Annalia
2006-07-10, 08:36 PM
The Sun Warrior
A Sun Warrior is a fighter that draws upon the power of the sun to fight his opponents. He is deeply connected to the fiery star and is more effective while fighting in plain light.
Sun Warrior are part of the Astral Fighter, an organisation dedicated to finding the lore and artifact on the sun and the moon. Sun Warrior usually see the other Sun Warrior as comrades in arms and gladly accept their company. They regard their stealthier counterpart, the Moon Warriors* with respect and often friendly rivalry.
Though no alignement is common to all Sun Warriors, they often tend towards Lawfulness. A Sun Warrior depends on Strenght (or Dexterity) and Constitution for his battle prowess and on Charisma for his special abilities.
Sun Warriors are commonly fighters, paladins or ranger. Barbarian, druid, cleric (of Pelor, most often) even rogue that became Sun Warriors are not unheard of either. It is extremely rare for a Sorcer or a Wizard to enter this PrC as they gain little from it and looses the spellcasting progression.
*Still working on the Moon Warriors. See below.
Requirements
BAB +5
Weapon Focus (any martial or exotic weapon)
Combat Expertise
Knw (Nature) 4 ranks, Diplomacy 4 ranks
Class Skills
Climb (Str), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (Nature), Ride (Dex), Sense Motive (Wis), Spot (Wis) and Swim (Str).
Skill Points at each level: 2 + Int modifier
Hit Die: d10
Level BAB Fort Ref Will Special Abilities
1 +1 +2 +0 +0 Sunbeam, Sun Domain, Sun Dependant
2 +2 +3 +0 +0 Daylight
3 +3 +3 +1 +1
4 +4 +4 +1 +1 Fire Resistance 5
5 +5 +4 +1 +1 Sun Infusion
6 +6 +5 +2 +2 Rapid Sunbeam
7 +7 +5 +2 +2
8 +8 +6 +2 +2 Fire Resistance 10
9 +9 +6 +3 +3
10 +10 +7 +3 +3 Improved Sunbeam
Weapon and Armor Proficiency: Sun Warriors gain no proficiency with any weapon or armor.
Sun Dependant: A Sun Warrior's abilities are highly dependant on the sun. To be able to use the Sunbeam, Sun Domain and the Sun Infusion abilities to their full capacity, a Sun Warrior must be in sunlight. A Sun Warrior in an environment where there's no sunlight (underground, a room with no windows, etc) finds his powered diminish (each entry will give more detail).
Furthermore, if a Sun Warrior stays away form sunlight for too long, he becomes fatigued. The number of days a Sun Warrior can be away from sunlight is equal to his Constitution modifier. When a Sun Warrior becomes fatigued from lack of sun (and only from lack of sun) he looses all the sun dependant abilities.
Sunbeam (Su): A Sun Warrior is able to concentrate the sun's warmth into a single beam of searing heat. A Sunbeam is a ranged touch attack that deals fire damage equal to 1d8 + the Sun Warrior class level + Sun Warrior's CHA modifier. Creating a Sunbeam is a standard action that does not provoke attacks of opportunity. A sunbeam has a range of 80 ft.
Sun Dependant: Because a sunbeam is a sun dependant ability, a Sun Warrior not in presence of sunlight finds his beam less powerful. The beam now deals 1d4 + Half the Sun Warrior class level + Sun Warrior's CHA modifier at a range of 40'.
Sun Domain: A Sun Warrior gains a limited access to the Sun Domain. He can cast spells from it as a cleric of half his Sun Warrior class level (rounded down, minimum 1). This means that he can only cast the spells 1/day. It also means that at 1st level he knows Endure Element, at 6th level he knows Heat Metal and at 10th level he knows Searing Light.
Sun Dependant: A Sun Warrior's ability to cast spell is dependant on the sun's presence. When there's no sunlight, a Sun Warrior can only cast 1 of the spell he knows per day and only at a caster level of ¼ his Sun Warrior level (rounded down, minimum 1).
Daylight (Sp): At 2nd level, a Sun Warrior can cast Daylight as a cleric of half his Sun Warrior class level (rounded down, minimum 1).
Fire Resistance (Ex): At 4th level, a Sun Warrior is so used to the Sun's heat that he gains Fire Resistance 5. If the Sun Warrior already had a Fire Resitance, he instead adds +5 to his current resistance.
This improves to Fire Resistance 10 (or +10) at level 8.
Sun Infusion (Su): At 5th level, a Sun Warrior can infuse his weapon with the Sun's power. Infusing a weapon is a full-round action action that provokes attacks of opportunity. An infused weapon gains the Flaming and Flaming Burst properties for a number of rounds equal to the Sun Warrior's Cha modifier. The Sun Infusion ability can be used a number of time per day equal to the Sun Warrior's Cha modifier (minimum 1). These enchantments stack with any other enchantment placed on the weapon.
Sun Dependant: A Sun Warrior cannot infuse a weapon is no sunlight is present. He can, however, draw some power from light creates from a daylight spell or spell-like ability to infuse his weapon with minor strenght. Such an infusion gives the weapon an additional 1d4 fire damage.
Rapid Sunbeam: At 6th level, a Sun Warrior is capable of forming a sunbeam more quickly than before. Using the Sunbeam ability is now a move action.
Improved Sunbeam: At 10th level, a Sun Warrior's Sunbeam is more powerful than before. It now deals 3d8+the Sun Warrior class level+Sun Warrior's CHA at a range of 160 ft.
Sun Dependant: If there's no sunlight, an Improved Sunbeam deals only 3d4+Half the Sun Warrior class level+Sun Warrior's CHA at a range of 80'.
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That's it for now. I don't know how balanced it is and already have a couple of ideas to change it if it's too overpowered/underpowered. If it's overpowered, I'd remove the Sun Domain and tone down the Sunbeam. Maybe put Bonus Feats to compensate a little. If it's underpowered, Bonus feats can make it more powerful and I'm contemplating the idea of an ability that gives bonus to Attack and Damage Rolls.
So, comments and tips?
Well, let's get on to the Moon Warrior, then.
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The Moon Warrior
The Moon Warrior is a stealthy but effective fighter that draws upon the power of the moon to improve his ability. He is deeply connected to the moon and more effective in its light. Moon Warriors are the other branch of the Astral Fighters, dedicated to finding lore and magical items related to the two predominent sources of light. They regard other Moon Warrior and Sun Warrior with respect and often develop a friendly competition with the latter, discussing the power of their chosen paths.
Moon Warriors rely mostly on Dexterity (to fight), Charisma (for their abilities) and Constitution (for hit points). Rogues, Bards, Monks and Rangers make excellent Moon Warriors and while fighter, paladin and barbarian have more difficulty following this class, they can still fairly profit from it. Spellcasting classes are rarely willing to abandon their spells for what the Moon Warrior has to offer.
Though no alignement is common to all Moon Warriors, they tend toward chaos more often than toward lawfulness.
Requirements
BAB +3
Point Blank Shot or Weapon Finesse
Knowledge (Nature) 4 ranks, Move Silently 8 ranks, Hide 8 ranks
Class Skills
Balance (Dex), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Swim (Str) and Tumble (Dex).
Skill points per level: 4 + Int Modifier
Hit Die: d8
Level BAB Fort Ref Will Special Ability
1 +0 +2 +2 +0 Moon Dependant, Moonbeam, Moon's Luck +1
2 +1 +3 +3 +0 Low-Light Vision
3 +2 +3 +3 +1 Evasion
4 +3 +4 +4 +1 Moon's Luck +2
5 +3 +4 +4 +1
6 +4 +5 +5 +2 Rapid Moonbeam
7 +5 +5 +5 +2 Moon's Luck +3
8 +6 +6 +6 +2 Improved Low-Light Vision
9 +6 +6 +6 +3
10 +7 +7 +7 +3 Improved Moonbeam, Moon's Luck +4
Moon Dependant: A Moon Warrior's abilities are highly dependant on the moon. To be able to use the Moonbeam and Moon's Luck abilities to their full capacity, a Moon Warrior must be in moonlight. A Moon Warrior in an environment where there's no moonlight (underground, a room with no windows, etc) finds his powered diminish (each entry will give more detail).
Furthermore, if a Moon Warrior stays away form moonlight for too long, he becomes fatigued. The number of days a Moon Warrior can be away from moonlight is equal to his Constitution modifier. When a Moon Warrior becomes fatigued from lack of moonlight (and only from lack of moonlight) he looses all the moon dependant abilities.
Moonbeam (Su): A Moon Warrior is able to channel the moon's power into a single beam of magical energy. A Moonbeam is a ranged touch attack that deals magical damage equal to 1d8 + the Moon Warrior's class level + Moon Warrior's CHA modifier. Creating a Moonbeam is a standard action that does not provoke attacks of opportunity. A moonbeam has a range of 80 ft.
Moon Dependant: Because a Moonbeam is a moon dependant ability, a Moon Warrior not in presence of moonlight finds his beam less powerful. The beam now deals 1d4 + Half the Moon Warrior class level + Moon Warrior's CHA modifier at a range of 40'.
Moon's Luck (Ex): A Moon Warrior's fate is tied to the moon and he feels more lucky and confident in its presence. A Moon Warrior gains a +1 luck bonus to his attack rolls, saves ans skill checks.
This bonus increases by +1 every three level thereafter (+2 at level 4, +3 at level 7, +4 at level 10).
Low-Light Vision (Ex): At 2nd level, a Moon Warrior can see twice as far as a human in starlight, torchlight and similar conditions of poor illumination. He retains the ability to distinguish colors and details under these conditions.
If a character already has Low-Light Vision, he instead gains Improved Low-Light Vision (see below).
Evasion (Ex): At 3rd level, a Moon Warrior gains the Evasion class feature just like a Monk (http://www.systemreferencedocuments.org/35/sovelior_sage/monk.html) (PHB p.40).
If a character already has Evasion, he instead gains Improved Evasion.
Rapid Moonbeam: At 6th level, a Moon Warrior is capable of forming a moonbeam more quickly than before. Using the Moonbeam ability is now a move action.
Improved Low-Light Vision (Ex): At 8th level, a Moon Warrior can see four times as far as a human in conditions of shadowy illumination. This ability otherwise function like Low-Light Vision.
Improved Moonbeam: At 10th level, a Moon Warrior's Moonbeam is more powerful than before. It now deals 3d8 + the Moon Warrior's class level + Moon Warrior's CHA at a range of 160 ft.
Moon Dependant: If there's no moonlight, an Improved Moonbeam deals only 3d4 + Half the Moon Warrior's class level + Moon Warrior's CHA at a range of 80'.
------------------------------------------------
Tadam! ;D
These PrC are especially meant for a world concept I had where the universe outside the world stopped moving. Stars, sun and moon are stuck into one place which means half the world is always on nighttime while the other half is always during the day. Clouds still move, though, so rain's possible.
So, how's the balance of the second PrC? Especially, how does they fare when compared to one another?
A Sun Warrior is a fighter that draws upon the power of the sun to fight his opponents. He is deeply connected to the fiery star and is more effective while fighting in plain light.
Sun Warrior are part of the Astral Fighter, an organisation dedicated to finding the lore and artifact on the sun and the moon. Sun Warrior usually see the other Sun Warrior as comrades in arms and gladly accept their company. They regard their stealthier counterpart, the Moon Warriors* with respect and often friendly rivalry.
Though no alignement is common to all Sun Warriors, they often tend towards Lawfulness. A Sun Warrior depends on Strenght (or Dexterity) and Constitution for his battle prowess and on Charisma for his special abilities.
Sun Warriors are commonly fighters, paladins or ranger. Barbarian, druid, cleric (of Pelor, most often) even rogue that became Sun Warriors are not unheard of either. It is extremely rare for a Sorcer or a Wizard to enter this PrC as they gain little from it and looses the spellcasting progression.
*Still working on the Moon Warriors. See below.
Requirements
BAB +5
Weapon Focus (any martial or exotic weapon)
Combat Expertise
Knw (Nature) 4 ranks, Diplomacy 4 ranks
Class Skills
Climb (Str), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (Nature), Ride (Dex), Sense Motive (Wis), Spot (Wis) and Swim (Str).
Skill Points at each level: 2 + Int modifier
Hit Die: d10
Level BAB Fort Ref Will Special Abilities
1 +1 +2 +0 +0 Sunbeam, Sun Domain, Sun Dependant
2 +2 +3 +0 +0 Daylight
3 +3 +3 +1 +1
4 +4 +4 +1 +1 Fire Resistance 5
5 +5 +4 +1 +1 Sun Infusion
6 +6 +5 +2 +2 Rapid Sunbeam
7 +7 +5 +2 +2
8 +8 +6 +2 +2 Fire Resistance 10
9 +9 +6 +3 +3
10 +10 +7 +3 +3 Improved Sunbeam
Weapon and Armor Proficiency: Sun Warriors gain no proficiency with any weapon or armor.
Sun Dependant: A Sun Warrior's abilities are highly dependant on the sun. To be able to use the Sunbeam, Sun Domain and the Sun Infusion abilities to their full capacity, a Sun Warrior must be in sunlight. A Sun Warrior in an environment where there's no sunlight (underground, a room with no windows, etc) finds his powered diminish (each entry will give more detail).
Furthermore, if a Sun Warrior stays away form sunlight for too long, he becomes fatigued. The number of days a Sun Warrior can be away from sunlight is equal to his Constitution modifier. When a Sun Warrior becomes fatigued from lack of sun (and only from lack of sun) he looses all the sun dependant abilities.
Sunbeam (Su): A Sun Warrior is able to concentrate the sun's warmth into a single beam of searing heat. A Sunbeam is a ranged touch attack that deals fire damage equal to 1d8 + the Sun Warrior class level + Sun Warrior's CHA modifier. Creating a Sunbeam is a standard action that does not provoke attacks of opportunity. A sunbeam has a range of 80 ft.
Sun Dependant: Because a sunbeam is a sun dependant ability, a Sun Warrior not in presence of sunlight finds his beam less powerful. The beam now deals 1d4 + Half the Sun Warrior class level + Sun Warrior's CHA modifier at a range of 40'.
Sun Domain: A Sun Warrior gains a limited access to the Sun Domain. He can cast spells from it as a cleric of half his Sun Warrior class level (rounded down, minimum 1). This means that he can only cast the spells 1/day. It also means that at 1st level he knows Endure Element, at 6th level he knows Heat Metal and at 10th level he knows Searing Light.
Sun Dependant: A Sun Warrior's ability to cast spell is dependant on the sun's presence. When there's no sunlight, a Sun Warrior can only cast 1 of the spell he knows per day and only at a caster level of ¼ his Sun Warrior level (rounded down, minimum 1).
Daylight (Sp): At 2nd level, a Sun Warrior can cast Daylight as a cleric of half his Sun Warrior class level (rounded down, minimum 1).
Fire Resistance (Ex): At 4th level, a Sun Warrior is so used to the Sun's heat that he gains Fire Resistance 5. If the Sun Warrior already had a Fire Resitance, he instead adds +5 to his current resistance.
This improves to Fire Resistance 10 (or +10) at level 8.
Sun Infusion (Su): At 5th level, a Sun Warrior can infuse his weapon with the Sun's power. Infusing a weapon is a full-round action action that provokes attacks of opportunity. An infused weapon gains the Flaming and Flaming Burst properties for a number of rounds equal to the Sun Warrior's Cha modifier. The Sun Infusion ability can be used a number of time per day equal to the Sun Warrior's Cha modifier (minimum 1). These enchantments stack with any other enchantment placed on the weapon.
Sun Dependant: A Sun Warrior cannot infuse a weapon is no sunlight is present. He can, however, draw some power from light creates from a daylight spell or spell-like ability to infuse his weapon with minor strenght. Such an infusion gives the weapon an additional 1d4 fire damage.
Rapid Sunbeam: At 6th level, a Sun Warrior is capable of forming a sunbeam more quickly than before. Using the Sunbeam ability is now a move action.
Improved Sunbeam: At 10th level, a Sun Warrior's Sunbeam is more powerful than before. It now deals 3d8+the Sun Warrior class level+Sun Warrior's CHA at a range of 160 ft.
Sun Dependant: If there's no sunlight, an Improved Sunbeam deals only 3d4+Half the Sun Warrior class level+Sun Warrior's CHA at a range of 80'.
-------------------------------------------------------------------
That's it for now. I don't know how balanced it is and already have a couple of ideas to change it if it's too overpowered/underpowered. If it's overpowered, I'd remove the Sun Domain and tone down the Sunbeam. Maybe put Bonus Feats to compensate a little. If it's underpowered, Bonus feats can make it more powerful and I'm contemplating the idea of an ability that gives bonus to Attack and Damage Rolls.
So, comments and tips?
Well, let's get on to the Moon Warrior, then.
-------------------------------------------------------------------------------------------------------------------------------------------
The Moon Warrior
The Moon Warrior is a stealthy but effective fighter that draws upon the power of the moon to improve his ability. He is deeply connected to the moon and more effective in its light. Moon Warriors are the other branch of the Astral Fighters, dedicated to finding lore and magical items related to the two predominent sources of light. They regard other Moon Warrior and Sun Warrior with respect and often develop a friendly competition with the latter, discussing the power of their chosen paths.
Moon Warriors rely mostly on Dexterity (to fight), Charisma (for their abilities) and Constitution (for hit points). Rogues, Bards, Monks and Rangers make excellent Moon Warriors and while fighter, paladin and barbarian have more difficulty following this class, they can still fairly profit from it. Spellcasting classes are rarely willing to abandon their spells for what the Moon Warrior has to offer.
Though no alignement is common to all Moon Warriors, they tend toward chaos more often than toward lawfulness.
Requirements
BAB +3
Point Blank Shot or Weapon Finesse
Knowledge (Nature) 4 ranks, Move Silently 8 ranks, Hide 8 ranks
Class Skills
Balance (Dex), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Swim (Str) and Tumble (Dex).
Skill points per level: 4 + Int Modifier
Hit Die: d8
Level BAB Fort Ref Will Special Ability
1 +0 +2 +2 +0 Moon Dependant, Moonbeam, Moon's Luck +1
2 +1 +3 +3 +0 Low-Light Vision
3 +2 +3 +3 +1 Evasion
4 +3 +4 +4 +1 Moon's Luck +2
5 +3 +4 +4 +1
6 +4 +5 +5 +2 Rapid Moonbeam
7 +5 +5 +5 +2 Moon's Luck +3
8 +6 +6 +6 +2 Improved Low-Light Vision
9 +6 +6 +6 +3
10 +7 +7 +7 +3 Improved Moonbeam, Moon's Luck +4
Moon Dependant: A Moon Warrior's abilities are highly dependant on the moon. To be able to use the Moonbeam and Moon's Luck abilities to their full capacity, a Moon Warrior must be in moonlight. A Moon Warrior in an environment where there's no moonlight (underground, a room with no windows, etc) finds his powered diminish (each entry will give more detail).
Furthermore, if a Moon Warrior stays away form moonlight for too long, he becomes fatigued. The number of days a Moon Warrior can be away from moonlight is equal to his Constitution modifier. When a Moon Warrior becomes fatigued from lack of moonlight (and only from lack of moonlight) he looses all the moon dependant abilities.
Moonbeam (Su): A Moon Warrior is able to channel the moon's power into a single beam of magical energy. A Moonbeam is a ranged touch attack that deals magical damage equal to 1d8 + the Moon Warrior's class level + Moon Warrior's CHA modifier. Creating a Moonbeam is a standard action that does not provoke attacks of opportunity. A moonbeam has a range of 80 ft.
Moon Dependant: Because a Moonbeam is a moon dependant ability, a Moon Warrior not in presence of moonlight finds his beam less powerful. The beam now deals 1d4 + Half the Moon Warrior class level + Moon Warrior's CHA modifier at a range of 40'.
Moon's Luck (Ex): A Moon Warrior's fate is tied to the moon and he feels more lucky and confident in its presence. A Moon Warrior gains a +1 luck bonus to his attack rolls, saves ans skill checks.
This bonus increases by +1 every three level thereafter (+2 at level 4, +3 at level 7, +4 at level 10).
Low-Light Vision (Ex): At 2nd level, a Moon Warrior can see twice as far as a human in starlight, torchlight and similar conditions of poor illumination. He retains the ability to distinguish colors and details under these conditions.
If a character already has Low-Light Vision, he instead gains Improved Low-Light Vision (see below).
Evasion (Ex): At 3rd level, a Moon Warrior gains the Evasion class feature just like a Monk (http://www.systemreferencedocuments.org/35/sovelior_sage/monk.html) (PHB p.40).
If a character already has Evasion, he instead gains Improved Evasion.
Rapid Moonbeam: At 6th level, a Moon Warrior is capable of forming a moonbeam more quickly than before. Using the Moonbeam ability is now a move action.
Improved Low-Light Vision (Ex): At 8th level, a Moon Warrior can see four times as far as a human in conditions of shadowy illumination. This ability otherwise function like Low-Light Vision.
Improved Moonbeam: At 10th level, a Moon Warrior's Moonbeam is more powerful than before. It now deals 3d8 + the Moon Warrior's class level + Moon Warrior's CHA at a range of 160 ft.
Moon Dependant: If there's no moonlight, an Improved Moonbeam deals only 3d4 + Half the Moon Warrior's class level + Moon Warrior's CHA at a range of 80'.
------------------------------------------------
Tadam! ;D
These PrC are especially meant for a world concept I had where the universe outside the world stopped moving. Stars, sun and moon are stuck into one place which means half the world is always on nighttime while the other half is always during the day. Clouds still move, though, so rain's possible.
So, how's the balance of the second PrC? Especially, how does they fare when compared to one another?