View Full Version : Prestige Classes
BigRedRod
22nd of July, 2002, 05:26
Usage, creation of the dragoons and the campaign world will require some new Prestige Classes
Each will be posted here
BigRedRod
22nd of July, 2002, 05:27
Crap name but gets the point across
Requirements
Charisma : 13+
Knowledge [mech] : 3 ranks
BAB : +5
Special : Must have been successfully attuned to at least one mech
Level BaB Fort Will Reflex Special
1 +1 +0 +2 +0
2 +2 +0 +3 +0 Energyst Bond +1
3 +3 +1 +3 +1 Bonus Feat
4 +4 +1 +4 +1 Soul burn
5 +5 +2 +5 +2 Energyst Bond +2
6 +6 +2 +5 +2 Bonus Feat
7 +7 +2 +6 +2 Energyst Bond +3
8 +8 +2 +6 +2 Bonus Feat
9 +9 +3 +6 +3 Improved Soul Burn
10 +10 +3 +7 +3 Energyst Bond +4, Bonus Feat
Hit Die : d10
Class Skills : Climb, Craft, Jump, Knowledge [mech], Profession
Skill Points per Level : 2 + int modifier
Weapon and Armour Proficency : All mech martial and simple weapons, all mech armour and shields
Special Abilities
Bonus Feat : This grants the pilot a bonus feat from the following list : Blind-fight, Combat Reflexes, Dodge, Spring attack , Mobility, Exotic Weapon proficiency (mech), Expertise, Improved Disarm, Improved Trip, Whirlwind attack, Improved Critical, Improved Initiative, Power Attack, Cleave, Improved Bull Rush, Sunder, Great Cleave, Weapon Finesse, Weapon Focus, Weapon Specialisation (the pilot is the only class which can take weapon specialisation for mech weapons), Ambidexterity, Two Weapon Fighting, Improved Two-weapon Fighting. When the pilot takes a feat such as weapon focus (or another than requires you to specify a weapon) only a mech weapon may be chosen
Energyst Bond : When being attuned to a mech a pilot may add this bonus to his roll
Soul Burn : The pilot can sacrifice some of the energy contained in the energyst of his mech to improve the power of an attack. This scarifice is permanent and the mech may lose some power due to the loss of HD. For every energyst HD that is sacrificed the pilot gets a +5 to his attack bonus, and +5 damage on his next attack, soul burning is a free action. If the HD of the energyst is reduced to below 1/4 of the mech HD then an overload may occur (10% chance per HD that the energyst is reduced below the minimum required). If an overload occurs, everything within 30ft of the mech must make a reflex save(DC: 15 + pilot level)) or suffer 1d10 damage per HD of the energyst (the amount that was burnt to trigger the overload should be included in this HD), the overloading mech suffers 1d12 damage per HD (no save), the pilot suffers 1d6 damage per HD (no save).If an energyst is depleted below the minimum level necessary but doesnt overload then it simply deactivates and the energyst must be replaced before the mech can become active again. Example: a 20HD mech is powered by a 7HD energyst and the pilot is a 6th level fighter/5th level pilot, the pilot may "burn" 2HD safely and will get a +10 attack and damage bonus on his next attack with that mech, or he may burn more than 3HD but risk an overload. If he chooses to burn 3HD then there is a 10% chance of an overload, if there is an overload then everything within 30ft suffers 7d10 damage (ref save for half, DC: 20), the mech suffers 7d12 damage, and the pilot suffers 7d6 damage
Improved Soul Burn : As soul burn but the bonus grnated for burning is now +7 to attack and damage rolls. The chance of an overload is reduced to 5% per HD the energyst is reduced below the minimum level. Sacrificed HD now slowly regenrate (at a rate of 1 HD per week)
BigRedRod
22nd of July, 2002, 05:28
Still no name for the actual class :P
Requirements
Strength : 19+
Dexterity : 19+
Jump : 10 ranks
Climb: 8 ranks
Balance : 6 ranks
Level BaB Fort Will Reflex Special
1 +1 +0 +2 +2 Favoured Enemy(+1) : mechs
2 +2 +0 +3 +3 Overload 1/day, Leap 1/day
3 +3 +1 +3 +3 X Attack d6
4 +4 +1 +4 +4 Leap 2/day
5 +5 +1 +4 +4 Favoured Enemy(+2)
6 +6 +2 +5 +5 Overload 3/day, X Attack d8
7 +7 +2 +5 +5 Leap 3/day
8 +8 +2 +6 +6 Favoured Enemy(+3), X Attack d12
9 +9 +3 +6 +6 Overload 4/day
10 +10 +3 +7 +7 Favoured Enemy(+4), X Attack d20
Hit Die : d10
Class Skills : Jump, Climb, Intimidate, Spot, Knowledge [mechs], Escape Artist, Use Rope, Balance
Skill points per level : 2+ int modifier
Weapon and armor proficiency : All simple and martial weapons. Light Armour
Special Abilities
Favoured Enemy : Mechs As the ranger ability, the bonus rises as the character gains levels in this class from +1 at 1st level to +4 at 10th.
Overload This attack attempts to overload the energyst of a mech causing it to be stunned and slightly damaged. This attack is a full round action and the character must remain within 30ft of the Mech during this period. The pilot must then make a will save (DC = 10 + anti-mech class levels + 1/2energyst HD). A successful will save means that the pilot defended against the attack and it has been wasted. A failure means that the mech and pilot are stunned for half the anti-mechs class level in rounds. A failure by 5 or more means that the mech and pilot are stunned for the anti-mechs class level in rounds and the mech takes 1d6 damage (ignoring damage resistance).
Leap This attack involves leaping high into the air and landing on an enemy.The maximum height that can be reached is (jump ranks + anti mech level + (dex bonus X 2)) with a similar horizontal distance. It is frequently used so that anti mechs can get on top of mechs to perform an X-Attack . This attack is a full round action. This Attack has a +(1/2 anti mechs level) to hit and causes an additonal d6 + ( anti mech level) damage. This action only allows one attack whether or not the character has multiple attacks. After the attack the anti mech is placed in the nearest empty area
X Attack - From 3rd level onwards if the character manages to climb or leap onto a mech and balance there it may attempt an X Attack. This attack automatically hits with a threatened critical (roll to determine if it has caused a critical hit as normal). This attack ignores some of the mechs hardness (d6 at 3rd level rising to d20 at 10th level). The character may attempt this 1/day/level of this class
BigRedRod
22nd of July, 2002, 05:28
Wherever dragoons can be found there is a mechanist. Mechanists are the Creators of dragoons and dragoon equipment. They form guilds and each guild is likely to have a secret or two that give their mechs a slight edge over others
Any race can become a mechanist, Gnomes are attracted to the class for it gives them a greater ability to create inventions. There are rumours that the Gnomes created the dragoons but then again there are many other rumours about the origins of the iron giants.
Wizards are most likely to become Mechanists, although many mechanists are Sorcerors. Experts also can become very good mechanists as they can quickly surpass all other classes at learning the skills involved. The other classes rarely become mechanists although their skills are useful to most groups
Requirements
Knowlede [dragoon] : 9 ranks
Craft [dragoon]: 9 ranks
any 2 magic item creation feats
Skill Focus in knowledge[dragoon]
Able to use arcane magic
Intelligence: 15+
Membership of a Dragoon Guild, or some other source of learning (such as another mechanist, or a trove of suitable dragoon tomes)
Level BaB Fort Will Reflex Special
1 +0 +0 +2 +0 Spells, Enhanced Repair
2 +1 +0 +3 +0 Attune, Steady Soul
3 +1 +1 +3 +1 Harvest, Skill Focus(craft [dragoon])
4 +2 +1 +4 +1 Spell Shape
5 +2 +1 +4 +1 Construct Mastery
6 +3 +2 +5 +2
7 +3 +2 +5 +2 Force the Soul (1/day)
8 +4 +2 +6 +2
9 +4 +3 +6 +3 Force the soul (2/day)
10 +5 +3 +7 +3 Greater Harvest
Hit Die : d4
Class Skills : Appraise, Concentration, Spellcraft, craft [dragoon], craft, profession, knowledge [all kinds]
Skill points per level : 3+ int modifier
Weapon and armor proficiency : Simple and Martial dragoon weapons. Medium and Light dragoon armour
Special Abilities
Spells: Spells are cast as a sorceror(the mechanist knows all spells from the mechanist spell list). Bonus Spells and Spell DC are based upon the intelligence score.
Level 1
Detect Magic, Mage Hand, Read Magic, Grease, Identify, Magic weapon, Repair light damage (from TAB)
Level 2
Repair Moderate Damage (from TAB), Pyrotechnics, Death knell, Make whole, Produce Flame, Chill metal, Heat metal
Level 3
Repair Serious Damage (from TAB), Dispel Magic, Keen edge, Shatter
Level 4
Break Enchantment, Legend Lore, Rusting Grasp, Minor creation, Repair Critical Damage (from TAB)
Level 5
Wall of Iron, Wall of force, Magic Jar, Major creation, Analyze Dweomer, Animate Objects
Spell Advancement
0X 1 2 3 4 5
01 3 0 - - -
02 4 1 0 - -
03 5 2 0 - -
04 5 3 1 0 -
05 6 4 2 0 -
06 6 5 3 0 -
07 6 6 4 1 0
08 6 6 4 2 1
09 6 6 4 3 2
10 6 6 4 4 3
Attune : After a dragoon is created it cannot be piloted until it has been attuned to a pilot. This takes 5 rounds.
At the end of the ritual the pilot makes an charisma check (DC = mech HD - 5). If the pilot has more than 6 ranks in Knowlege [dragoon] then he may add a +2 bonus to this check. If the check is passed then that pilot (and that pilot alone) may pilot the mech. A fail means that no one may try and attune the mech until 10 hours have passed.
If a mech needs to be re-attuned(from an old pilot to new) then the DC is increased by 4
Steady Soul : a Mechanist gains a +(mechanist level +5) bonus to his saves against any attempts to capture/destroy his soul
Harvest : A dying creature (0 tp -9hp) can have it's soul trapped in a gem (value 10gp per HD of creature) to create an energyst. A mechanist may only harvest a soul of a creature with HD less than or equal to twice his mechanist level
Starting the harvesting process is a full round action which provokes attacks of opportunity. The process requires a full round for every HD the creature had (so long as the mechanist isn't disturbed during the process, it's irrelevant whether the creature falls below -10hp)
An energyst has a rank identical to the HD of the creature it was created from
Skill Focus [craft dragoon] : as the skill focus feat, if the mechanist already had the feat then the bonus increases to +4
Spell Shape : a mechanist can use a spell slot to cast any spell (up to 4 levels higher than the slot used ). These spells may only be used to cast spells involved in creating constructs(ncluding dragoons and dragoon equipment). Any xp that must be paid normally must also be paid. 10xp per spell level of the shaped spell must be paid along (for example if a spell is converted to fireball for use in creation of a construct, 30xp must be paid)
A spellcraft check is needed to shape a spell ( DC = 20 + (2x spell level increase))
A failed check wastes the spell slot (but not the experience)
[u] Enhanced Repair : the mechanist may add an extra d8 to the healing from all of his repair spells
Construct Mastery: a Mechanist can create constructs(including dragoons) at 3/4 of their normal cost
Force the soul : A gemstone (100gp per HD) can be used to create an energyst from any living creature. The victim makes a will save (DC= Mechanist level + int modifier). If the save fails the gemstone becomes an energyst with rank equal to the HD of the creature. If the attempt fails the gemstone is destroyed
Forcing the soul is a full round action that provokes attacks of opportunity
Greater Harvest : As harvest but there is now no limit on the HD that can be captured. Souls may be extracted from the recently dead (the body must have been lifeless for less than half an hour). An energyst created from a creature after it has died is worth a rank two less than it's HD
the mechanist has some non-standard spells:
Repair light Damage
Transumation
level : sorc/wiz 1
Components : V S
casting time : 1 action
Range : Touch
Target : Construct Touched
Duration : instant
Saving throw : None
Spell resistance : yes (harmless)
Must be cast ona construct with at least 1hp remaining
repairs 1d8 damage + 1 for every caster level (max +5)
Repair Moderate Damage
as above but :
level :2
2d8, +1 per caster level (up to +10)
Repair serious damage
as above but :
level : 3
3d8, + 1 per caster level (up to +15)
Repair critical damage
as above but :
level : 4
4d8, +1 per caster level (up to +20)
BigRedRod
22nd of July, 2002, 05:32
Requirements
Charisma : 13+
Knowledge [mech] : 3 ranks
Able to cast 3rd Level Arcane Spells
Special : Must have been successfully attuned to at least one mech
Level BaB Fort Will Reflex Special
1 +0 +0 +2 +0 Boosted SR (+1), 15% Arcane Spell Failure
2 +1 +0 +3 +0 Energyst Bond +1
3 +1 +1 +3 +1
4 +2 +1 +4 +1 Boosted SR (+3)
5 +2 +2 +5 +2 Energyst Bond +2
6 +3 +2 +5 +2 10% Arcane Spell Failure
7 +3 +2 +6 +2 Energyst Bond +3
8 +4 +2 +6 +2
9 +4 +3 +6 +3 Boosted SR (+5)
10 +5 +3 +7 +3 Energyst Bond +4, 5% Arcane Spell Failure
Hit Die : d4
Class Skills :
Skill Points per Level : 3 + int modifier
Weapon and Armour Proficency : All mech simple weapons, light mech armour
Special Abilities
Spell Progression : +1 caster level per level
Energyst Bond : When being attuned to a mech a pilot may add this bonus to his roll
Boosted SR : The SR of a mech is increased by the given amount while occupied by the pilot
Arcane Spell Failure : The Arcane Spell Failure of the pilot is reduced to the given amount
BigRedRod
22nd of July, 2002, 05:34
Requirements
Charisma : 13+
Knowledge [mech] : 3 ranks
Move Silently and Hide : 8 ranks
Special : Must have been successfully attuned to at least one mech
Level BaB Fort Will Reflex Special
1 +0 +0 +2 +2 Cloak Extension (x1.5)
2 +1 +0 +3 +3 Energyst Bond +1, Sneak Attack +1d6
3 +2 +1 +3 +3
4 +3 +1 +4 +4
5 +3 +2 +5 +5 Energyst Bond +2,Sneak Attack +2d6
6 +4 +2 +5 +5
7 +5 +2 +6 +6 Energyst Bond +3
8 +6 +2 +6 +6 Sneak Attack +3d6
9 +6 +3 +6 +6 Cloak Extension (x2)
10 +7 +3 +7 +7 Energyst Bond +4
Hit Die : d6
Class Skills :
Skill Points per Level : 4 + int modifier
Weapon and Armour Proficency : All mech simple weapons, light mech armour
Special Abilities
Energyst Bond : When being attuned to a mech a pilot may add this bonus to his roll
Sneak Attack : As rogue, stacks with other sneak attack damage from other classes
Cloak Extension : While in a mech which is fitted with a cloak and attuned to the Stealth Pilot, the length of time the cloak can be active for is increased (multiply the original duration by the amount on brackets)
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