Author Topic: Strat's Prestige Class Collection  (Read 11154 times)

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Strat's Prestige Class Collection
« on: March 15, 2014, 08:42:33 AM »
Some of these are amongst the first classes I created, so they are in need of a bit of a tune-up, most likely.

Prestige Classes
Ballisteer - Psionic Archer, 3.0 class updated to 3.5
Cartographer of the Corrupted Map - Truenaming, Perfected Map
Corrupted Torturer - Vile, tortures people
Elemental Subjugator - Elemental Ur-Priest
Forgesouled Guardian - Construct pet class
Forsaker - 3.0 class updated for 3.5. Hates magic.
Gravebound - Necromantic, uses souls as fuel for necromantic spell assaults
Harbinger of Sorrow - Psionic, negative emotions and sadness
Necromancer of the Dead Legion - Slain enemies rise as swarms, Necromantic
Peritan Gnaral - Specialist, hyper-focused.
Sublime Champion - Compressed Swordsage
Swarm Caster - Summoner, summon many, many creatures
Twilight Walker - Light/Darkness minion class
« Last Edit: March 04, 2017, 07:21:24 AM by Stratovarius »

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #1 on: March 15, 2014, 08:42:52 AM »
Cartographer of the Corrupted Map

"Two feet firmly on the ground does not make you safe."
- Ywelfa, Elven Cartographer of the Corrupted Map


The Cartographers of the Corrupted Map are members of a society of Truenamers that use the language of Truespeak to warp and twist the land, causing it to writhe as it shudders in the new forms that they choose. Jagged and useless land follows behind them, for they delight in taking pleasure in destroying arable or otherwise useful land. Capable of burying towns with a sentence, they are unwelcome and always heavily watched if what they are becomes known.

Becoming a Cartographer of the Corrupted Map
Text

Table 1: Cartographer of the Corrupted Map
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will  Special Abilities           Utterances
------------------------------------------------------------------------------
  1    +0     +0    +0    +2    Warped Land, Speak Freely   ---
  2    +1     +0    +0    +3    Twisting the Knife          +1 Truenamer Level
  3    +1     +1    +1    +3    Shuddering Foundations      +1 Truenamer Level
  4    +2     +1    +1    +4    Rotting Castle              +1 Truenamer Level
  5    +2     +1    +1    +4    Shattered Land              +1 Truenamer Level
  6    +3     +2    +2    +5    Mastery of the Earth        ---
Class skills (2 + Int modifier per level):
Concentration, Bluff, Intimidate, Knowledge (all skills), Truespeak

Requirements:
Skills: Truespeak 12.
Utterances: Must be able to speak at least one utterance of the Perfected Map
Alignment: Non-Good.

Class Features
Text
  • Utterances Known: The Cartographer of the Corrupted Map increases the Truenamer's level, and continues to gain utterances known, but only from the Lexicon of the Perfected Map. The Cartographer of the Corrupted Map also gains one additional utterance from that lexicon at each indicated level. The utterance may be of a level equal to or less than his class level.
  • Warped Land (Su): The land around a Cartographer of the Corrupted Map is affected as if by a Spike Growth spell. This affects an area equal to 10' per class level. This effect is permanent for any area the Cartographer passes through. It may be removed with a dispel vs a DC of 10 + the Cartographer's Truenaming level.
  • Speak Freely (Ex): Whenever a Cartographer of the Corrupted Map speaks an utterance from the Lexicon of the Perfected Map, he gains a bonus on the check equal to his class level.
  • Twisting the Knife (Ex): Any Utterance of the Perfected Map has its duration doubled when spoken by a Cartographer of the Corrupted Map. If this utterance is then extended, the duration doubles again. Thus, an utterance spoken with this ability that was then extended would increase from a 1 minute duration to 2 minutes, and then be extended to 4 minutes.
  • Shuddering Foundations (Su): If the Cartographer of the Corrupted Map makes a Truespeak check with a DC of 20, the target house is affected as if by an earthquake spell. For each building size category above a house, the DC increases by 5.
  • Rotting Castle (Su): If the Cartographer of the Corrupted Map makes a Truespeak check with a DC of 35, the landscape in front of him reshapes itself into a large mansion made of earth, stone and wood. This building looks run down and decrept, but otherwise functions as a Mordenkainen's Magnificient Mansion. The building remains standing for as long as the Cartographer of the Corrupted Map remains within the building, or 12 hours per class level, whichever is shorter.
  • Shattered Land (Su): The land affected by the Cartographer of the Corrupted Map's Warped Land ability is now affected as if by a Spike Stones spell.
  • Mastery of the Earth (Su): The Cartographer of the Corrupted Map has acheived such mastery over the earth that he can affect it even with abilities that are not within the purview of Truespeak. He can duplicate any spell with the Earth descriptor by making a check vs a DC of 25 + (2 * Spell Level). This spell is cast at a level equal to his Cartographer of the Corrupted Map level plus his Truenamer level. The DC of any saving throw for this effect is 10 + the Spell Level + the Cartographer of the Corrupted Map's Charisma modifier

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #2 on: March 15, 2014, 08:56:48 AM »
Necromancer of the Dead Legion

"Before my hordes, even the greatest of empires shall fall!"
- Relak Traven, Human Necromancer of the Dead Legion


Necromancers of the Dead Legion are arcane wizards who specialize in the creation of armies of the walking dead. Zombies, skeletons, and other lesser undead are the tools they wield, each crafted to be more dangerous than their brethren. A single Necromancer of the Dead Legion can create enough undead to overwhelm a small army, while the power of a cabal of these wizards is enough to cause the downfall of an empire.

Becoming a Necromancer of the Dead Legion
Text

Table 1: Necromancer of the Dead Legion
Hit Die: d4

Code: [Select]
Level  BAB    Ref   Fort  Will  Special Abilities                    Spells
----------------------------------------------------------------------------------------------
  1    +0     +0    +0    +2    Hardened Flesh, Controlling Power    +1 Arcane Caster level
  2    +1     +0    +0    +3    Deathly Twin                         +1 Arcane Caster level
  3    +1     +1    +1    +3    Bolster Resistance                   +1 Arcane Caster level
  4    +2     +1    +1    +4    Deathly Resurrection                 +1 Arcane Caster level
  5    +2     +1    +1    +4    Nimble Bones                         +1 Arcane Caster level
  6    +3     +2    +2    +5    Legion's Battlecry                   +1 Arcane Caster level
  7    +3     +2    +2    +5    Deadly Chill                         +1 Arcane Caster level
  8    +4     +2    +2    +6    Split the Dead                       +1 Arcane Caster level
  9    +4     +3    +3    +6    Destruction Retribution              +1 Arcane Caster level
  10   +5     +3    +3    +7    The Legion Walks                     +1 Arcane Caster level
Class skills (2 + Int modifier per level):
Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).

Requirements:
Alignment: Evil
Feats: Corpse Crafter
Skills: Knowledge (Arcana) 10 ranks, Spellcraft 10 Ranks.
Arcane Casting: Must be able to cast 5th level spells.
Special: Must be able to create undead through magic.

Class Features
Text
  • Spells: At each level, the Necromancer of the Dead Legion gains new spells per day (and spells known if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding levels in the prestige class. He does not gain any other benefits of that class.
  • Hardened Flesh (Ex): All undead created by the Necromancer of the Dead Legion gain +2 Natural Armour to their AC.
  • Controlling Power (Ex): Beginning at first level, and every 3 levels thereafter, the amount of undead a Necromancer of the Dead Legion can control increases by 2xHD, so at level 1 he may control 4xHD, at level 4 6xHD, at level 7 8xHD, and so on.
  • Deathly Twin (Ex): Whenever the Necromancer of the Dead Legion casts a spell that summons or creates undead, he instead receives two creatures, each with Hit Die equal to 3/4 of the original summon. These are under his control, as per the animate dead spell.
  • Bolster Resistance (Ex): All undead created by the Necromancer of the Dead Legion gain +4 to their Turning Resistance.
  • Deathly Resurrection (Su): Any monster that dies within the Necromancer of the Dead's aura (30' area) is reanimated one round later as a zombie or skeleton (50/50 chance). Hit Die is equal to 1/2 of the deceased monster.
  • Nimble Bones (Ex): All undead created by the Necromancer of the Dead Legion gain Improved Initiative and an extra 10 feet to their land speed.
  • Legion's Battlecry (Su): The Necromancer of the Dead Legion shrieks, causing all living creatures within the area (100ft radius per class level) to become shaken. All undead within the area recieve a +2 bonus to attack, damage, skills, and saves. The Necromancer of the Dead Legion can use this a number of times per day equal to 3 + his Cha modifier. The benefit last for a number of rounds equal to Necromancer of the Dead Legion's class level.
  • Deathly Chill (Ex): All undead created by the Necromancer of the Dead Legion gain 1d6 cold damage to their natural attacks.
  • Split the Dead (Ex): In addition to the effects of Deathly Resurrection, the creature's spirit is forced to serve you as an allip under your control with Hit Die is equal to 1/4 of the deceased monster. These are under his control, as per the animate dead spell.
  • Destruction Retribution (Ex): An undead creature created by the Necromancer of the Dead Legion deal negative energy damage equal to 1d6 + an additional 1d6 for every 2 HD it possesses to all creatures in a 10 foot burst upon death.
  • The Legion Walks (Su): Every creature within a 30' burst around the caster must make a fortitude save vs 20 + 1/2 Int Modifier or die and be animated as per Deathly Resurrection. The Necromancer of the Dead can use this ability once per day.
« Last Edit: March 15, 2014, 11:20:48 AM by Stratovarius »

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 10717
  • The iconic spambot
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #3 on: March 15, 2014, 10:59:24 AM »
Range and action to use Legion's Battlecry? # of allips you can control with Split the Dead? And are the zombies/skeletons created by Deathly  under your control? Are they part of the normal pool you have from Animate Dead?

Oh and what is the Lore skill? Is that from Pathfinder? A homebrew?
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #4 on: March 15, 2014, 11:16:50 AM »
The joy of copying over very old classes in need of updates :)

Lore = Neverwinter Night's replacement for all the Knowledge skills. I'll fix.

Split the Dead just adds more undead to the ones you control, so it's still the total from Controlling Power.

Deathly, yes, it's the normal pool, under your control.

Range added to Legion's.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #5 on: March 15, 2014, 11:32:27 AM »
Harbinger of Sorrow

"Let the tears run down your face, for there is no tomorrow."
- Lorely Fela, Air Genasai Harbinger of Sorrow


The Harbinger of Sorrow delves deeply into the power of despair, using it as the mental focus and energy behind his manifesting. Spreading it to others, he glories in the anguish and rage that his passage leaves behind. Every place that he has been is a little sadder, a little less at peace with the world. People shy away from Harbingers of Sorrow, for whenever they appear, something evil will follow.

Becoming a Harbinger of Sorrow
Text

Table 1: Harbinger of Sorrow
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will  Special Abilities     Psionics
-------------------------------------------------------------------------
  1    +0     +0    +0    +2    Spread the Anguish    ---
  2    +1     +0    +0    +3    Sow the Seeds         +1 Manifester level
  3    +1     +1    +1    +3    Join the Lost         +1 Manifester level
  4    +2     +1    +1    +4    Siphon Anguish        +1 Manifester level
  5    +2     +1    +1    +4    Spread Hate           +1 Manifester level
Class skills (2 + Int modifier per level):
Autohypnosis, Concentration, Forgery, Intimidate, Knowledge (Religion), Knowledge (Psionics), Psicraft

Requirements:
Skills: Intimidate 4.
Powers: Must be able to manifest Mindlink, Death Urge, Demoralize
Alignment: Non-Good.

Class Features
Text
  • Psionics: At every level indicated on Table: Harbinger of Sorrow, a harbinger of sorrow gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.
  • Spread the Anguish (Su): The Harbinger of Sorrow gains an aura of demoralize. Anyone entering this aura must save as if the Harbinger of Sorrow had manifested the power upon them. Until they exit the aura, the creatures are not affected again. The aura has a radius of 5' per class level.
  • Sow the Seeds (Su): Once per round as a free action, the Harbinger of Sorrow can force seeds of doubt into the mind of a target. The target gets a saving throw vs 10 + Class level + Charisma Modifier to resist. If they fail, they become dazed. For the next three rounds after being dazed, the target gets to make a save vs the same DC or be confused. If it succeeds in any round, this ability ends. If it fails all three saves vs confusion, the target falls helpless to the ground, paralyzed by the images wracking its brain. The paralyzation lasts for the Harbinger of Sorrow's character level.
  • Join the Lost (Ex): Tales of sad-eyed wanderer have spread before the Harbinger of Sorrow, and wherever he goes he is unwelcome. Greeted with distrust, Harbingers of Sorrow suffer a penalty equal to their class level to all social skills (Diplomacy, Bluff, etc). Also, all reactions are downgraded by one level (from Unfriendly to Hostile, for example).
  • Siphon Anguish (Su): The Harbinger of Sorrow has advanced far into the mental energies of despair. He gains the ability to drain despair from others, ripping at their minds in order to fuel his powers. He can attempt to drain from 1 creature per round per two class levels, rounded up (2 creatures at 4, 3 at 5). For each creature drained in this way, the cost of the next power he manifests is reduced by 2. This does not allow him to exceed the normal manifester cap. Any creature failing their save against this ability is dazed for one round, due to the savage drain of mental energy. The save DC against this ability is 15 + Class + Charisma Modifier. It is a free action that requires expending your Psionic Focus.
  • Spread Hate (Su): The Harbinger of Sorrow can release a 40' pulse of despair centred upon itself once per day. The DC to resist is 15 + Charisma modifier. Those affected either collapse, trapped in their own world of anguish (treat as if the target is affected by the microcosm power), or they channel that despair into a blind rage, lashing out at all those around them (Treat as if they had gone into a Frenzy, as per Frenzied Berserker). There is a 50% chance of either effect happening, and it lasts for five rounds.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #6 on: March 15, 2014, 11:40:59 AM »
Corrupted Torturer

"Even the bravest crumble at my touch."
- Greba, Orc Corrupted Torturer


A foul being found in the deepest dungeons of mad kings and sadistic queens, the Corrupted Torturer is a twisted being, disfigured and warped by the focus of his magics. Taking pleasure in the agony of others, he destroys those under his soft touch and then grins in glee as he releases them back to the world, watching the anguish they cause. Many an adventurer has been broken and lost to the tender ministrations of a Corrupted Torturer. They are Loviatar's beloved.

Becoming a Corrupted Torturer
Text

Table 1: Corrupted Torturer
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will  Special Abilities                                     Spells
-----------------------------------------------------------------------------------------------------
  1    +0     +0    +2    +2    Bind Victim, Inherent Corruption                      ---
  2    +1     +0    +3    +3    Transfer the Anguish                                  +1 Caster Level
  3    +1     +1    +3    +3    Draw the Pain                                         +1 Caster Level
  4    +2     +1    +4    +4    Crush the Will                                        +1 Caster Level
  5    +2     +1    +4    +4    Corrupt Equipment                                     +1 Caster Level
  6    +3     +2    +5    +5    Prolonged Torment, Corrupt Spell Focus                +1 Caster Level
  7    +3     +2    +5    +5    Sadistic Torture                                      +1 Caster Level
  8    +4     +2    +6    +6    Shattered Soul                                        +1 Caster Level
  9    +4     +3    +6    +6    Timeless Agonies                                      +1 Caster Level
  10   +5     +3    +7    +7    Informational Sacrifice, Greater Corrupt Spell Focus  +1 Caster Level
Class skills (2 + Int modifier per level):
Concentration, Forgery, Intimidate, Knowledge (Arcana), Knowledge (Religion), Knowledge (Planes), Profession (Torturer), Sleight of Hand, Spellcraft, Use Rope.

Requirements:
Feats: Evil Brand, Corrupt Spell, Willing Deformity
Casting: Must be able to cast 3rd level Corrupt Spells.
Spells: Must be able to cast Seething Eyebane, Love's Pain and Liquid Pain.
Alignment: Evil.

Class Features
Text
  • Spells: At each indicated level, the Corrupted Torturer gains new spells per day (and spells known if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding levels in the prestige class. He does not gain any other benefits of that class.
  • Bind Victim (Ex): The Corrupted Torturer gains a bonus on his Use Rope check to bind a person equal to his class level.
  • Inherent Corruption (Ex): A Corrupted Torturer only takes one half the corruption damage, rounded down. The Corrupted Torturer can choose to take full damage as part of casting a Corrupt spell. He increases the caster level of all Corrupt spells by 2, and decreases the caster level of all non-corrupt spells by 1.
  • Transfer the Anguish (Su): Whenever a Corrupted Torturer takes Corruption damage, he may chose to split that damage with the subject he is torturing. The subject must be within Close (25' + 5'/2 levels) distance. The target of this ability is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks. Most often this ability is used with spells such as Seething Eyebane.
  • Draw the Pain (Su): Whenever the Corrupted Torturer uses his Transfer the Anguish ability, he creates one vial of Liquid Pain, as per the spell. No creature under the Corrupted Torturer's exquisite touch can die from Liquid Pain extraction.
  • Crush the Will (Su): Any time the Corrupted Torturer wins an Intimidate check by 10 or more, the victim takes 1 point of temporary wisdom damage. This damage wears off at a rate of one point per day of rest. For every week spent being tortured, the subject takes one point of permanent Wisdom Drain.
  • Corrupt Equipment (Su): The Corrupted Torturer can imbue a piece of torture equipment with the effects of a Corrupt spell. The cost to do so is Spell level * Caster level * 50. The spell can be cast at will on the person currently being tortured by the device, and the victim also takes the corruption damage.
  • Prolonged Torment (Ex): Whenever a spell that causes pain is cast upon his current torture victim, the Corrupted Torturer can double that spell's duration by making a spellcraft check equal to 20 + the Spell level. He may do this more than once to the same spell, but for each doubling of the duration, the DC increases by 2.
  • Corrupt Spell Focus (Ex): You gain the Corrupt Spell Focus feat.
  • Sadistic Torture (Su): While torturing someone, the Corrupted Torturer gains the benefit of the Sadism spell. The effects last until 2 rounds per class level after he has finished torturing someone.
  • Shattered Soul (Su): For each use of Transfer the Anguish on a single victim, there is a cumulative 5% chance (maximum 50%) that the victim is driven mad by the repeated tearing at his soul and bodies of the corrupt magics. Once this happens, no more useful information can be extracted and the victim gains the Corrupted Creature template with the following changes: Treat a creature created in this way as permanently confused.
  • Timeless Agonies (Ex): No creature that the Corrupted Torturer is currently torturing may die. If an Ability Score would be reduced to less than 1, it remains at 1. If damage would kill the victim, it instead remains alive. Even spells that would instantly kill a creature are blocked. Only spells that also work on items are able to kill the torture victim. The victim cannot choose to fail the saving throw, and gains a bonus on the roll equal to the Corrupted Torturer's class level.
  • Informational Sacrifice (Su): The Corrupted Torturer performs a ritual which takes 8 hours. During the course of this ritual, he may make a Knowledge (Religion) check every half hour to gain information. The DC is from the Knowledge skill (10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions)), or is set by the DM. The Corrupted Torturer gains a +10 bonus to this check.
  • (Greater) Corrupt Spell Focus (Ex): You gain the (Greater) Corrupt Spell Focus feat.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #7 on: March 15, 2014, 12:01:51 PM »
Swarm Caster

"Before my hordes, even the greatest of empires shall fall!"
- Relak Traven, Human Swarm Caster


The Swarm Caster specializes in the conjuration of planar beasts, augmenting their abilities and numbers through his command of magical energy. Swarm Casters are a rare breed, due to the extensive study and experimentation required to gain the knowledge necessary for the abilities. As gaining the expertise to enter this class requires some form of planar travel, almost all Swarm Casters come from within the apprentices of existing members of the class.

Becoming a Swarm Caster
Text

Table 1: Swarm Caster
Hit Die: d4

Code: [Select]
Level  BAB    Ref   Fort  Will  Special Abilities                    Spells
------------------------------------------------------------------------------------
  1    +0     +0    +0    +2    Hardened Flesh, Controlling Power    +1 Caster level
  2    +1     +0    +0    +3    Deathly Twin                         +1 Caster level
  3    +1     +1    +1    +3    Bolster Resistance                   +1 Caster level
  4    +2     +1    +1    +4    Deathly Resurrection                 +1 Caster level
  5    +2     +1    +1    +4    Nimble Bones                         +1 Caster level
  6    +3     +2    +2    +5    Legion's Battlecry                   +1 Caster level
  7    +3     +2    +2    +5    Deadly Chill                         +1 Caster level
  8    +4     +2    +2    +6    Split the Dead                       +1 Caster level
  9    +4     +3    +3    +6    Destruction Retribution              +1 Caster level
  10   +5     +3    +3    +7    The Legion Walks                     +1 Caster level
Class skills (2 + Int modifier per level):
Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).

Requirements:
Feats: Augment Summoning, Rashemi Elemental Summoning, Stalwart Planar Ally.
Skills: Knowledge (The Planes) 12 ranks, Concentration 8 Ranks.
Arcane Casting: Must be able to cast 5th level spells.

Class Features
Text
  • Spells: At each level, the Swarm Caster gains new spells per day (and spells known if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding levels in the prestige class. He does not gain any other benefits of that class.
  • Swarm Summoning (Ex): When using the Summon Monster line of spells, the Swarm Caster must take one of the options that allows for multiple summonings. For example, if he casts Summon Monster 4, he can either choose 1d3 creatures off of the Summon Monster 3 list, or 1d4+1 off of the Summon Monster 2. He can not choose a monster from the Summon Monster 4 list. Reroll any result of 1 to determine the number of monsters summoned.
  • Wall of Flesh (Ex): Whenever the Swarm Caster casts a Summon Monster spell, he gains an extra summon if the table chosen is 1 below the maximum, 2 extra summons if it two below, and so on.
  • Maximize Summoning (Su): When casting a Summon Monster spell, the Swarm Caster may maximize the number of creatures summoned by the spell. He may do this 3 times a day + Wisdom modifier.
  • Imbue Summons (Su): The Swarm Caster may sacrifice a spell when casting a Summon Monster spell. If he does so, each creature summoned by that Summon Monster spell gains the ability to cast the sacrificed spell once. When cast, the spell acts in all ways as if the Swarm Caster had cast it. That spell may occupy a slot no greater than 1/2 the Swarm Caster's class level rounded down. He may do this 3 times a day + Wisdom modifier.
  • Force of Growth (Su): The Swarm Caster may force a summoned creature to grow as it is being called, causing it to gain Hit Dice and all the benefits that entails. However, the summoned monster must make both a Will and Fortitude save at a DC of 10 + 5 per forced Hit Die of growth. If it fails the Will save, the forced growth has affected its mind and it is permanently confused. If it fails the Fortitude save, the creature dies from the enlarging of its body. The Swarm Caster may force a maximum of one Hit Dice per class level per summon.
  • Planar Deluge (Su): In moments of desperation, a Swarm Caster can expend his magical energy in an attempt to turn the tide of battle. He may cast as many Summon Monster spells in a single round as he has memorized. In order to do this, he must succeed at a Will save vs a DC of 15 + 2 per spell cast in this way, or be rendered unconscious for a number of rounds equal to the total of all spell levels cast. Even if he succeeds at his saving throw, he is Shaken and Slowed for a number of rounds equal to half the total spell levels he cast in this way, due to the effort of controling the planar energy. This ignores any immunity to those effects.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #8 on: March 15, 2014, 12:09:14 PM »
Peritan Gnaral

"Before my hordes, even the greatest of empires shall fall!"
- Relak Traven, Human Peritan Gnaral


The Peritan Gnaral specializes in the conjuration of planar beasts, augmenting their abilities and numbers through his command of magical energy. Peritan Gnarals are a rare breed, due to the extensive study and experimentation required to gain the knowledge necessary for the abilities. As gaining the expertise to enter this class requires some form of planar travel, almost all Peritan Gnarals come from within the apprentices of existing members of the class.

Becoming a Peritan Gnaral
Text

Table 1: Peritan Gnaral
Hit Die: d4

Code: [Select]
Level  BAB    Ref   Fort  Will  Special Abilities              Spells
--------------------------------------------------------------------------------------------
  1    +0     +0    +0    +2    Focused Study, Hold Focus      +1 Arcane/Divine Caster level
  2    +1     +0    +0    +3                                   +1 Arcane/Divine Caster level
  3    +1     +1    +1    +3    Focused Study                  +1 Arcane/Divine Caster level
  4    +2     +1    +1    +4    Peritan Casting                +1 Arcane/Divine Caster level
  5    +2     +1    +1    +4    Focused Study                  +1 Arcane/Divine Caster level
  6    +3     +2    +2    +5    Peritan Spontaneity            +1 Arcane/Divine Caster level
  7    +3     +2    +2    +5    Focused Study                  +1 Arcane/Divine Caster level
  8    +4     +2    +2    +6                                   +1 Arcane/Divine Caster level
  9    +4     +3    +3    +6    Focused Study                  +1 Arcane/Divine Caster level
  10   +5     +3    +3    +7    Peritan Mastery                +1 Arcane/Divine Caster level
Class skills (2 + Int modifier per level):
Concentration (Con), Craft (Int), Heal (Wis), Knowledge (All) (Int), Profession (Wis), Spellcraft (Int).

Requirements:
Alignment: Lawful
Feats: Spell Focus, Greater Spell Focus, Arcane Defense in one school.
Skills: Concentration 8 ranks, Spellcraft 8 Ranks.
Arcane Casting: Must be able to cast 3rd level spells.
Divine Casting: Must be able to cast 3rd level spells.
Special: Both the arcane and divine spell lists must contain ninth level spells.

Class Features
Text
  • Spells: At each level, the Peritan Gnaral gains new spells per day (and spells known if applicable) as if he had gained a level in both his arcane and his divine spellcasting classes to which he belonged before adding levels in the prestige class. He does not gain any other benefits of those classes.
  • Focused Study (Ex): Each time a Peritan Gnaral gains this ability, it sacrifices the ability to cast spells from a spell school, for both its arcane and divine casting. In return, it gains a +1 Bonus to caster level, DC, Spell Penetration, and Saves to its chosen school. It also gains a bonus spell slot of a spell level equal to the Peritan Gnaral level.
  • Hold Focus (Ex): The Peritan Gnaral loses the ability to take Spell Focus or other spell school related feats for any school except their chosen one.
  • Peritan Casting (Ex): A Peritan Gnaral casts spells from his chosen school as if he possessed the appropriate Practiced Spellcaster feats. This does not stack with Practiced Spellcaster.
  • Peritan Spontaneity (Ex): A Peritan Gnaral may change any memorized spell into one of his chosen school. The spell levels must be equal, and he can do this once per spell level per day.
  • Peritan Mastery (Su): A Peritan Gnaral who has achieved the pinnacle of their ability can, once per day per class level, cast a spell with all variable effects maximized, and with no save and no spell resistance.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #9 on: March 15, 2014, 12:19:01 PM »
Gravebound

"Your souls are nothing more than food for my armies!"
- Relak Traven, Human Gravebound


The gravebound are arcane spellcasters who draw power from graveyards, or other places of death, such as battlefields. They use the souls of the dead as fuel for their spells, and can use them to infuse the spells with dread magics. They can even force the souls to animate bodies or appear to defend them, although the gravebound only uses this as a matter of last resort.

Becoming a Gravebound
Text

Table 1: Gravebound
Hit Die: d4

Code: [Select]
Level  BAB    Ref   Fort  Will  Special Abilities                    Spells
----------------------------------------------------------------------------------------------
  1    +0     +0    +0    +2    Tainted, Spirit Scour, Fell Weaken   +1 Arcane Caster level
  2    +1     +0    +0    +3    Soul Infusion                        +1 Arcane Caster level
  3    +1     +1    +1    +3    Shield of the Weakling               +1 Arcane Caster level
  4    +2     +1    +1    +4    Fell Frighten                        +1 Arcane Caster level
  5    +2     +1    +1    +4    Spirit Drain                         +1 Arcane Caster level
  6    +3     +2    +2    +5    Soul Siphon                          +1 Arcane Caster level
  7    +3     +2    +2    +5    Fell Drain                           +1 Arcane Caster level
  8    +4     +2    +2    +6    Army of the Damned                   +1 Arcane Caster level
  9    +4     +3    +3    +6    Aura of the Weakling                 +1 Arcane Caster level
  10   +5     +3    +3    +7    Fell Animate, Soul Burn              +1 Arcane Caster level
Class skills (2 + Int modifier per level):
Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).

Requirements:
Alignment: Evil
Feats: Spell Focus Necromancy, Arcane Defense Necromancy
Skills: Concentration 8 ranks, Spellcraft 8 Ranks.
Arcane Casting: Must be able to cast 3rd level spells.
Special: Must be able to cast at least two necromancy spells that drain energy or abilities.

Class Features
Text
  • Spells: At each level, the Gravebound gains new spells per day (and spells known if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding levels in the prestige class. He does not gain any other benefits of that class.
  • Tainted (Ex): Because of the negative energy infusing the Gravebound from its connection to death, healing spells only work at half effectiveness when cast on a Gravebound.
  • Spirit Scour (Ex): The Gravebound draws the spirits of the dead to him, siphoning them from the graves in which they lay. Each day, he has a number of spirit points equal to two times his class level, that can be expended on his class abilities. If he has not visited a place of great death within the last week (a graveyard, battlefield, etc.), he loses all spirit points until such time as he does.
  • Fell Weaken (Su): The Gravebound can expend a use of Spirit Scour ability to have his next spell deal 4 Strength damage to all targets. This drain lasts for a number of minutes equal to the Gravebound's class level.
  • Soul Infusion (Su): By expending three uses of his Spirit Scour ability, the Gravebound can force a soul to occupy a nearby body, causing it to rise as a warrior zombie under his control. Zombies created in this manner are permanent until killed, and have hit dice equal to 1 + the Gravebound's class level. You may have 2 * your level in HD controlled in this way.
  • Shield of the Weakling (Su): By expending two uses of his Spirit Scour ability, the Gravebound force spirits to come to his defense, surrounding him in a whirling mass that grants 20% concealment, Spell Resistance of 12 + Class Level, and causes any creature trying to strike him to take 1d6 + class level in damage. This ability lasts for 5 rounds. For every additional use of Spirit Scour expended on this ability, the Spell Resistance increases by 2, the damage dealt by 1, and the duration increases by 5 rounds. You may only expend a number of uses up to your level in this way.
  • Fell Frighten (Su): The Gravebound can expend a use of Spirit Scour ability to have his next spell cause all targets become frightened if they fail a Will save vs 10 + Class Level + 1/2 Cha modifier. This drain lasts for a number of minutes equal to the Gravebound's class level.
  • Spirit Drain (Su): By expending a use of Spirit Scour ability, the Gravebound launches a spectral wraith at the target. The target must succeed at a Fort save vs 10 + Class Level + 1/2 Cha modifier, or suffer a number of levels drained equal to the Gravebound's class level.
  • Soul Siphon (Su): By drawing on the souls of his allies, the Gravebound can restore uses of his Spirit Scour ability. For every use of Soul Siphon, all allies take takes two points of Con drain, and the Gravebound gains 1 extra use of Spirit Scour per two allies drained. This drain cannot be removed by any magical means, and only after a period of twenty four hours does it dissipate. Allies that are immune to ability drain do not count for the purposes of gaining uses of Spirit Scour.
  • Fell Drain (Su): The Gravebound can expend a use of Spirit Scour ability to have his next spell deal 1 level drain to all targets. This drain lasts for a number of hours equal to the Gravebound's class level.
  • Army of the Damned (Su): The Gravebound causes a number of skeletal warriors equal to 1/2 his class level + 1d10 to claw out of the ground and attack. Because of the drain placed on the souls to animate long dead corpses, the skeletal warriors only last a number of rounds equal to his class level. This ability costs four uses of Spirit Scour. The skeletal warriors have Hit Dice equal to 2 + the caster's Gravebound level.
  • Aura of the Weakling (Su): By expending four uses of his Spirit Scour ability, the Gravebound creates an aura that applies the effects of Shield of the Weakling to all within it. However, all neutral allies within the aura take half damage as if they had hit the Gravebound, while good allies take full damage. This damage is applied once a round. Allied undead within the aura are healed by the damage each round.
  • Fell Animate (Su): The Gravebound can expend two uses of Spirit Scour ability to apply Fell Animate to his next spell. Any creature slain by a Fell Animated spell is animated as a zombie under the control of the Gravebound. The zombie has a number of Hit Dice equal to the total it had in life.
  • Soul Burn (Ex): A Gravebound who has drained all uses from his Soul Scour ability can power his abilities by burning his own soul as fuel. For each use of his own soul in this manner, he takes two points of Con drain. This drain cannot be removed by any magical means, and only after a period of twenty four hours does it dissipate.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #10 on: April 14, 2014, 05:17:45 PM »
3.0 class from Masters of the Wild updated for 3.5 usage.

Forsaker

"Magic is evil. Magic tempts. Magic perverts. Magic corrupts."
- Dresha the Helfarch, Dwarven Forsaker


Magic is evil. Magic tempts. Magic perverts. Magic corrupts. Anyone who cannot embrace these truths has no business considering the path of the forsaker. The forsaker rebels against the magic of the fantastic world around him. It’s not that he doesn’t believe in it; he knows full well that magic is real. He has felt its all too tangible power burn over his skin or wrest control of his mind from him. While others may ignore the dangers of magic and succumb to its siren call of power, the forsaker knows better. To him, sorcery is nothing but a crutch that coddles and weakens its users. By depending upon his own resources alone, the forsaker becomes stronger, tougher, smarter, and more nimble than any of his companions. To that end, he treads a lonely path, deliberately depriving himself of magic’s benefits.

Becoming a Forsaker
Few characters other than dwarven fighters and human or half-orc barbarians can appreciate the lifestyle of the forsaker. Elves, half-elves, and gnomes are surrounded by the benefits of magic from birth, so they are unlikely to choose this path. Dwarves, on the other hand, are naturally suspicious of sorcery, and many rural humans are just as distrustful. Certainly, no spellcaster should consider this career choice, since it means the virtual end of advantages gained from a former class. Even paladins and rangers must think hard before leaving behind their spells and spell-like abilities. Fighters and rogues occasionally take up this prestige class, but most forsakers are barbarians. Some say that only such a primitive, focused mind could ever manage to forsake magic for good.

Table 1: Forsaker
Hit Die: d12

Code: [Select]
Level   BAB     Ref Fort Will    Special Abilities                   
---------------------------------------------------------------------------------------
1st +1 +2 +0 +2 Ability bonus +1, fast healing 1, forsake magic, SR 16
2nd +2 +3 +0 +3 Ability bonus +1, damage reduction 3/magic, SR 17
3rd +3 +3 +1 +3 Ability bonus +1, fast healing 2, natural weapons, SR 18, tough defense
4th +4 +4 +1 +4 Ability bonus +1, damage reduction 5/magic, SR 19
5th +5 +4 +1 +4 Ability bonus +1, fast healing 3, SR 20
6th +6 +5 +2 +5 Ability bonus +1, damage reduction 7/magic, slippery mind, SR 21
7th +7 +5 +2 +5 Ability bonus +1, fast healing 4, SR 22
8th +8 +6 +2 +6 Ability bonus +1, damage reduction 9/magic, SR 23
9th +9 +6 +3 +6 Ability bonus +1, fast healing 5, SR 24
10th +10 +7 +3 +7 Ability bonus +1, damage reduction 11/epic, SR 25
                                 
Class skills (2 + Int modifier per level):
Climb, Craft, Handle Animal, Heal, Intimidate, Intuit Direction, Jump, Listen, Ride, Sense Motive, Spellcraft, Swim, Tumble, Wilderness Lore

Requirements:
Feats: Great Fortitude, Iron Will, Lightning Reflexes
Special: The character must once have been the victim of a magical attack that seriously wounded him or threatened his life. He must also sell or give away all his magic items (including magic weapons, armor, and potions) and renounce the use of any spellcasting and spelllike abilities he previously used.

Class Features
Text
  • Ability Bonus (Ex): Beginning at 1st level, the character gains a +1 inherent bonus to any desired ability score for each forsaker level.
  • Fast Healing (Ex): Forsakers regain hit points at an exceptionally fast rate. At 1st level, the character regains 1 hit point per round. The number of hit points regained per round increases by +1 for every two forsaker levels. This ability works like the fast healing ability described in the introduction of the Monster Manual.
  • Forsake Magic: In addition to avoiding all use of spellcasting, spell-like abilities, and magic items, the forsaker must also refuse any benefits from others' magic — including magical healing. Thus, he must attempt a saving throw against any spell that allows one. For most beneficial spells, such displacement or neutralize poison, a successful save negates the spell's effects; for a cure spell, it halves the benefit. Any forsaker who unwittingly uses a magic item or casts a spell (while under the influence of a charm person or dominate person spell, for example) loses all the special abilities of the prestige class for one week.
  • Spell Resistance (Ex): At 1st level, the forsaker gains spell resistance 15. This value increases by +1 with each forsaker level gained and stacks with any other applicable spell resistance he has.
  • Damage Reduction (Ex): At 2nd level, the forsaker gains damage reduction 3/magic. This damage resistance rises by 2 for every two forsaker levels he gains thereafter. At 10th level, it becomes damage reduction /epic. This stacks with any other damage reduction he has.
  • Tough Defense (Ex): At 3rd level, a forsaker gains a natural armor bonus equal to his Constitution bonus (if any). At 7th level this also applies to all saves against spells and spell-like abilities.
  • Natural Weapons (Ex): Beginning at 3rd level, the forsaker can fight as though he and his weapon were one. Any weapon he uses functions as if it were a natural weapon for overcoming damage reduction. At 4th, 6th, 8th, and 10th level, he chooses a new type of damage reduction that he can break (cold iron, for example).
  • Slippery Mind (Ex): At 6th level, the forsaker can wriggle free from magical effects that would otherwise control or compel him. if he fails his saving throw against an enchantment effect, he can attempt his saving throw again 1 round later. He gets only one extra chance to succeed at his saving throw.
Ex-Forsakers
Forsakers can multiclass normally, as long as they continue to abide by the strictures of the prestige class. Any forsaker who willingly violates those strictures by using magic items or casting spells loses all special abilities of the prestige class and can progress no further as a forsaker. If he thereafter remains pure (uses no magic) for a period of a year and a day, his abilities are reinstated at their previous levels and he may once again progress in the prestige class.

Offline Eon

  • Lurker
  • *
  • Posts: 21
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #11 on: April 17, 2014, 05:46:09 PM »
I really like the idea and the thematics behind the Harbinger of Sorrows.
One comment : Sow the seeds, shouldn't it have some kind of restrictions or limited use? Otherwise he might as well use it every round.
Or add that after a save, the target becomes immune to it for 24 hours or something.

Unless there is something I misunderstood about it.
Judge of Chronepsis - D&D 3.5 Prestige class
Guide of dragons' soul, keeper of time

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #12 on: April 17, 2014, 05:54:52 PM »
I really like the idea and the thematics behind the Harbinger of Sorrows.
One comment : Sow the seeds, shouldn't it have some kind of restrictions or limited use? Otherwise he might as well use it every round.
Or add that after a save, the target becomes immune to it for 24 hours or something.

Unless there is something I misunderstood about it.

Nope, it's been designed to be used freely. Which is probably a touch strong.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #13 on: September 10, 2015, 10:15:59 AM »
Sublime Champion

"They breed but to be killed"
- Lanlinariu, Elven Sublime Champion


Text

Becoming a Sublime Champion
Text

Table 1: The Sublime Champion
Hit Die: d8

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   Maneuvers Known   Maneuvers Readied   Stances Known
--------------------------------------------------------------------------------------------------------
  1    +1     +0    +2    +2     Martial Knowledge   3        2    1
  2    +2     +0    +3    +3     Lorestrike          4        2    1
  3    +3     +1    +3    +3                         5        3    1
  4    +4     +1    +4    +4                         6        3    1
  5    +5     +1    +4    +4                         7        4    2
  6    +6     +2    +5    +5     Stance of Mastery   8        4    2
  7    +7     +2    +5    +5                         9        5    2
  8    +8     +2    +6    +6                         10        5    2
  9    +9     +3    +6    +6                         11        6    3
  10   +10    +3    +7    +7     Supreme Lorestrike  12                6                   3

Class skills (4 + Int modifier per level): Balance, Climb, Concentration, Craft, Diplomacy, Hide, Intimidate, Jump, Knowledge (history), Knowledge (local), Martial Lore, Sense Motive, Swim, Tumble

Requirements:
Skills: Martial Lore 13 ranks, 8 ranks in 4 of Tumble, Concentration, Sense Motive, Hide, Balance, Jump
Maneuvers: Any two maneuvers
Feats: Blade Meditation in Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, or Tiger Claw
             
Class Features
Text
  • Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw. You must meet a maneuver's prerequisite to learn it. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Sublime Champions is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. Upon reaching 2nd level, and at every even-numbered Sublime Champion level after that (4th, 6th, 8th, and 10th), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level. You add your full Sublime Champion levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
  • Maneuvers Readied: You can ready two of your three maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below). You can recover an expended maneuver by using a fullround action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
  • Stances Known: You begin play with knowledge of one stance from any of your disciplines open to you. At each indicated level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
  • Martial Knowledge (Ex): A Sublime Champion collects odd bits of lore and knowledge regarding the Sublime Way. She adds her Sublime Champion class level to any Martial Lore checks.
  • Lorestrike (Ex): A Sublime Champion of 2nd level can use her martial knowledge to assist her initiating. As a move action, she can make a Martial Lore check. For every 10 points of her check result, she adds 1d6 damage on her next strike. She can use this a number of times per day equal to her class level.
  • Stance of Mastery (Ex): The save DC (if any) of any maneuver you initiate increases by 1 if it is from the same discipline as the stance you are currently in.
  • Supreme Lorestrike (Ex): A Sublime Champion of 10th level can use her martial knowledge to assist her initiating. As a move action, she can make a Martial Lore check. For every 30 points of her check result, she may target one additional creature who is within legal range on her next strike. She can use this three times per day.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #14 on: November 01, 2015, 02:36:14 PM »
This is an update of a random Web 3.0 Psionic PrC I found while working on my Crossbow Skirmisher and Arbalester classes. I've converted it twice, once sticking to the original 10 level layout with fairly minor tweaks, and the other compressing the class into a more appropriate for the abilities offered 5 level version.

(click to show/hide)
(click to show/hide)

Feats

Psionic Sidestep
You have a knack for avoiding attacks of opportunity.
Prerequisites: Dodge (PH), must be psionic
Benefit: Once per round when you provoke an attack of opportunity, you can move up to 5 feet as a free action. If this movement takes you out of the attacker's reach, the attack of opportunity fails. This 5 feet of movement does not itself provoke any attacks of opportunity. If your free 5 feet of movement does not take you out of the attacker's reach, the attack does not automatically fail; however, you gain an additional +2 dodge bonus to your Armour Class for this attack. You must be psionically focused to gain the benefits of this feat.

Improved Psionic Sidestep
You have a knack for avoiding attacks of opportunity.
Prerequisites: Psionic Sidestep
Benefit: You gain a second use per round of Psionic Sidestep, and now can move up to 10 feet as a free action. In addition, the dodge bonus from the Psionic Sidestep feat increases to +4. You must be psionically focused to gain the benefits of this feat.
« Last Edit: November 03, 2015, 01:38:55 PM by Stratovarius »

Offline RobbyPants

  • Female rat ninja
  • Moderator
  • *****
  • Posts: 8323
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #15 on: November 02, 2015, 09:22:04 AM »
I like the Ballisteer class. It breaths some fresh life into a thrower/archer build. It looks like it'd be fun to play.

Is their a save associated with the 7th level Explosive Shot ability? It seems the entire thing is keyed off of a successful attack roll.
My creations

Please direct moderation-related PMs to Forum Staff.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #16 on: November 02, 2015, 03:17:09 PM »
I like the Ballisteer class. It breaths some fresh life into a thrower/archer build. It looks like it'd be fun to play.

It actually only works with archer builds - all the abilities apply to ammo only, which was a feature of the original class. I don't think there'd be any harm in letting them apply to thrown weapons, it's just how the WotC class was built.

Quote
Is their a save associated with the 7th level Explosive Shot ability? It seems the entire thing is keyed off of a successful attack roll.

There is not. It just adds the damage to the ammunition for one round.

I'm thinking about squashing the class down so that it's only 5 levels long, and just granting two abilities a level, as several of them are very odd or weak. As well as swapping around the order in which abilities are gained - Energy Shot is clearly better than most of the others, for instance.

Offline RobbyPants

  • Female rat ninja
  • Moderator
  • *****
  • Posts: 8323
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #17 on: November 02, 2015, 03:39:28 PM »
I like the Ballisteer class. It breaths some fresh life into a thrower/archer build. It looks like it'd be fun to play.

It actually only works with archer builds - all the abilities apply to ammo only, which was a feature of the original class. I don't think there'd be any harm in letting them apply to thrown weapons, it's just how the WotC class was built.
Oh, somehow I missed that. Would it be a problem if it did apply to ranged weapons?


Quote
Is their a save associated with the 7th level Explosive Shot ability? It seems the entire thing is keyed off of a successful attack roll.

There is not. It just adds the damage to the ammunition for one round.
No, I mean this ability:

Quote
Explosive Shot (Su): If the ballisteer expends 2 additional power points, his Energy Shots explode with a 20-ft.-radius burst. Explosive shots that miss their target do not explode and the energy dissipates harmlessly.

It damages everyone in a 20-foot radius, but you only resolve an attack against one target. Does anyone else get a save? If not, I could actually see some synergy of aiming at a very low AC target (possibly one an ally summoned for this very purpose) to deal auto-damage to everyone near by.

I'm thinking about squashing the class down so that it's only 5 levels long, and just granting two abilities a level, as several of them are very odd or weak. As well as swapping around the order in which abilities are gained - Energy Shot is clearly better than most of the others, for instance.
That might not be a bad idea. I'm not sure the high level abilities are things you need to wait until 12th - 15th level for.
My creations

Please direct moderation-related PMs to Forum Staff.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #18 on: November 03, 2015, 01:44:04 PM »
Oh, somehow I missed that. Would it be a problem if it did apply to ranged weapons?

I don't think it would be at all. The abilities are all item agnostic, except they retain WotC's designation of them applying only to "ammo". Make that "ammo and thrown weapon" and it'd be good to go.

No, I mean this ability:

Quote
Explosive Shot (Su): If the ballisteer expends 2 additional power points, his Energy Shots explode with a 20-ft.-radius burst. Explosive shots that miss their target do not explode and the energy dissipates harmlessly.

It damages everyone in a 20-foot radius, but you only resolve an attack against one target. Does anyone else get a save? If not, I could actually see some synergy of aiming at a very low AC target (possibly one an ally summoned for this very purpose) to deal auto-damage to everyone near by.

They do not. The original WotC ability did give a reflex for half, but it was only a 10 ft. radius and that felt like a lot of power points being wasted for not much effect (Energy Shot used to be significantly more expensive). So there might be some merit in using Explosive Shot like an old school rocket launcher and just aiming at the ground, rather than at enemies.

That might not be a bad idea. I'm not sure the high level abilities are things you need to wait until 12th - 15th level for.

I've now squished the class down to 5 levels as an alternative. Bumped up Energy Shot to 2d4/level so the damage doesn't change. Should be a fairly reasonable archer PrC now, which is a sorely underserved area.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Prestige Class Collection
« Reply #19 on: February 17, 2016, 10:54:37 AM »
Elemental Subjugator

"For the WAAAGH!"
– Mheagli Scoigh, Dwarven Elemental Subjugator


Text

Becoming a Elemental Subjugator
Text

Table 1: The Elemental Subjugator
Hit Die: d6


Level  BAB   Ref  Fort  Will  Abilities                                 1st  2nd  3rd  4th  5th  6th  7th  8th  9th
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––-------------------------------------------
1      +0    +0    +0    +2    Elemental Form                           2    —    —    —    —    —    —    —    —
2      +1    +1    +1    +3    Elemental Manifestation                  3    0    —    —    —    —    —    —    —
3      +1    +1    +1    +3    Elemental Form                           3    1    0    —    —    —    —    —    —
4      +2    +2    +2    +4                                             3    3    1    0    —    —    —    —    —
5      +2    +2    +2    +4    Elemental Form                           3    3    2    1    0    —    —    —    —
6      +3    +3    +3    +5    Elemental Cloak                          3    3    3    2    1    0    —    —    —
7      +3    +3    +3    +5    Elemental Form                           4    3    3    3    2    1    0    —    —
8      +4    +2    +2    +6                                             4    4    3    3    3    2    1    0    —
9      +4    +3    +3    +6    Elemental Cloak                          5    4    4    4    4    3    2    1    0
10     +5    +3    +3    +7    Elemental Form                           5    5    4    4    4    4    3    2    1


Class skills (4 + Int modifier per level): Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (All) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis).

Requirements:
Skills: Knowledge (arcana) 8, Knowledge (the planes) 8 ranks, Spellcraft 8 ranks.
Feats: Energy Affinity, Augment Elemental
Special: Must have made peaceful contact with an elemental or outsider that has an elemental subtype (air, earth, fire, or water).
             
Class Features
Text
  • Spells: An Elemental Subjugator casts arcane spells. His spell list is comprised of any spell with either the Air & Electricity, Acid & Earth, Fire, or Water & Cold descriptors. This includes spells such as Summon Monster, but only if those spells are used to summon elemental creatures. Any effect that alters the descriptors of a spell will not add that spell to the Elemental Subjugator's spell list, and he may not cast any spell that did not originally possess one of the descriptors listed above. He knows all of these spells, once he has reached the appropriate level to be able to cast a spell of that spell level. If a spell would normally have more that one spell level, such as control water, that spell becomes a spell of the lowest possible spell level (in this case 4). He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must. To cast a spell, an Elemental Subjugator must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Elemental Subjugator’s spell is 10 + the spell level + the Elemental Subjugator’s Charisma modifier. Like other spellcasters, an Elemental Subjugator can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 2: Spells Per Day. In addition, he receives bonus spells per day if he has a high Charisma score. Unlike a wizard or a cleric, an Elemental Subjugator need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. His caster level is equal to his class level + 1/2 the level in all other classes.
  • Elemental Form (Su): At 1st level, an Elemental Subjugator becomes able to use wild shape to change into a Small elemental of his appropriate type (air, earth, fire, or water) once per day. In addition to the normal effects of wild shape, the Elemental Subjugator gains all the elemental’s extraordinary, supernatural, and spell-like abilities. He also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type. The effect lasts for 1 hour per Elemental Subjugator level, or until she changes back. Changing form (to elemental or back) is a standard action and doesn’t provoke an attack of opportunity. At 3rd level, the Elemental Subjugator can become a medium elemental, and may use this ability twice per day. At 5th level, the Elemental Subjugator can become a large elemental, and may use this ability three times per day. At 7th level, the Elemental Subjugator can become a huge elemental, and may use this ability at will. At 10th, he reaches the pinnacle, and may become a greater elemental at will.
  • Elemental Manifestation (Su): An Elemental Subjugator of 2nd level or higher can use a standard action to cause her body to manifest aspects of her chosen element. He may activate this as a standard action, at will. It lasts until he cancels the effects.
    • Air: Brisk winds whip around the Elemental Subjugator's body. All ranged attacks against her have a 20% miss chance.
    • Earth: The Elemental Subjugator's skin is partially sheathed in rocky hide. Her natural armor bonus increases by 3.
    • Fire: A sheath of flame envelops the Elemental Subjugator. Any attack he makes (including spells that require attack rolls) deals an extra 1d6 points of fire damage.
    • Water: The Elemental Subjugator becomes coated in water. She gains damage reduction 3/piercing.
  • Elemental Cloak (Su): Wrapping himself in an aspect of his chosen element, the Elemental Subjugator has a flowing cloak of pure energy cascade around his body. He may activate this as a standard action, at will. It lasts until he cancels the effects. He may only have one active at a time.
    • Dustcloak: The Elemental Subjugator gains a +10 ft. bonus to his movement speed. He may also take a 10 ft. step in place of a 5 ft. step.  At level 9, this increases to a +20 ft. bonus.
    • Stonecloak: The Elemental Subjugator gains DR 5/adamantium.  At level 9, this increases to 10/adamantium.
    • Flamecloak: The Elemental Subjugator deals 1 fire damage per character level to any creature who strikes him in melee, and does not use a reach weapon.  At level 9, this increases to 2 fire damage per level.
    • Mistcloak: Any attack targeting the Elemental Subjugator has a 20% miss chance. At level 9, this increases to a 50% miss chance.
Energy Affinity
You favor one specific energy type over all others.
Prerequisite None
Benefit: Choose one type of energy to become your privileged energy: acid, cold, electricity, or fire. Any time you deal damage of your chosen energy type, you deal an extra 1 point of damage per die.