeated the room. A few corpses were in plain sight, pieces of wood sticking from their eyes, but more common was the single, unmoving arm, and the pool of blood emanating from around it. In two minutes, the entire floor was covered by my friends’ blood. I retrieved my archeology kit and left.
You might think that my strange interest saved my life, but I am just as damned as the rest of my company. The beauty of this fighter, the very perfection of design.....! It seems as if every moment of history is pointing towards this marksman as being the culmination point. I must find him again, must learn the secret of this dance. I will never be fit to join my comrades in that mausoleum until I do.
Background:
Quickbolts are fighters specializing in the usually clunky choice of multiple hand crossbows. There is nothing clunky about a quickbolt’s craft, however. They are masters at ranged combat, able to decimate entire squads of soldiers before they have a chance to engage the quickbolt in melee combat.
Quickbolts vary wildly in appearance and demeanor. Many are thin and quick, relying on mobility to get them through a fight. Others are engines of devastation, slowly carving their way through enemies and relying on their health and sheer moxy to keep them alive. Many quickbolts are silent, choosing not to be distracted by talk while the chance of ambush is present (which it always is). Others revel in banter and other opportunities to sidetrack or appease assailants.
Quickbolts come from almost all walks of life; the only common thread is having witnessed a quickbolt fight at some point. Monks are drawn to the style by the understanding a Quickbolt displays with every breath, while rogues appreciate the way the combat style melds with their own. Rangers and fighters that specialize in ranged combat are excited by this new style, while bards see a sort of music in the way the boltborn moves and fights – there is never a missed note. Members of spell-casting classes are sometimes drawn to this paragon of ranged combat, although their bolts are usually less effective than the spells they give up. Paladins and barbarians are usually unlikely to give up their amazing melee capabilities, although those that do quickly become legendary for their relentlessness.
Despite the haphazard circumstances that bring each individual to the style, each quickbolt without exception seeks to master combat through a combination of understanding and projection, and as such, is recognized as an acceptable path for monastic training. As such, a monk can freely take levels in the Quickbolt prestige class and still take levels of monk at a later time.
Hit Die: D8
Requirements: To qualify to become a quickbolt, a character must fulfill all the following criteria:
Base Attack Bonus: +7 Skills: Spot 5 ranks, Tumble 5 ranks, Craft (Weaponsmithing) 13 ranks Feats: Rapid Reload [hand crossbow], Two-Weapon Fighting Special: Must have been subjected to a Quickbolt’s Whirl of Wonder ability
(The PrC was designed for 11th level and up characters; fighters, monks and rogues especially. The 13 ranks in craft ensure that, and it is perfectly reasonable for a Quickbolt to need to be able to repair their hand crossbows. Would have preferred it to be spot, but those blasted fighters… Also, most classes will need to burn a feat on EWP: Hand Crossbows, so keep that in mind too).
Class Skills: The quickbolt’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Languages (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill points per level: (6 + Int modifier)
(Open Lock is there because the stereotypical gunslinger can usually shoot locks off of doors and whatnot. I wanted to have that as a separate ability, but there wasn’t really room. Knowledge: Arch and Eng is because some gunslingers always have this uncanny knack for being able to find the perfect place to hide or the perfect path to take, even if they've never been in the building before.)
Class Features: All of the following are class features of the quickbolt prestige class:
Weapon and Armor Proficiencies: Quickbolts gain no proficiency with any weapon, armor or shield.
Dance of Glory (Ex): When dual-wielding a pair of hand crossbows, a quickbolt takes on an almost mythic quality. As she progresses in the class, her understanding of battle gradually increases to the point where she can simply convince her opponent's attacks not to hit her, and can easily hit opponents well beyond her weapon's normal range.
She adds 1 point of charisma bonus (if any) per quickbolt class level as an insight bonus to her AC. For instance, a fourth level quickbolt with a charisma score of 16 (+3 bonus) can add +3 to her AC, while a fourth level quickbolt with a charisma score of 20 (+5 bonus) may only add +4.
For each 1 point of wisdom bonus (if any) per quickbolt class level, she adds 10’ as an insight bonus to the range increment of the hand crossbows she uses. Furthermore, for each 10’ added this way, she adds 5’ to the maximum range of her precision-based abilities, such as Sneak Attack or Snapshot.
She loses all bonuses of this ability while wearing medium or heavy armor or carrying more than a light load, or is denied her dexterity bonus to AC.
(The range increment of a normal hand crossbow is 30’. That is way too low for a class to be specializing in it, and I also knew I wanted to increase the range of SA somewhat. Wisdom being the stat of both spot and intuition meant it was perfect. And the Charisma to AC thing is just a given for the standard gun-wielding action star.)
Uncanny Reload (Ex): Quickbolts are well known for the never-ceasing barrage of bolts they can launch at their enemies, seemingly never having to reload. Reloading a hand crossbow no longer provokes an attack of opportunity. Furthermore, while dual-wielding hand crossbows, a quickbolt still enjoys the full benefits of the Rapid Reload feat, even though she does not have a free hand!
Circumvent Barriers (Ex): To a quickbolt, “Take cover!” is just a pleasant way of saying “Shoot me in an overly dramatic way!” Beginning at second level, as a move equivalent action, a quickbolt may apply her wisdom modifier (if positive) as a penalty to a creature’s cover bonus to AC against the quickbolt’s attacks that round. This does not reduce the cover bonus to less than zero, nor does it cause the target to be denied her dexterity bonus to AC. This has no effect on targets with total cover.
Uncanny Dodge (Ex): Part of the quickbolt’s innate grasp of combat is recognizing when it’s about to start. Anything can tip it off: a stranger’s glance, a shift in the air, a couple of half-orcs loudly calling her name and cracking their knuckles - really, anything can do it. The reputation quickbolts have built for never being surprised is then simply the result of their thinking, “Oh, ****”, a few seconds earlier than anyone else.
Starting at third level, a quickbolt can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a quickbolt already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
(This is added mainly as a fix for Whirl of Wonder. “If he’s flatfooted during a surprise round, then how would whirl of wonder work. ..” This just saved a headache or two. And really, how often are gunslingers caught flatfooted anyway?)
Fluid Ambidexterity (Ex): A quickbolt is a deadly opponent, no matter which shaft you are looking down. Starting at fourth level, when using the full attack option, she may choose to make some or all of her additional attacks granted by feats, spells or a high base attack bonus each round using an off-hand crossbow instead of her primary attack.
For example: Marie is a LN fourth level quickbolt with a base attack bonus of 14 and the Improved Two-Weapon Fighting feat. She wields a Holy Hand Crossbow +1 as her primary weapon and an Unholy Hand Crossbow +1 in her other hand. Her high base attack bonus gives her two additional attacks with her primary weapon, while her Improved Two-Weapon Fighting feat grants her an additional attack with her offhand weapon, for a total full attack of +13/+8/+3 and + 13/+8. If Marie were faced with a vampire, a generally evil creature, she would still have to make her first offhand attack with her unholy crossbow; but she could make her second off-hand attack (granted by the feat) with the much more effective holy weapon. Conversely, if Marie was faced with an archon, a uniformly good family of outsiders, she would still have to make her first primary attack with the holy weapon, but could make the rest of her attacks with the more effective unholy weapon.
(Some people suggested that this could be done anyway with the Quick Draw feat, that you could drop your weapons, catch them in midair, and continue like this ability outlines. After a lot of searching, it appears that there is nothing in the RAW one way or another about that, except that it sort of completely violates the spirit of two-weapon fighting, and catching two dropped items in opposite hands is really fricking hard, even without dealing with triggers. So, I kept the ability just to save arguments. If there IS a RAW contingency for this, please point me in its direction!)
Snapshot(Ex): A single shot by any normal combatant is rarely enough to drop even the weakest of foes. A single shot by a quickbolt is a different matter entirely. His amazing skill can find critical bodily systems clerics don’t realize exist, and pierce it with perfect regularity.
At 5th level, a quickbolt gains the ability to swiftly strike vital systems with a hand crossbow, gaining an extra 1d6 damage added to her normal damage roll. This damage applies only to ranged attacks and only those made against targets within 30’; a quickbolt cannot aim with the necessary precision beyond that distance. A quickbolt’s Snapshot only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a Snapshot, and any item or ability that protects a creature from critical hits also protects a creature from a Snapshot. At 10th level, the extra damage on Snapshots increases to +2d6.
Double Strike (Ex): As a quickbolt progresses into the higher levels, she gradually realizes that only attacking once is a little bit silly. She has a perfectly good weapon in a perfectly good hand that’s not doing anything at that moment, and honestly, aiming isn’t much of a problem for a high-level quickbolt, now is it.
As a standard action, a sixth level quickbolt may make one attack roll at her highest base attack bonus with each hand crossbow she wields. A quickbolt may target different enemies with each crossbow, but each target beyond the first causes a cumulative -5 penalty to the total attack roll.
(This was originally the fifth level ability when it was still based on Ranged Sneak Attack, but when I figured out how to put a Precise Strike variant in, it got bumped down to 6th. I like the relationship between it and Danse Macabre - they are similar but the second ability is much stronger, showing growth in the class; at the same time, the weaker ability is still useful.)
Ranged Knockback (Ex): Perhaps the most well-known of the quickbolt’s abilities, this affects those unfortunate enough to be her target. The quickbolt’s attacks come riding on a wave of force that often knocks her enemy off their feet. If the effect came from the weapon itself, the quickbolt would be thrown backwards even farther than her target; therefore, it is safe to assume that the force comes from the quickbolt’s own force of personality!
Twice per day, at the end of any full attack, a quickbolt may designate one target hit with a bolt from her hand crossbow to be subjected to this ability. That character must immediately succeed on a fortitude save (DC 10 + the quickbolt’s class level + the quickbolt’s Charisma modifier) or be pushed back an amount of feet equal to half the amount they failed the saving throw by (rounded up to the nearest 5’) as if bull rushed. If the character fails their saving throw by 20 or more, they are also knocked prone. Each of the target’s size categories greater than medium provides the target with a +6 bonus to the save.
Whirl of Wonder (Su): A quickbolt approaching the full understanding of her style is a truly awesome sight to behold. The mere sight of such a quickbolt in action is enough to make some people simply stop and go “Ooooo…..”
The first round each day that a character is engaged in a battle with a quickbolt, that character must make a will save (DC: Half the quickbolt’s class level, rounded down + the quickbolt’s Charisma modifier) or be stunned for that round. Regardless of success or failure, that subject gets a permanent +5 bonus on all future Whirl of Wonder saves; this bonus is cumulative with itself.
(There is a base DC 10 in there, but there’s also a -10 penalty, so I just dropped the two. Fully equipped, the DC will be between 8 and 18, in my experience.)
Unerring Aim (Ex): There are some shots which are impossible to make. None of them come from the weapon of a quickbolt. A quick tour of the aftermath of one of their fights will reveal bolts sticking out of eyeholes, necks, even the finger joints of full plate armor. And each of those wounds will belong to a corpse.
As a move-equivalent action, a ninth-level quickbolt may apply her wisdom bonus (if any) as a penalty against a target creature’s armor or natural armor bonus to AC against the quickbolt’s ranged attacks that round (the quickbolt chooses which bonus type when she uses the ability). This does not reduce the AC bonus to less than zero, nor does it ever deny the target their dexterity bonus to AC. Creatures with full cover are immune to this ability.
Danse Macabre (Ex): To a quickbolt at the pinnacle of her craft, attacking is simply second nature. As such, she can concentrate less on aiming, reloading and pulling the trigger and more on, say, getting out of the path of that lava drift.
At tenth-level, the number of five foot steps a quickbolt may take each round is equal to her dexterity bonus (if positive), up to a total distance of (her normal speed - 10) feet.
[This is both the tenth level ability of the prestige class, and usually the 20th level ability. It needed to be spectacular, and this, I hope, is in flavor (I could certainly see a Bond character with this)]
Multiclass Note: A monk who becomes a quickbolt may continue advancing as a monk.
Background:
The whole idea started back a few years ago when a friend mentioned a character build he had always wanted to try: Fighter 15 / Deepwood Sniper 10 with two hand crossbows. The smile on his face when he explained the build (“Gunslinger!”) was memorable. There were some problems with that though, namely the problems with reloading two hand crossbows, even with a rapid reload feat (at least, I haven’t been able to find anything that would make it work). Besides, a fighter of that style really deserves its own prestige class, don’t you think?
There were three main base classes that I wanted to make this for – the fighter, obviously; the rogue; and the monk (perhaps with zen archery).
This is meant as an half-imitation, half-satire of action heroes from Neo to Bond to the Terminator. Abilities like Uncanny Reload are meant as a skewer of this. It isn’t meant as strictly a martial class; if these characters were relying just on physics, no action movie would be more than ten minutes long.
I’ve been told that this needs to be streamlined; personally, I like the fact that there would be no such thing as a cookie-cutter quickbolt, that there is that room for variation within the class. If this is just my misunderstanding of what prestige classes are, then I guess they can be changed… Of the three important stats (Dex, Cha, Wis), Dex is actually the least leg of the class. Dance of Glory can add charisma to range instead of AC, and wis as an attack bonus; and Danse Macabre might be too powerful as it is.
Marie Sevletaine is a former monk who was expelled from her order for refusing to punish a very young half-elf intruder. Knowing the draconian penances demanded by her order, she thought that the child could not possibly survive and the punishment was useless. Without either guidance or faith in her monk teachings, she gradually adapted to life in the lower-class neighborhoods of major cities, until she witnessed a Quickbolt fight and win a coliseum battle in Lesser Andover. Under his tutelage, and later through her own adventures, Sevletaine has emerged as one of the masters of the style.
(This is [MTGSal edit:was] my first real stat block; please forgive any errors you find and bring them to my attention so that I don’t repeat them….)
Marie Sevletaine: Female halfling monk 6 / rogue 4 / quickbolt 10; CR 20; Small humanoid; HD 16D8+32 plus 4D6+8; hp 116; Init + 12; Spd 40 ft.; AC 56, touch 47, flatfooted 56; Base Atk +17; Grp +16; Atk +17 melee (1D8-1/x2, Unarmed Strike (magic)) or +32 ranged (1D3 +2 +2d6 vs lawful + 2D6 vs chaotic/19-20, +2 Anarchic Axiomatic Hand Crossbow) or +32 ranged (1D3 +2 +1D6 fire +1D6 cold +1D6 electricity/19-20, +2 Flaming Frost Shock Seeking Hand Crossbow); Full Atk +16/+16/+11/+6/+1 Melee (1D8-1/x2, Unarmed Strike (magic)) or +30/+25/+20/+15 ranged (1D3 +2 +1D6 fire +1D6 cold +1D6 electricity/19-20, +2 Flaming Frost Shock Seeking Hand Crossbow) and +30/+25/+20 ranged (1D3 +2 +2d6 vs lawful + 2D6 vs chaotic/19-20, +2 Anarchic Axiomatic Hand Crossbow) or +28/+28/+23/+18/+13 ranged (1D3 +2 +1D6 fire +1D6 cold +1D6 electricity/19-20, +2 Flaming Frost Shock Seeking Hand Crossbow) and +28/+23/+18 ranged (1D3 +2 +2d6 vs lawful + 2D6 vs chaotic/19-20, +2 Anarchic Axiomatic Hand Crossbow); SA circumvent barriers, dance of glory, doublestrike, fluid ambidexterity, ranged knockback, snapshot +2d6, sneak attack +2d6, unerring aim; SQ danse macabre, evasion, halfling qualities, improved uncanny dodge, purity of body, slow fall 30’, still mind, trapfinding, trap sense, uncanny dodge, whirl of wonder; AL NG; SV Fort +15 (+17 vs enchantments or fear affects), Ref +32 (+34 vs enchantments or fear affects), Will +22 (+24 vs enchantments or fear affects); Str 8, Dex 34, Con 14, Int 12, Wis 28, Cha 26.
Circumvent Barriers (Ex): As a move equivalent action, Marie Sevletaine may apply her wisdom modifier (if positive) as a penalty to a creature’s cover bonus to AC against the quickbolt’s attacks that round. This does not reduce the cover bonus to less than zero, nor does it cause the target to be denied her dexterity bonus to AC. This has no effect on targets with total cover.
Dance of Glory (Ex): When dual-wielding a pair of hand crossbows, Marie adds 8 points of charisma bonus as an insight bonus to her AC and 90’ as an insight bonus to the range increment of the hand crossbows she uses. Furthermore, she adds 45’ to the maximum range of her precision-based abilities, such as Sneak Attack and Snapshot. She loses all bonuses of this ability while wearing medium or heavy armor or carrying more than a light load, or is denied her dexterity bonus to AC.
Double Strike (Ex): As a standard action, Marie may make one attack roll at her highest base attack bonus with each hand crossbow she wields. She may target different enemies with each crossbow, but each target beyond the first causes a cumulative -5 penalty to the attack roll.
Fluid Ambidexterity (Ex): When using the full attack option, each of Marie’s additional attacks granted by feats, spells or a high base attack bonus may be taken with any crossbow she wields.
Ranged Knockback (Ex): Twice per day, at the end of any full attack, Marie may designate one target hit with a bolt from her hand crossbow that round to be subjected to this ability. That character must immediately succeed on a fortitude save (DC 28) or be pushed back an amount of feet equal to half the amount they failed the saving throw by (rounded up to the nearest 5’) as if bull rushed. If the character fails their saving throw by 20 or more, they are also knocked prone. Each of the target’s size categories greater than medium provides the target with a +6 bonus to the save.
Snapshot +2D6 (Ex): Marie deals an additional 2d6 damage on ranged attacks made against targets within 75’. This extra damage only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a snapshot, and any item or ability that protects a creature from critical hits also protects a creature from a snapshot.
Sneak Attack +2d6 (Ex): Marie deals an extra +2d6 damage against flat-footed opponents within 75’ or against targets she is flanking. Any creature without a discernable anatomy or that is immune to extra damage from critical hits are immune to sneak attacks.
Unerring Aim (Ex): As a move-equivalent action, Marie may apply half her wisdom modifier (if positive), rounded down, as a penalty against a target creature’s armor bonus to AC against her attacks that round. This does not reduce the armor bonus to less than zero, nor does it ever deny the target their dexterity bonus to AC. Creatures with cover are immune to this ability.
Danse Macabre (Ex): Marie may make up to six five-foot-steps each round in which she makes no other movement, instead of one.
Evasion (Ex): If Marie is exposed to any effect that would allow her to make a reflex saving throw for half damage, she takes no damage with a successful throw.
Halfling Qualities (Ex): +1 racial bonus to saves and an additional +2 morale bonus to saves made against fear effects, +2 bonus on Climb, Jump, Move Silently and Listen, +1 racial bonus to attack rolls with thrown weapons or slings
Improved Uncanny Dodge (Ex): Marie may not be flanked except by a rogue of at least eighth level.
Purity of Body (Ex): Marie is immune to all non-magical, non-supernatural diseases .
Slow Fall 30’ (EX) While within arm’s reach of a wall, Marie can use it to slow her descent. She takes damage as if the fall were 30 feet shorter than it actually is.
Still Mind (Ex): Marie gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Trapfinding (Ex): Marie can find, disarm or bypass traps with a DC of 20 or higher. She can use the Search and Disable Device skills to find and disarm magic traps (DC 25 + Spell Level). If she beats a trap’s DC by 10 or more with a Disable Device check, she and her party can bypass the trap without triggering or disarming it.
Trap Sense (Ex):Marie gets a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex): Marie retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Whirl of Wonder (Su): The first round each day that a character is engaged in a battle with Marie, that character must make a will save (DC: 13) or be stunned for that round. Regardless of success or failure, that subject gets a permanent +5 bonus on all future Whirl of Wonder saves; this bonus is cumulative with itself.
Possessions: Flaming Frost Shock Seeking Hand Crossbow +2, Anarchic Axiomatic Hand Crossbow +2, Eyes of the Eagle, Periapt of Wisdom +6, Monk’s Belt, Cloak of Charisma +6 and Resistance +3, Bracers of Armor +8, Gloves of Dexterity +6, Ring of Protection +5, Ring of the Ram (39 charges), Winged Boots, Manual of Quickness of Action +4 (read), Tome of Understanding +4 (read), Tome of Leadership and Influence +4 (read), Heward’s Handy Hoversack, 2 Quiver of Ehlona with 120 bolts, 18 cases of 10 bolts, Peasant’s Outfit, 2270 GP.
(I never want to do another CR20 monk-type stat block again. Ugh. Anyways, the character has a very generous base array (18,17,16,14,12,10) because this is meant in part as troubleshooting, a possible worst-case scenario. The character does have a number of weakness (Low Fort Save + No SR; low HP; almost no melee or grappling ability)… The AC is still obscene, but she’s not invulnerable.)
For anyone that's good at building classes and has some free time; I would appreciate a revampd Samurai class. The one in Complete Warrior is absolutely junk, but the idea of a samurai is interesting and something I would like to use. Does anyone have any ideas?
I have built a prestige class for the Samurai specifically. It's built to emphasize the Samurai's two-weapon mastery, while still making the class somewhat similar to the Samurai class.
Master of Bushido
The Master of Bushido is the solitary warrior; one who has focused his adult life upon perfecting his twin-weapon combat style, and following the teachings of Bushido. The Master of Bushido has total confidence in Bushido as a universal code of ethics, and his single-minded actions reflect this admirably. In everyday life, they are gifted with an overpowering aura of self-confidence and honor; a single stare is enough to make even the most brutish thug question his dishonorable deeds.
In combat, however, they are terrifying to behold. They are the tempest of destruction, having perfected advanced dual-weapon techniques, they are masters of simultaneous offence and defence. Rarely will there be an opponent able to raise his sword against such fury, such martial perfection, without quaking in fear.
Requirements
To become a Master of Bushido, the following requirements must be met. Alignment: Any lawful. Base attack bonus: +10. Skills: Intimidate 13 ranks, Diplomacy 13 ranks. Feats: Two-weapon Fighting, Skill focus: Intimidate or Diplomacy Special: Kiai Smite ability.
Class Features All of the following are class features of the Master of Bushido prestige class.
Weapon and Armor Proficiency: Masters of Bushido gain no proficiency with any weapons or armor.
Improved Two Swords as One: At first level, a Master of Bushido gains the Improved Two-weapon fighting feat when wielding two slashing weapons.
Kiai Smite: A Master of Bushido gains the same number of uses of his or her Kiai Smite class feature as a samurai of the same level. The number of uses increase to 3/day at level 2 and 4/day at level 7.
Bushido Arts: At Level 2, and every three levels after, a Master of Bushido selects one of the Bushido Arts from the following list. Bushido arts represent extraordinary abilties that the Master of Bushido has perfected through his devotion to bushido.
·Righteous strike – Once per encounter, as an immediate action, the Master of Bushido may claim one threatened critical to be a Righteous Strike. If the critical hit is confirmed, add one to the critical multiplier when determining damage. ·Terrifying presence (Ex) – Once per encounter, as an immediate action, the Master of bushido, through sheer force of presence, may force one opponent he has demoralized during the same battle to re-roll a successful hit against him. The second result stands. ·Dervish – Once per encounter, as part of a full-round attack, when a Master of Bushido hits the same opponent at least once with each weapon he wields, he may make an additional attack against that opponent at his full attack bonus. However, he also gains a –2 armor class penalty for the rest of the round. ·Epitome of Civility – When making a diplomacy check, a Master of Bushido may roll 2D20 and choose the best result. This ability is useable a number of times per day equal to the Master of Bushido’s Charisma bonus. ·Faith in the Code – Once per day, when the Master of Bushido is targeted by a charm effect, he adds his charisma modifier to his will save for the purposes of overcoming the charm effect. ·Ultimate Justice – The Master of Bushido’s armor class is increased by two when fighting against chaotic enemies. This bonus applies as long as the samurai is conscious and not helpless. ·Flash of blades – The Master of Bushido’s flashing blades are dizzying to the eye – his opponents could swear his body was but a blur of action Once per encounter, for one round, the Master of Bushido may act as if affected by the spell Haste. This is a supernatural ability and, as such, cannot be dispelled.
Bonus Feats: At 3rd, 6th, and 9th level, the Master of Bushido gains a bonus feat chosen from the following list. He must meet all prerequisites for these feats. Two-weapon Defence, Improved Two-weapon Defence, Greater Two-weapon Defence, Iron Will, Die Hard, Two-weapon Rend, Two-weapon Pounce.
Improved Staredown: At 4th level, even a glance from the hard eyes of a Master of Bushido is enough to give his foes pause. The Master of Bushido can demoralize opponents within 30 feet as a move action, not a standard action.
Greater Two Swords as One: At 8th level, Masters of Bushido gain the Greater Two-weapon Fighting feat when wielding two slashing weapons.
Hurricane of Justice: At 10th level, the Master of Bushido is the wind of justice, cutting opponents down, moving swiftly through the battlefield. He takes no penalty to his attacks for wielding two slashing weapons. He also gains the Whirlwind attack feat when wielding two slashing weapons, even if he does not meet the prerequisites for that feat.
That Quickbolt class makes me giggle AND want to grab it. Note that rogues and drow are automatically proficient with hand crossbows, thereby maybe making it easier to qualify for the class.
Another request: Prestige class for a high-level two-weapon fighter who already maxed out Dervish and Tempest.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
While that is a very nice prestige class, I'm still looking for a base-class.
You've given me a lot of ideas to work with, though.
Also, Jen, I didn't mean to say that the Samurai would curse his opponents. From popular Japanese lore, The samurai could walk onto the field of battle with a certain expression or stance, and it would send chills down his lesser opponent's spines. That's why I think with something that works like a Marshal's aura, with penalties to the enemy versus bonuses to allies is the way to go. He's not cursing or hexing them, he's just being his honorable self, and that alone strikes fear into the hearts of those that oppose him.
While that is a very nice prestige class, I'm still looking for a base-class.
You've given me a lot of ideas to work with, though.
Also, Jen, I didn't mean to say that the Samurai would curse his opponents. From popular Japanese lore, The samurai could walk onto the field of battle with a certain expression or stance, and it would send chills down his lesser opponent's spines. That's why I think with something that works like a Marshal's aura, with penalties to the enemy versus bonuses to allies is the way to go. He's not cursing or hexing them, he's just being his honorable self, and that alone strikes fear into the hearts of those that oppose him.
One little nitpick (which is not really a correction just me wanting to expand on the lore).
Another reason why armies where moved in fear/courage was because the samurai armor is designed to represent the visage of an Oni (thats why the face plates look like sneering faces), this alone was enough to mentally disturb the general populace that formed the militia ranks in the samurai army which in turn provoked the opposite sides morale to bolster.
Again this is not a correction just wanted to expand on the phsycological factors regarding the response given in Japanese Lore. does it show that i love samurais?
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Mainly, the ancestral weapons idea that Jen had. Some sort of TWF progression, like a ranger, and an aura system like the Marshal's, but it works against opponents instead of for allies.
Jen, as for your idea re Divine Eldritch Knight, I at first thought that simply changing the +1 arcane level to +1 Divine level and the fighter feat to a divine feat would do it, but then I saw the Ruby Knight Vindicator Prestige class.
It gets Fighter BaB, good will saves, and 8/10 divine caster levels as well as getting 5 maneuvers and 2 stances, plus 4 new class abilities relating to turning attempts (if I recall correctly, a spontaneous turning attempt burned gives you a second swift action in a round - double quicken, anyone? :cool:) and so I sort of second guessed myself there - that class is way, WAY better than a divine knight class.
The only difference is that one has much more stringent prerequisites.
So I don't know. Perhaps a medium between the two?
RKV is good...really, really good...but needs some modification due to the fact that it's dedicated to one specific deity. It also requires levels (or at least a couple of feats) in a martial adept class, which is damned near impossible for me to get to play IRL Now, modifying it for another deity wouldn't be too much of an issue...besides, I found a few other classes that are rather good (Knight of the Weave, anyone O_O) so I've taken what Alacar and I worked up one day on AIM and ran with that instead.
On Samurai "auras" and such: There's several ways this could work. I am familiar with a number of spells that do what you're thinking of- allies gain bonuses, while enemies gain penalties- but it does remind me of the hexblade far too much. Something like:
Honor Stands Proud (Su): The samurai is immune to fear while using this ability. All allies within a 30ft. radius gain a +4 morale bonus on saving throws vs. fear effects. This lasts for a number of rounds equal to 3+ the samurai's Cha modifier. Additionally, all non-allied creatures within the same radius must make a Will save (DC 10 + half the Samurai's class level + Cha modifier) or be shaken for the same amount of time. This is a mind-affecting fear ability.
Strength of One (Su): The samurai gains a +4 bonus on critical confirmation rolls while using this ability. All allied creatures within 30ft. gain a +2 bonus on critical confirmation rolls. This lasts for a number of rounds equal to 3+ the samurai's Cha modifier. Additionally, all non-allied creatures within the area must make a Will save (10 + 1/2 class level + Cha modifier) or recieve a -2 penalty to all attack rolls and melee weapon damage rolls. This is a mind-affecting ability.
Soul Power (Su): The samurai is immune to negative energy and death effects while using this ability. All allies within 30ft. gain a +4 bonus on saving throws vs. negative energy attacks and death effects. This lasts for a number of rounds equal to 3+ the samurai's Cha modifier. Additionally, all non-allied creatures with an alignment opposed to the samurai's must make a Will save (DC 10 + 1/2 class level + Cha modifier) or take 2d6 damage (damage type corresponds to the samurai's alignment; usually axiomatic type) whenever it strikes the samurai in melee combat.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Dark Knight- Hit Die-d12
Skill Points 2+Int modifier Class Skills- Climb, Craft, Intimidate, Jump, Spot, and Swim Requirements- Any nonlawful.
Base Attack- As fighter
Saves- Good Fortitude, crappy Ref and Will
Bonus Feats- Improved Toughness at 1st; Endurance at 4th, Diehard at 8th
Abilities: Darkness (Ex): At 1st level, you gain the ability to channel your lifeforce into one melee attack.You deal 1d6/two levels in extra damage...and take 1d4 for every 1d6 you choose to deal. This damage is not dubject to damage reduction or spell resistance. At 12th level, you gain the ability to use Darkness in conjunction with a full attack action, dealing your appropriate damage with every successful strike. You do not take damage if you miss your target.
At 2nd level and every even level therafter, you recieve 2 bonus hit points. These stack with permenent HP gained from any other source.
Souleater (Ex): The Souleater ability allows you to deal your Darkness damage in two different ways- a 30ft cone, or a 20ft radius burst, centered on you.You are not subject to your own Darkness damage (except for life paid normally as part of using the ability).
Soul Crush- At 20th level, you may make a single attack at your highest base attack bonus. If that attack hits, you can declare it as a Soul Crush. You deal an amount of extra damage in 1d6s equal to your Dark Knight level plus your Con modifier. You then take an amount equal to half the damage you dealt.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Lv BAB Fort Ref Will Spells per Day 1.----+0---+0----+0----+2-----4--2--/--/--/--/--/--/--/--/ Lore, bonus feat 2.----+1---+0----+0----+3-----5--3--/--/--/--/--/--/--/--/ 3.----+1---+1----+1-----+3-----5--4--/--/--/--/--/--/--/--/ 4.----+2---+1----+1-----+4-----5--5--2--/--/--/--/--/--/--/ 5.----+2---+1----+1-----+4-----5--5--3--/--/--/--/--/--/--/ Bonus feat 6.----+3---+2----+2-----+5-----5--5--4--2--/--/--/--/--/--/ 7.----+3---+2----+2-----+5-----5--5--5--3--/--/--/--/--/--/ 8.----+4---+2----+2-----+6-----5--5--5--4--2--/--/--/--/--/ 9.----+4---+3----+3-----+6-----5--5--5--5--3--/--/--/--/--/ 10.---+5--+3----+3-----+7-----5--5--5--5--4--2--/--/--/--/ Bonus feat 11.---+5--+3----+3-----+7-----5--5--5--5--5--3--/--/--/--/ 12.-+6/1--+4----+4-----+8-----5--5--5--5--5--4--2--/--/--/ 13.-+6/1--+4----+4-----+8-----5--5--5--5--5--5--3--/--/--/ 14.-+7/2--+4----+4-----+9-----5--5--5--5--5--5--4--2--/--/ 15.-+7/2--+5----+5-----+9-----5--5--5--5--5--5--5--3--/--/ Bonus feat 16.-+8/3--+5----+5----+10-----5--5--5--5--5--5--5--4--2--/ 17.-+8/3--+5----+5----+10-----5--5--5--5--5--5--5--5--3--/ 18.-+9/4--+6----+6----+11-----5--5--5--5--5--5--5--5--4--2 19.-+9/4--+6----+6----+11-----5--5--5--5--5--5--5--5--5--3 20.+10/5-+6----+6----+12-----5--5--5--5--5--5--5--5--5--4 Bonus feat
Hit Die: d4 Skill Points: 2+ Int modifier. Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language (-), and Spellcraft (Int).
Weapon and Armor Proficiencies: Sages are proficient with all simple weapons and their deity's favored weapon. Sages are not proficient with any armor or shields.
Lore: A sage may make a lore check, which works much like a bard's bardic knowledge checks. You add your sage level and your Int modifier to your d20 roll.
Bonus Feat: At 1st, 5th, 10th, 15th, and 20th levels, the sage gains a bonus feat. This feat must be a metamagic feat, an item creation feat, Spell focus, Skill Focus (any Knowledge skill), or a reserve feat.
Patron Deity: A sage must have a patron deity, for it is from them that they draw the power to cast their divine spells. The sage must be withing one step of his deity's alignment unless the deity's description states otherwise.
Spellcasting: A sage chooses her spells from the wizard/sorcerer and the cleric spell lists. A sage can cast any spell she knows at any time, providing she has an appropriate spell slot available. A sage must have a sufficient Int score (10+ spell level) or she cannot cast that spell at all, and receives bonus spell slots for a high Intelligence score. A sage's save DC for her spell are 10+ spell's level + Intelligence modifier.
Beginning at 6th level and every even level thereafter, a sage can "forget" a spell she knows that is at least one level lower than her highest level spell slot available for a spell of the same level.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
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The purpose for this thread is to post your character class ideas that you've made throughout the years, or request aid in making your dream class come to life.
The rules on double-posting don't apply in this thread for the sole purpose of organization. Each new class gets its own post. Other then posting a new class, you are still required to adhere to the forum rules. So, if I have two classes to submit, I post twice. If I have two classes to request, I post once.
Happy Creating.
Weavemaster
d4 HD
Skill Points 2+ Int modifier
Class Skills: Craft, Concentration, Heal, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft
Ability to cast 4th level arcane spells
Ability to cast 3rd level divine spells
Knowledge (arcana) 10 ranks
Knowledge (religion) 10 ranks
Patron Deity: Mystra, Azuth, Boccob, or similar deity from other campaign settings
Domain: Knowledge
Abilities include +1 arcane/+1 divine at each level, good Will saves, poor BAB as wizard
Level 1-
Blessed Familar and Arcane Turning- Weavemaster levels stack for purposes of determining your familiar's abilities and for your effective turning level.
Spellmantle- Choose any of your spells known or granted. You can spontaneously convert spells, arcane or divine, of that spell's level or higher into that spell. You must pay any XP costs normally, if the spell requires them. You get this ability again at 4th, 7th and 10th level.
Weave Focus: You can never take the Shadow Weave Magic feat, even if for some reason you lose access to the Weave.
Bonus Feat- You can choose a bonus metamagic feat or divine feat at 3rd, 6th, and 9th level.
10th- Cloak of Mysteries. This functions like Improved Metamagic, reducing the cost of all metamagic feat spell level adjustments by one. This cannot reduce a feat's cost to less than one.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Base attack: Good (as fighter)
Saves : Good Will
Spells: You cast arcane spells, which are taken from the red mage spell list (see list). You can cast any spell of a level you have access to without preparing it ahead of time, mush like a warmage or a dread necromancer. To cast a spell, you must have a Charisma score equal to 10+ the spell level. The DCs for a saving throw against your spells are 10+ your Int modifier.
You can cast a certain number of spells per spell level each day, and gain bonus spell slots for having a high Charisma score. Any level that has 0 listed for spell/day only gives you spells if you have a high enough Charisma to give you a bonus spell slot of that level.
Armored Mage: At the indicated levels, you gaint he ability to cast your red mage spells without fear of arcane spell failure in the indicated armor type.
Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
Swift Spell: Beginning at 5th level, you can cast one spell as a quickened spell once per day, providing the spell is of a level equal to or less than half your class level. This does not increase casting time as normal for spontaneous casters. You gain an additional use of this ability for every five levels you have.
Sudden Still Spell: At 7th level, you gain this as a bonus feat, even if you do not meet its prerequisites.
Sudden Silent Spell: At 12th level, you gaint his as a bonus feat, even if you do not meet its prerequisites.
Arcane Strike: At 14th level, you learn the ability to utilize spellenergy to make your physical attacks more effective. As a move-equivalent action, you may sacrifice a spell slot to enhance your weapon. You gain a bonus to attack and damage rolls equal to the level of the spell slot, and this lasts for one round. This stacks with the feat of the same name.
Sudden Maximize Spell: At 17th level, you gain this as a bonus feat, even if you do not meet its prerequisites.
DoublecastL At 18th level, you learn the greatest secret of the Red Mage: the ability to cast two spells with a single action. As a standard action, you may choose to cast two spells at the same time. All targeting is done separately, if applicable, but both spells come into effect simultaneously. This ability is usable 3/day, and is only usable on spells cast as a red mage.
Skill Points/Level: 2+ Int modifier
Class Skills: Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all skills taken individually), Ride, Sense Motive, Spellcraft, and Swim
Red Mage Spell List:
0th-light, read magic, detect magic, resistance, mage hand, arcane mark, dancing lights, mending, create water, virtue
1st-endure elements, true strike, enlarge person, jump, expeditious retreat, lesser orb of fire, lesser orb of sound, lesser orb of acid, lesser orb of electricity, lesser orb of cold, blade of blood, cure light wounds, entropic shield, remove fear
2nd-bear's endurance, cat's grace, bull's strength, fox's cunning, owl's wisdon, eagle's splendor, cure moderate wounds, remove paralysis, resist energy, wb, spiderclimb, burning sword, conviction
3rd-weapon of energy, grace, knight's move, protection from energy, heroism, lightning bolt, haste, keen edge, cure serious wounds, remove curse, remove blindness/deafness, searing light, daylight
4th- cure critical wounds, neutralize poison, poison, fire shield, phantasmal killer, panacea, greater resistance, mass resist energy, ruin delver's fortune, mass conviction, slashing dispel
5th-draconic might, break enchantment, disrupting weapon, dismissal, restoration, freedomof movement, greater invisibility, rary's telepathic bond, mass fire shield, dimension door, toxic weapon
6th- teleport, mass cure light wounds, greater heroism, brilliant blade, superior resistance, meteoric strike, overwhelm, ruby ray of reversal, cone of cold, antimagic field
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
I still need to write the spell descriptions as they are unique to the class and i still need to detail some of the limitations that this class goes through (such as not being able to use armor, and restricted to one kind of weapon)
Geomancer:
The Geomancer is based from the Final Fantasy Tactics game. This class is similar to the warlock in the sense that it can cast his spells as many times as he desires, however theres restrictions to this, the Geomancer is capable of controlling his surroundings but the focal point to manifest his powers must be either the terrain in which he is standing, the terrain in which the target is standing or a specified condition.
The Geomancer lacks a spell list (the spells are unlocked as his familiarity with the world increases), its powers are supernatural in nature, hence metamagic feats are not applicable, but it can use Spell-Like Feats instead.
HD d8
Base Attack:Good
Saves: Good Will/Fortitude(as Druid)
1.+1...............+2+0+2.....Hell Ivy, Combat Casting.
2.+2...............+3+0+3.....Toughness, Spell Penetration.
3.+3...............+3+1+3.....Quicksand............
4.+4...............+4+1+4.....Aqua Strike..........
5.+5...............+4+1+4.....Dodge................
6.+6/+1............+5+2+5.....Wind Blade...........
7.+7/+2............+5+2+5..........................
8.+8/+3............+6+2+6.....Magma Flow...........
9.+9/+4............+6+3+6.....Rock Tomb............
10.+10/+5...........+7+3+7.....Mobility.............
11.+11/+6/+1........+7+3+7.....
12.+12/+7/+2........+8+4+8.....
13.+13/+8/+3........+8+4+8.....
14.+14/+9/+4........+9+4+9.....
15.+15/+10/+5.......+9+5+9.....Greater Spell Penetration
16.+16/+11/+6/+1....+10+5+10...
17.+17/+12/+7/+2....+10+5+10...
18.+18/+13/+8/+3....+11+6+11...
19.+19/+14/+9/+4....+11+6+11...
20.+20/+15/+10/+5...+12+6+12...
Spells:
Hell Ivy
Quicksand
Rock Tomb
Aqua Strike
Magma Flow
Wind Blade
This is what i got so far... still a long way to go (main problem is the feats and other bonus things, spells and everything else is already halfway done in my head :p).
Eldritch Knight is all well and good, but why can't there be a divine version? You can be a holy warrior without being a paladin....right?
Can someone help me with requirements and such?
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
They should have option in choosing a martial house (Buke) To what they'd belong, Gaining benefits depending on which one they choose. (This could be stimulated with bonus feats depending on what they chose at level 1.) They would have strict code of honor (Aka, no betraying stuff. Something like paladin..)
That's as far as i can go. I'm no expert though.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
What's your opinion?
Complete Warrior samurais suck, hard. Ignore most of that.
All right, we have the ancestral blades. With the original class, you didn't get Two Swords as One until far later then you should.
Let's have a look at the good old Ranger from the PHB; Combat Style. They get that at regular intervals, and get good benefits. Now, the proviso that the ranger has (light or no armor) should NOT apply here, as samurai wear, at the least, medium armor (in general). So, we toss that.
What we have at this point is:
Samurai- HD: d10 Skill Points: 4+ Int.
Class Skills: Craft, Concentration (useful for many things), Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (nobility and royalty), Knowledge (history), Listen, Profession, Ride, Spot, Swim, Use Rope. (I could be forgetting a few that warrior-types get. Again, I tend towards the arcane.)
Base Attack: As fighter.
Saves: Good Fortitude. Poor Reflex and Will. Giving good Will wouldn't be a bad thing, though.
At level 2,6, and 11, give the equivalents of Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting as ranger combat style, with the provision that these are lost if the samurai violates his code. (along with all other class abilities)
Code of Honor: Much like the paladin's, except possibly a bit more and less restrictive at the same time; association rules may not be as stringent but staying LG is a must.
Kiai Shout: I'm not sure if they get this ability or not. Save DC would be 10+1/2 class level+ Cha modifer, failed save from anything within 30ft. results in a shaken condition.
Proficiency with all martial weapons and all armor. Not proficient with shields. Ancestral weapons are USUALLY the katana/wakazashi, but exceptions can be made. Also proficient with the daikyu (really huge bow). Other oriental specific weapons could be used at the DM's discretion; not everyone's as lenient as I am.
Something like a marshal's auras sounds great to me; the sheer force of personality generated by the honorable warrior bolsters his allies. I don't know, though; am I even heading in the right direction?
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Auras are an interesting idea, but I think they should work the opposite, They should hinder the enemy, noy help the allies. That's what the class feature of the samurai from Complete Warrior tried to do, they just did with with a crappy fear-inducing ability with DCs that characters simply laughed at. The way I see it, the noble warrior willing to die for his honor would send a chill down an enemy's spine.
Can you explain what all Ancestral blade and Two Swords as One entail? I don't have access to any of my materials.
I still think they need mounted combat. It fits like a glove for the samurai.
Good will is a must. They're the type that live their lives by a code of honor. Sounds like strong will-power to me.
You are correct about being evil- scratch the LG requirement, but even LE can have honor, though it may be somewhat twisted.
Take a look for a moment at the Hexblade, then; they have the ability to curse an opponent. Now, that's contrary to the basic idea we're going for; a true honorable warrior would strike fear into his enemy's heart by facing him in battle, not by cravenly tossing a magical curse at his head, right?
Well, make it something like this:
Samurai's Presence (PLEASE give this a better name) (Su): Whenever a samurai charges in combat, all opponents within 30ft. must make a Will save (DC 10+1/2 class level + Cha modifier) or suffer a -2 to all attack rolls, melee weapon damage rolls, skill checks, and saving throws. This is a mind-affecting ability. Creatures immune to fear effects are immune to this effect.
Of course, if we go with your idea and give him a mount, somewhat like a paladin's but not QUITE as good, this would be in effect then as well.
I think the samurai does fine on the ground; if he wants to go mounted, go Cavalier; it's sick, wrong, and totally good with the class.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
P.S.... im so glad my Geomancer got so many responses :p....gonna edit the spells either today or tomorrow but i dont know if anybody really would notice
Here's another old thing I made that I really should revamp...
Quickbolt
A half-humorous, combat-oriented prestige class based on dual-wielding hand crossbows. Yep. What we have here is a (really-)old-fashioned gunslinger.
They were the longest five seconds of my life.
It was supposed to be a perfect ambush. My unit was arrayed along a wide pathway in the old ruins. There were so many nooks and crannies in the ruined stonework that each member of the group was able to have their own foxhole. The entrance would be destroyed once the target entered the ruins, and the only other way out would be past us. The target was a specialist in ranged combat, and surely couldn’t compete with any of our swords in close quarters; his only escape would be to run past our waiting arrows. Whiren, our quartermaster, set up a pool on how far down the passage the target would reach before being taken down. The furthest anyone bet was forty feet.
I took a nice little hole a hundred feet in, still near the middle of the company but far enough that I probably wouldn’t see any action. That was fine with me; I was more interested in the mausoleum than the mark. I hadn’t had long to study before I heard the sound of battle. Reluctantly, I started to put away my kit... and froze. By the sound of it, the battle wasn’t over yet, and it was getting closer. Without a weapon ready, I looked to the hallway.
What I saw…What I saw was a gnome in midstride. He was dressed all in black – the lenses on his eyes, the leather armor around his chest, the long cloak billowing behind him, even the crossbow in each hand. As I watched, arrows rushed to meet him and missed, apparently unwilling to profane his glorious vestments. He fired shot after shot, the bolts apparently jumping into his crossbows for the honor of being used by this man. He seemed to be walking in slow motion, moving slowly past me… then he was gone, and I was in shock.
When I recovered, I nervously poked my head into the passage proper. The target was gone, but his presence still permeated the room. A few corpses were in plain sight, pieces of wood sticking from their eyes, but more common was the single, unmoving arm, and the pool of blood emanating from around it. In two minutes, the entire floor was covered by my friends’ blood. I retrieved my archeology kit and left.
You might think that my strange interest saved my life, but I am just as damned as the rest of my company. The beauty of this fighter, the very perfection of design.....! It seems as if every moment of history is pointing towards this marksman as being the culmination point. I must find him again, must learn the secret of this dance. I will never be fit to join my comrades in that mausoleum until I do.
Background:
Quickbolts are fighters specializing in the usually clunky choice of multiple hand crossbows. There is nothing clunky about a quickbolt’s craft, however. They are masters at ranged combat, able to decimate entire squads of soldiers before they have a chance to engage the quickbolt in melee combat.
Quickbolts vary wildly in appearance and demeanor. Many are thin and quick, relying on mobility to get them through a fight. Others are engines of devastation, slowly carving their way through enemies and relying on their health and sheer moxy to keep them alive. Many quickbolts are silent, choosing not to be distracted by talk while the chance of ambush is present (which it always is). Others revel in banter and other opportunities to sidetrack or appease assailants.
Quickbolts come from almost all walks of life; the only common thread is having witnessed a quickbolt fight at some point. Monks are drawn to the style by the understanding a Quickbolt displays with every breath, while rogues appreciate the way the combat style melds with their own. Rangers and fighters that specialize in ranged combat are excited by this new style, while bards see a sort of music in the way the boltborn moves and fights – there is never a missed note. Members of spell-casting classes are sometimes drawn to this paragon of ranged combat, although their bolts are usually less effective than the spells they give up. Paladins and barbarians are usually unlikely to give up their amazing melee capabilities, although those that do quickly become legendary for their relentlessness.
Despite the haphazard circumstances that bring each individual to the style, each quickbolt without exception seeks to master combat through a combination of understanding and projection, and as such, is recognized as an acceptable path for monastic training. As such, a monk can freely take levels in the Quickbolt prestige class and still take levels of monk at a later time.
Hit Die: D8
Requirements: To qualify to become a quickbolt, a character must fulfill all the following criteria:
Base Attack Bonus: +7
Skills: Spot 5 ranks, Tumble 5 ranks, Craft (Weaponsmithing) 13 ranks
Feats: Rapid Reload [hand crossbow], Two-Weapon Fighting
Special: Must have been subjected to a Quickbolt’s Whirl of Wonder ability
(The PrC was designed for 11th level and up characters; fighters, monks and rogues especially. The 13 ranks in craft ensure that, and it is perfectly reasonable for a Quickbolt to need to be able to repair their hand crossbows. Would have preferred it to be spot, but those blasted fighters… Also, most classes will need to burn a feat on EWP: Hand Crossbows, so keep that in mind too).
Class Skills: The quickbolt’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Languages (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill points per level: (6 + Int modifier)
(Open Lock is there because the stereotypical gunslinger can usually shoot locks off of doors and whatnot. I wanted to have that as a separate ability, but there wasn’t really room. Knowledge: Arch and Eng is because some gunslingers always have this uncanny knack for being able to find the perfect place to hide or the perfect path to take, even if they've never been in the building before.)
Level...BAB....Fort....Reflex.....Will.. ...Special
1st......1......+0.......+2........+0... ...Uncanny Reload, Dance of Glory
2nd......2......+0.......+3.......+0... ...Circumvent Barriers
3rd......3......+1.......+3........+1... ...Uncanny Dodge
4th......4......+1.......+4........+1... ...Fluid Ambidexterity
5th......5......+1.......+4........+1... ...Snapshot +1D6
6th......6......+2.......+5........+2... ...Doublestrike
7th......7......+2.......+5........+2... ...Ranged Knockback
8th......8......+2.......+6........+2... ...Whirl of Wonder
9th......9......+3.......+6........+3... ...Unerring Aim
10th....10.....+3.......+7........+3... ...Danse Macabre, Snapshot +2D6
Class Features: All of the following are class features of the quickbolt prestige class:
Weapon and Armor Proficiencies: Quickbolts gain no proficiency with any weapon, armor or shield.
Dance of Glory (Ex): When dual-wielding a pair of hand crossbows, a quickbolt takes on an almost mythic quality. As she progresses in the class, her understanding of battle gradually increases to the point where she can simply convince her opponent's attacks not to hit her, and can easily hit opponents well beyond her weapon's normal range.
She adds 1 point of charisma bonus (if any) per quickbolt class level as an insight bonus to her AC. For instance, a fourth level quickbolt with a charisma score of 16 (+3 bonus) can add +3 to her AC, while a fourth level quickbolt with a charisma score of 20 (+5 bonus) may only add +4.
For each 1 point of wisdom bonus (if any) per quickbolt class level, she adds 10’ as an insight bonus to the range increment of the hand crossbows she uses. Furthermore, for each 10’ added this way, she adds 5’ to the maximum range of her precision-based abilities, such as Sneak Attack or Snapshot.
She loses all bonuses of this ability while wearing medium or heavy armor or carrying more than a light load, or is denied her dexterity bonus to AC.
(The range increment of a normal hand crossbow is 30’. That is way too low for a class to be specializing in it, and I also knew I wanted to increase the range of SA somewhat. Wisdom being the stat of both spot and intuition meant it was perfect. And the Charisma to AC thing is just a given for the standard gun-wielding action star.)
Uncanny Reload (Ex): Quickbolts are well known for the never-ceasing barrage of bolts they can launch at their enemies, seemingly never having to reload. Reloading a hand crossbow no longer provokes an attack of opportunity. Furthermore, while dual-wielding hand crossbows, a quickbolt still enjoys the full benefits of the Rapid Reload feat, even though she does not have a free hand!
Circumvent Barriers (Ex): To a quickbolt, “Take cover!” is just a pleasant way of saying “Shoot me in an overly dramatic way!” Beginning at second level, as a move equivalent action, a quickbolt may apply her wisdom modifier (if positive) as a penalty to a creature’s cover bonus to AC against the quickbolt’s attacks that round. This does not reduce the cover bonus to less than zero, nor does it cause the target to be denied her dexterity bonus to AC. This has no effect on targets with total cover.
Uncanny Dodge (Ex): Part of the quickbolt’s innate grasp of combat is recognizing when it’s about to start. Anything can tip it off: a stranger’s glance, a shift in the air, a couple of half-orcs loudly calling her name and cracking their knuckles - really, anything can do it. The reputation quickbolts have built for never being surprised is then simply the result of their thinking, “Oh, ****”, a few seconds earlier than anyone else.
Starting at third level, a quickbolt can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a quickbolt already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
(This is added mainly as a fix for Whirl of Wonder. “If he’s flatfooted during a surprise round, then how would whirl of wonder work. ..” This just saved a headache or two. And really, how often are gunslingers caught flatfooted anyway?)
Fluid Ambidexterity (Ex): A quickbolt is a deadly opponent, no matter which shaft you are looking down. Starting at fourth level, when using the full attack option, she may choose to make some or all of her additional attacks granted by feats, spells or a high base attack bonus each round using an off-hand crossbow instead of her primary attack.
For example: Marie is a LN fourth level quickbolt with a base attack bonus of 14 and the Improved Two-Weapon Fighting feat. She wields a Holy Hand Crossbow +1 as her primary weapon and an Unholy Hand Crossbow +1 in her other hand. Her high base attack bonus gives her two additional attacks with her primary weapon, while her Improved Two-Weapon Fighting feat grants her an additional attack with her offhand weapon, for a total full attack of +13/+8/+3 and + 13/+8. If Marie were faced with a vampire, a generally evil creature, she would still have to make her first offhand attack with her unholy crossbow; but she could make her second off-hand attack (granted by the feat) with the much more effective holy weapon. Conversely, if Marie was faced with an archon, a uniformly good family of outsiders, she would still have to make her first primary attack with the holy weapon, but could make the rest of her attacks with the more effective unholy weapon.
(Some people suggested that this could be done anyway with the Quick Draw feat, that you could drop your weapons, catch them in midair, and continue like this ability outlines. After a lot of searching, it appears that there is nothing in the RAW one way or another about that, except that it sort of completely violates the spirit of two-weapon fighting, and catching two dropped items in opposite hands is really fricking hard, even without dealing with triggers. So, I kept the ability just to save arguments. If there IS a RAW contingency for this, please point me in its direction!)
Snapshot(Ex): A single shot by any normal combatant is rarely enough to drop even the weakest of foes. A single shot by a quickbolt is a different matter entirely. His amazing skill can find critical bodily systems clerics don’t realize exist, and pierce it with perfect regularity.
At 5th level, a quickbolt gains the ability to swiftly strike vital systems with a hand crossbow, gaining an extra 1d6 damage added to her normal damage roll. This damage applies only to ranged attacks and only those made against targets within 30’; a quickbolt cannot aim with the necessary precision beyond that distance. A quickbolt’s Snapshot only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a Snapshot, and any item or ability that protects a creature from critical hits also protects a creature from a Snapshot. At 10th level, the extra damage on Snapshots increases to +2d6.
Double Strike (Ex): As a quickbolt progresses into the higher levels, she gradually realizes that only attacking once is a little bit silly. She has a perfectly good weapon in a perfectly good hand that’s not doing anything at that moment, and honestly, aiming isn’t much of a problem for a high-level quickbolt, now is it.
As a standard action, a sixth level quickbolt may make one attack roll at her highest base attack bonus with each hand crossbow she wields. A quickbolt may target different enemies with each crossbow, but each target beyond the first causes a cumulative -5 penalty to the total attack roll.
(This was originally the fifth level ability when it was still based on Ranged Sneak Attack, but when I figured out how to put a Precise Strike variant in, it got bumped down to 6th. I like the relationship between it and Danse Macabre - they are similar but the second ability is much stronger, showing growth in the class; at the same time, the weaker ability is still useful.)
Ranged Knockback (Ex): Perhaps the most well-known of the quickbolt’s abilities, this affects those unfortunate enough to be her target. The quickbolt’s attacks come riding on a wave of force that often knocks her enemy off their feet. If the effect came from the weapon itself, the quickbolt would be thrown backwards even farther than her target; therefore, it is safe to assume that the force comes from the quickbolt’s own force of personality!
Twice per day, at the end of any full attack, a quickbolt may designate one target hit with a bolt from her hand crossbow to be subjected to this ability. That character must immediately succeed on a fortitude save (DC 10 + the quickbolt’s class level + the quickbolt’s Charisma modifier) or be pushed back an amount of feet equal to half the amount they failed the saving throw by (rounded up to the nearest 5’) as if bull rushed. If the character fails their saving throw by 20 or more, they are also knocked prone. Each of the target’s size categories greater than medium provides the target with a +6 bonus to the save.
Whirl of Wonder (Su): A quickbolt approaching the full understanding of her style is a truly awesome sight to behold. The mere sight of such a quickbolt in action is enough to make some people simply stop and go “Ooooo…..”
The first round each day that a character is engaged in a battle with a quickbolt, that character must make a will save (DC: Half the quickbolt’s class level, rounded down + the quickbolt’s Charisma modifier) or be stunned for that round. Regardless of success or failure, that subject gets a permanent +5 bonus on all future Whirl of Wonder saves; this bonus is cumulative with itself.
(There is a base DC 10 in there, but there’s also a -10 penalty, so I just dropped the two. Fully equipped, the DC will be between 8 and 18, in my experience.)
Unerring Aim (Ex): There are some shots which are impossible to make. None of them come from the weapon of a quickbolt. A quick tour of the aftermath of one of their fights will reveal bolts sticking out of eyeholes, necks, even the finger joints of full plate armor. And each of those wounds will belong to a corpse.
As a move-equivalent action, a ninth-level quickbolt may apply her wisdom bonus (if any) as a penalty against a target creature’s armor or natural armor bonus to AC against the quickbolt’s ranged attacks that round (the quickbolt chooses which bonus type when she uses the ability). This does not reduce the AC bonus to less than zero, nor does it ever deny the target their dexterity bonus to AC. Creatures with full cover are immune to this ability.
Danse Macabre (Ex): To a quickbolt at the pinnacle of her craft, attacking is simply second nature. As such, she can concentrate less on aiming, reloading and pulling the trigger and more on, say, getting out of the path of that lava drift.
At tenth-level, the number of five foot steps a quickbolt may take each round is equal to her dexterity bonus (if positive), up to a total distance of (her normal speed - 10) feet.
[This is both the tenth level ability of the prestige class, and usually the 20th level ability. It needed to be spectacular, and this, I hope, is in flavor (I could certainly see a Bond character with this)]
Multiclass Note: A monk who becomes a quickbolt may continue advancing as a monk.
Background:
The whole idea started back a few years ago when a friend mentioned a character build he had always wanted to try: Fighter 15 / Deepwood Sniper 10 with two hand crossbows. The smile on his face when he explained the build (“Gunslinger!”) was memorable. There were some problems with that though, namely the problems with reloading two hand crossbows, even with a rapid reload feat (at least, I haven’t been able to find anything that would make it work). Besides, a fighter of that style really deserves its own prestige class, don’t you think?
There were three main base classes that I wanted to make this for – the fighter, obviously; the rogue; and the monk (perhaps with zen archery).
This is meant as an half-imitation, half-satire of action heroes from Neo to Bond to the Terminator. Abilities like Uncanny Reload are meant as a skewer of this. It isn’t meant as strictly a martial class; if these characters were relying just on physics, no action movie would be more than ten minutes long.
I’ve been told that this needs to be streamlined; personally, I like the fact that there would be no such thing as a cookie-cutter quickbolt, that there is that room for variation within the class. If this is just my misunderstanding of what prestige classes are, then I guess they can be changed… Of the three important stats (Dex, Cha, Wis), Dex is actually the least leg of the class. Dance of Glory can add charisma to range instead of AC, and wis as an attack bonus; and Danse Macabre might be too powerful as it is.
Character in 3E-Profiler (http://3ep.rpgprofiler.net/3ep/view.php?id=28898)
(This is [MTGSal edit:was] my first real stat block; please forgive any errors you find and bring them to my attention so that I don’t repeat them….)
Marie Sevletaine: Female halfling monk 6 / rogue 4 / quickbolt 10; CR 20; Small humanoid; HD 16D8+32 plus 4D6+8; hp 116; Init + 12; Spd 40 ft.; AC 56, touch 47, flatfooted 56; Base Atk +17; Grp +16; Atk +17 melee (1D8-1/x2, Unarmed Strike (magic)) or +32 ranged (1D3 +2 +2d6 vs lawful + 2D6 vs chaotic/19-20, +2 Anarchic Axiomatic Hand Crossbow) or +32 ranged (1D3 +2 +1D6 fire +1D6 cold +1D6 electricity/19-20, +2 Flaming Frost Shock Seeking Hand Crossbow); Full Atk +16/+16/+11/+6/+1 Melee (1D8-1/x2, Unarmed Strike (magic)) or +30/+25/+20/+15 ranged (1D3 +2 +1D6 fire +1D6 cold +1D6 electricity/19-20, +2 Flaming Frost Shock Seeking Hand Crossbow) and +30/+25/+20 ranged (1D3 +2 +2d6 vs lawful + 2D6 vs chaotic/19-20, +2 Anarchic Axiomatic Hand Crossbow) or +28/+28/+23/+18/+13 ranged (1D3 +2 +1D6 fire +1D6 cold +1D6 electricity/19-20, +2 Flaming Frost Shock Seeking Hand Crossbow) and +28/+23/+18 ranged (1D3 +2 +2d6 vs lawful + 2D6 vs chaotic/19-20, +2 Anarchic Axiomatic Hand Crossbow); SA circumvent barriers, dance of glory, doublestrike, fluid ambidexterity, ranged knockback, snapshot +2d6, sneak attack +2d6, unerring aim; SQ danse macabre, evasion, halfling qualities, improved uncanny dodge, purity of body, slow fall 30’, still mind, trapfinding, trap sense, uncanny dodge, whirl of wonder; AL NG; SV Fort +15 (+17 vs enchantments or fear affects), Ref +32 (+34 vs enchantments or fear affects), Will +22 (+24 vs enchantments or fear affects); Str 8, Dex 34, Con 14, Int 12, Wis 28, Cha 26.
Skills and feats: Balance +17, Climb +1, Craft (Weaponsmithing) +14, Escape Artist +13, Hide +39, Intimidate +31, Jump +7, Listen +34, Move Silently +37, Open Lock +15, Search +12, Spot +37, Tumble +17; Combat Reflexes, Greater Two-Weapon Fighting, Improved Grapple, Improved Trip, Improved Unarmed Strike, Point Blank Shot, Rapid Reload, Rapid Shot, Two-Weapon Defense, Two-Weapon Fighting.
Languages: Common, Halfling, Elven.
Circumvent Barriers (Ex): As a move equivalent action, Marie Sevletaine may apply her wisdom modifier (if positive) as a penalty to a creature’s cover bonus to AC against the quickbolt’s attacks that round. This does not reduce the cover bonus to less than zero, nor does it cause the target to be denied her dexterity bonus to AC. This has no effect on targets with total cover.
Dance of Glory (Ex): When dual-wielding a pair of hand crossbows, Marie adds 8 points of charisma bonus as an insight bonus to her AC and 90’ as an insight bonus to the range increment of the hand crossbows she uses. Furthermore, she adds 45’ to the maximum range of her precision-based abilities, such as Sneak Attack and Snapshot. She loses all bonuses of this ability while wearing medium or heavy armor or carrying more than a light load, or is denied her dexterity bonus to AC.
Double Strike (Ex): As a standard action, Marie may make one attack roll at her highest base attack bonus with each hand crossbow she wields. She may target different enemies with each crossbow, but each target beyond the first causes a cumulative -5 penalty to the attack roll.
Fluid Ambidexterity (Ex): When using the full attack option, each of Marie’s additional attacks granted by feats, spells or a high base attack bonus may be taken with any crossbow she wields.
Ranged Knockback (Ex): Twice per day, at the end of any full attack, Marie may designate one target hit with a bolt from her hand crossbow that round to be subjected to this ability. That character must immediately succeed on a fortitude save (DC 28) or be pushed back an amount of feet equal to half the amount they failed the saving throw by (rounded up to the nearest 5’) as if bull rushed. If the character fails their saving throw by 20 or more, they are also knocked prone. Each of the target’s size categories greater than medium provides the target with a +6 bonus to the save.
Snapshot +2D6 (Ex): Marie deals an additional 2d6 damage on ranged attacks made against targets within 75’. This extra damage only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a snapshot, and any item or ability that protects a creature from critical hits also protects a creature from a snapshot.
Sneak Attack +2d6 (Ex): Marie deals an extra +2d6 damage against flat-footed opponents within 75’ or against targets she is flanking. Any creature without a discernable anatomy or that is immune to extra damage from critical hits are immune to sneak attacks.
Unerring Aim (Ex): As a move-equivalent action, Marie may apply half her wisdom modifier (if positive), rounded down, as a penalty against a target creature’s armor bonus to AC against her attacks that round. This does not reduce the armor bonus to less than zero, nor does it ever deny the target their dexterity bonus to AC. Creatures with cover are immune to this ability.
Danse Macabre (Ex): Marie may make up to six five-foot-steps each round in which she makes no other movement, instead of one.
Evasion (Ex): If Marie is exposed to any effect that would allow her to make a reflex saving throw for half damage, she takes no damage with a successful throw.
Halfling Qualities (Ex): +1 racial bonus to saves and an additional +2 morale bonus to saves made against fear effects, +2 bonus on Climb, Jump, Move Silently and Listen, +1 racial bonus to attack rolls with thrown weapons or slings
Improved Uncanny Dodge (Ex): Marie may not be flanked except by a rogue of at least eighth level.
Purity of Body (Ex): Marie is immune to all non-magical, non-supernatural diseases .
Slow Fall 30’ (EX) While within arm’s reach of a wall, Marie can use it to slow her descent. She takes damage as if the fall were 30 feet shorter than it actually is.
Still Mind (Ex): Marie gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Trapfinding (Ex): Marie can find, disarm or bypass traps with a DC of 20 or higher. She can use the Search and Disable Device skills to find and disarm magic traps (DC 25 + Spell Level). If she beats a trap’s DC by 10 or more with a Disable Device check, she and her party can bypass the trap without triggering or disarming it.
Trap Sense (Ex):Marie gets a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex): Marie retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Whirl of Wonder (Su): The first round each day that a character is engaged in a battle with Marie, that character must make a will save (DC: 13) or be stunned for that round. Regardless of success or failure, that subject gets a permanent +5 bonus on all future Whirl of Wonder saves; this bonus is cumulative with itself.
Possessions: Flaming Frost Shock Seeking Hand Crossbow +2, Anarchic Axiomatic Hand Crossbow +2, Eyes of the Eagle, Periapt of Wisdom +6, Monk’s Belt, Cloak of Charisma +6 and Resistance +3, Bracers of Armor +8, Gloves of Dexterity +6, Ring of Protection +5, Ring of the Ram (39 charges), Winged Boots, Manual of Quickness of Action +4 (read), Tome of Understanding +4 (read), Tome of Leadership and Influence +4 (read), Heward’s Handy Hoversack, 2 Quiver of Ehlona with 120 bolts, 18 cases of 10 bolts, Peasant’s Outfit, 2270 GP.
(I never want to do another CR20 monk-type stat block again. Ugh. Anyways, the character has a very generous base array (18,17,16,14,12,10) because this is meant in part as troubleshooting, a possible worst-case scenario. The character does have a number of weakness (Low Fort Save + No SR; low HP; almost no melee or grappling ability)… The AC is still obscene, but she’s not invulnerable.)
Master of Bushido
The Master of Bushido is the solitary warrior; one who has focused his adult life upon perfecting his twin-weapon combat style, and following the teachings of Bushido. The Master of Bushido has total confidence in Bushido as a universal code of ethics, and his single-minded actions reflect this admirably. In everyday life, they are gifted with an overpowering aura of self-confidence and honor; a single stare is enough to make even the most brutish thug question his dishonorable deeds.
In combat, however, they are terrifying to behold. They are the tempest of destruction, having perfected advanced dual-weapon techniques, they are masters of simultaneous offence and defence. Rarely will there be an opponent able to raise his sword against such fury, such martial perfection, without quaking in fear.
Requirements
To become a Master of Bushido, the following requirements must be met.
Alignment: Any lawful.
Base attack bonus: +10.
Skills: Intimidate 13 ranks, Diplomacy 13 ranks.
Feats: Two-weapon Fighting, Skill focus: Intimidate or Diplomacy
Special: Kiai Smite ability.
Class Features
All of the following are class features of the Master of Bushido prestige class.
Weapon and Armor Proficiency: Masters of Bushido gain no proficiency with any weapons or armor.
Improved Two Swords as One: At first level, a Master of Bushido gains the Improved Two-weapon fighting feat when wielding two slashing weapons.
Kiai Smite: A Master of Bushido gains the same number of uses of his or her Kiai Smite class feature as a samurai of the same level. The number of uses increase to 3/day at level 2 and 4/day at level 7.
Bushido Arts: At Level 2, and every three levels after, a Master of Bushido selects one of the Bushido Arts from the following list. Bushido arts represent extraordinary abilties that the Master of Bushido has perfected through his devotion to bushido.
·Righteous strike – Once per encounter, as an immediate action, the Master of Bushido may claim one threatened critical to be a Righteous Strike. If the critical hit is confirmed, add one to the critical multiplier when determining damage.
·Terrifying presence (Ex) – Once per encounter, as an immediate action, the Master of bushido, through sheer force of presence, may force one opponent he has demoralized during the same battle to re-roll a successful hit against him. The second result stands.
·Dervish – Once per encounter, as part of a full-round attack, when a Master of Bushido hits the same opponent at least once with each weapon he wields, he may make an additional attack against that opponent at his full attack bonus. However, he also gains a –2 armor class penalty for the rest of the round.
·Epitome of Civility – When making a diplomacy check, a Master of Bushido may roll 2D20 and choose the best result. This ability is useable a number of times per day equal to the Master of Bushido’s Charisma bonus.
·Faith in the Code – Once per day, when the Master of Bushido is targeted by a charm effect, he adds his charisma modifier to his will save for the purposes of overcoming the charm effect.
·Ultimate Justice – The Master of Bushido’s armor class is increased by two when fighting against chaotic enemies. This bonus applies as long as the samurai is conscious and not helpless.
·Flash of blades – The Master of Bushido’s flashing blades are dizzying to the eye – his opponents could swear his body was but a blur of action Once per encounter, for one round, the Master of Bushido may act as if affected by the spell Haste. This is a supernatural ability and, as such, cannot be dispelled.
Bonus Feats: At 3rd, 6th, and 9th level, the Master of Bushido gains a bonus feat chosen from the following list. He must meet all prerequisites for these feats.
Two-weapon Defence, Improved Two-weapon Defence, Greater Two-weapon Defence, Iron Will, Die Hard, Two-weapon Rend, Two-weapon Pounce.
Improved Staredown: At 4th level, even a glance from the hard eyes of a Master of Bushido is enough to give his foes pause. The Master of Bushido can demoralize opponents within 30 feet as a move action, not a standard action.
Greater Two Swords as One: At 8th level, Masters of Bushido gain the Greater Two-weapon Fighting feat when wielding two slashing weapons.
Hurricane of Justice: At 10th level, the Master of Bushido is the wind of justice, cutting opponents down, moving swiftly through the battlefield. He takes no penalty to his attacks for wielding two slashing weapons. He also gains the Whirlwind attack feat when wielding two slashing weapons, even if he does not meet the prerequisites for that feat.
That Quickbolt class makes me giggle AND want to grab it. Note that rogues and drow are automatically proficient with hand crossbows, thereby maybe making it easier to qualify for the class.
Another request: Prestige class for a high-level two-weapon fighter who already maxed out Dervish and Tempest.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
You've given me a lot of ideas to work with, though.
Also, Jen, I didn't mean to say that the Samurai would curse his opponents. From popular Japanese lore, The samurai could walk onto the field of battle with a certain expression or stance, and it would send chills down his lesser opponent's spines. That's why I think with something that works like a Marshal's aura, with penalties to the enemy versus bonuses to allies is the way to go. He's not cursing or hexing them, he's just being his honorable self, and that alone strikes fear into the hearts of those that oppose him.
Another reason why armies where moved in fear/courage was because the samurai armor is designed to represent the visage of an Oni (thats why the face plates look like sneering faces), this alone was enough to mentally disturb the general populace that formed the militia ranks in the samurai army which in turn provoked the opposite sides morale to bolster.
Again this is not a correction just wanted to expand on the phsycological factors regarding the response given in Japanese Lore. does it show that i love samurais?
I need commentary on it. It's not finished.
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Thanks. I have ideas, but I'm not the best at balancing a class. I tend to make things too powerful. It's the Spike in me.
Alacar, I'll read it over, and make any suggestions I can.
Good BAB, Fort and Will saves.
It gets Fighter BaB, good will saves, and 8/10 divine caster levels as well as getting 5 maneuvers and 2 stances, plus 4 new class abilities relating to turning attempts (if I recall correctly, a spontaneous turning attempt burned gives you a second swift action in a round - double quicken, anyone? :cool:) and so I sort of second guessed myself there - that class is way, WAY better than a divine knight class.
The only difference is that one has much more stringent prerequisites.
So I don't know. Perhaps a medium between the two?
On Samurai "auras" and such: There's several ways this could work. I am familiar with a number of spells that do what you're thinking of- allies gain bonuses, while enemies gain penalties- but it does remind me of the hexblade far too much. Something like:
Honor Stands Proud (Su): The samurai is immune to fear while using this ability. All allies within a 30ft. radius gain a +4 morale bonus on saving throws vs. fear effects. This lasts for a number of rounds equal to 3+ the samurai's Cha modifier. Additionally, all non-allied creatures within the same radius must make a Will save (DC 10 + half the Samurai's class level + Cha modifier) or be shaken for the same amount of time. This is a mind-affecting fear ability.
Strength of One (Su): The samurai gains a +4 bonus on critical confirmation rolls while using this ability. All allied creatures within 30ft. gain a +2 bonus on critical confirmation rolls. This lasts for a number of rounds equal to 3+ the samurai's Cha modifier. Additionally, all non-allied creatures within the area must make a Will save (10 + 1/2 class level + Cha modifier) or recieve a -2 penalty to all attack rolls and melee weapon damage rolls. This is a mind-affecting ability.
Soul Power (Su): The samurai is immune to negative energy and death effects while using this ability. All allies within 30ft. gain a +4 bonus on saving throws vs. negative energy attacks and death effects. This lasts for a number of rounds equal to 3+ the samurai's Cha modifier. Additionally, all non-allied creatures with an alignment opposed to the samurai's must make a Will save (DC 10 + 1/2 class level + Cha modifier) or take 2d6 damage (damage type corresponds to the samurai's alignment; usually axiomatic type) whenever it strikes the samurai in melee combat.
Of course, those would be level-dependent.
"I am in the arcane, and the arcane is in me."
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Skill Points 2+Int modifier
Class Skills- Climb, Craft, Intimidate, Jump, Spot, and Swim
Requirements- Any nonlawful.
Base Attack- As fighter
Saves- Good Fortitude, crappy Ref and Will
Bonus Feats- Improved Toughness at 1st; Endurance at 4th, Diehard at 8th
Abilities: Darkness (Ex): At 1st level, you gain the ability to channel your lifeforce into one melee attack.You deal 1d6/two levels in extra damage...and take 1d4 for every 1d6 you choose to deal. This damage is not dubject to damage reduction or spell resistance. At 12th level, you gain the ability to use Darkness in conjunction with a full attack action, dealing your appropriate damage with every successful strike. You do not take damage if you miss your target.
At 2nd level and every even level therafter, you recieve 2 bonus hit points. These stack with permenent HP gained from any other source.
Souleater (Ex): The Souleater ability allows you to deal your Darkness damage in two different ways- a 30ft cone, or a 20ft radius burst, centered on you.You are not subject to your own Darkness damage (except for life paid normally as part of using the ability).
Soul Crush- At 20th level, you may make a single attack at your highest base attack bonus. If that attack hits, you can declare it as a Soul Crush. You deal an amount of extra damage in 1d6s equal to your Dark Knight level plus your Con modifier. You then take an amount equal to half the damage you dealt.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Lv BAB Fort Ref Will Spells per Day
1.----+0---+0----+0----+2-----4--2--/--/--/--/--/--/--/--/ Lore, bonus feat
2.----+1---+0----+0----+3-----5--3--/--/--/--/--/--/--/--/
3.----+1---+1----+1-----+3-----5--4--/--/--/--/--/--/--/--/
4.----+2---+1----+1-----+4-----5--5--2--/--/--/--/--/--/--/
5.----+2---+1----+1-----+4-----5--5--3--/--/--/--/--/--/--/ Bonus feat
6.----+3---+2----+2-----+5-----5--5--4--2--/--/--/--/--/--/
7.----+3---+2----+2-----+5-----5--5--5--3--/--/--/--/--/--/
8.----+4---+2----+2-----+6-----5--5--5--4--2--/--/--/--/--/
9.----+4---+3----+3-----+6-----5--5--5--5--3--/--/--/--/--/
10.---+5--+3----+3-----+7-----5--5--5--5--4--2--/--/--/--/ Bonus feat
11.---+5--+3----+3-----+7-----5--5--5--5--5--3--/--/--/--/
12.-+6/1--+4----+4-----+8-----5--5--5--5--5--4--2--/--/--/
13.-+6/1--+4----+4-----+8-----5--5--5--5--5--5--3--/--/--/
14.-+7/2--+4----+4-----+9-----5--5--5--5--5--5--4--2--/--/
15.-+7/2--+5----+5-----+9-----5--5--5--5--5--5--5--3--/--/ Bonus feat
16.-+8/3--+5----+5----+10-----5--5--5--5--5--5--5--4--2--/
17.-+8/3--+5----+5----+10-----5--5--5--5--5--5--5--5--3--/
18.-+9/4--+6----+6----+11-----5--5--5--5--5--5--5--5--4--2
19.-+9/4--+6----+6----+11-----5--5--5--5--5--5--5--5--5--3
20.+10/5-+6----+6----+12-----5--5--5--5--5--5--5--5--5--4 Bonus feat
Hit Die: d4
Skill Points: 2+ Int modifier.
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language (-), and Spellcraft (Int).
Weapon and Armor Proficiencies: Sages are proficient with all simple weapons and their deity's favored weapon. Sages are not proficient with any armor or shields.
Lore: A sage may make a lore check, which works much like a bard's bardic knowledge checks. You add your sage level and your Int modifier to your d20 roll.
Bonus Feat: At 1st, 5th, 10th, 15th, and 20th levels, the sage gains a bonus feat. This feat must be a metamagic feat, an item creation feat, Spell focus, Skill Focus (any Knowledge skill), or a reserve feat.
Patron Deity: A sage must have a patron deity, for it is from them that they draw the power to cast their divine spells. The sage must be withing one step of his deity's alignment unless the deity's description states otherwise.
Spellcasting: A sage chooses her spells from the wizard/sorcerer and the cleric spell lists. A sage can cast any spell she knows at any time, providing she has an appropriate spell slot available. A sage must have a sufficient Int score (10+ spell level) or she cannot cast that spell at all, and receives bonus spell slots for a high Intelligence score.
A sage's save DC for her spell are 10+ spell's level + Intelligence modifier.
Beginning at 6th level and every even level thereafter, a sage can "forget" a spell she knows that is at least one level lower than her highest level spell slot available for a spell of the same level.
Sage Spells Known by Level
Lv---0th---1st---2nd---3rd---4th---5th---6th---7th---8th---9th
1.------4------2-----------------------------------------------------------------
2.------5------2-----------------------------------------------------------------
3.------5------3-----------------------------------------------------------------
4.------6------3------1----------------------------------------------------------
5.------6------4------2----------------------------------------------------------
6.------7------4------2------1--------------------------------------------------
7.------7------5------3------2--------------------------------------------------
8.------8------5------3------2------1-------------------------------------------
9.------8------5------4------3------2-------------------------------------------
10.----8------5------4------3------2-------1-----------------------------------
11.-----8-----5------5------4------3-------2-----------------------------------
12.-----8-----5------5------4------3-------2------1---------------------------
13.-----8-----5------5------4------4-------3------2---------------------------
14.-----8-----5------5------4------4-------3------2--------1------------------
15.-----8-----5------5------4------4-------4------3--------2------------------
16.-----8-----5------5------4------4-------4------3--------2-------1---------
17.-----8-----5------5------4------4-------4------3--------3-------2---------
18.-----8-----5------5------4------4-------4------3--------3-------2-------1-
19.-----8-----5------5------4------4-------4------3--------3-------3-------2-
20.-----8-----5------5------4------4-------4------3--------3------3--------3
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.