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View Full Version : Eldritch Adept [3.5 PrC, PEACH]



Fortuna
2010-02-21, 12:01 AM
Seeking Image: I suck at finding them.

Important Note: I am using mhvaughan's warlock rewrite (http://www.giantitp.com/forums/showthread.php?t=142707) for this PrC. Please bear this in mind.

The disciplines of martial adepts are manifold, and contain nearly all paths that such a person might wish to follow. There exist those, however, that are not content with seeking to improve themselves through these paths. Many of them seek spells or prayer as a source of self-improvement, but some are too impatient for spells and too impertinent for deities. This leaves those entities from beyond, the beings of the Far Realms or the Fey, those that are not truly part of this world. Certain unscrupulous martial adepts seek them out, and make pacts with them, thereby gaining power which they combine with their knowledge to become truly formidible fighters.

Eldritch Adept

HD: d10

Requirements: To qualify to become an Eldritch Adept, you must fulfil all of the following requirements.
BAB: +5
Skills: Spellcraft 9 ranks
Maneuvers: Must know and be able to both initiate and recover one martial maneuver of any discipline.
Invocations: Must be able to use at least two invocations of any level.
Eldritch Blast: Must be able to produce an eldritch blast for at least 2d6 damage.
Special: Must have 9 ranks in the key skill for at least one discipline from which you know a maneuver of any level.

Class Skills: An Eldritch Adept's class skills (and their key abilities) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Dsguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha). The Eldritch Adept adds to this list up to three key skills for disciplines which they know one maneuver of, which must include the skill used to meet the Special entry requirement.

Skill Points per Level: 2+Int modifier

Big Table
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+1|
+2|
+0|
+2|Eldritch Blast +1d6|+1 level of existing invocation-using class|0|0|0

2nd|
+2|
+3|
+0|
+3|Sublime Invocation|+1 level of existing invocation-using class|1|0|0

3rd|
+3|
+3|
+1|
+3|Eldritch Blast +2d6|+1 level of existing invocation-using class|1|0|0

4th|
+4|
+4|
+1|
+4|Eldritch Strike|+1 level of existing invocation-using class|2|1|0

5th|
+5|
+4|
+1|
+4|Eldritch Blast +3d6|+1 level of existing invocation-using class|2|1|0

6th|
+6|
+5|
+2|
+5|Sublime Blast|+1 level of existing invocation-using class|3|1|1

7th|
+7|
+5|
+2|
+5|Eldritch Blast +4d6|+1 level of existing invocation-using class|3|2|1

8th|
+8|
+6|
+2|
+6|Eldritch Stance|+1 level of existing invocation-using class|4|2|1

9th|
+9|
+6|
+3|
+6|Eldritch Blast +5d6|+1 level of existing invocation-using class|4|2|1

10th|
+10|
+7|
+3|
+7|Sublime Path, Eldritch Way|+1 level of existing invocation-using class|5|2|1[/table]

Class Features: All of the following are class features of the eldritch adept prestige class.

Weapon and Armor Proficiencies: An eldritch adept gains no new weapon or armor proficiencies.

Maneuvers: An eldritch adept learns a new maneuver from a discipline that they already know at least one maneuver from at every even level. You must meet a maneuverís prerequisites to learn it. You add your full eldritch adept level to your initiator level to determine your total initiator level and the highest level of maneuver you can learn. If you have levels in an initiator class that allows you to exchange out maneuvers at certain levels, your eldritch adept levels stack with your levels in that class for determining when you may exchange maneuvers. At 4th, 7th, and 10th levels, you gain an additional maneuver readied each day.

Eldritch Blast (Sp): An eldritch adept's eldritch blast continues to grow in power as they gain levels, as shown on the table.

Sublime Invocation (Sp): An eldritch adept of second level or above may choose to perform any least invocation as a move action after initiating a martial manuever which is no higher a level than half the level of the highest level maneuver that they know.

Eldritch Strike (Sp): An eldritch adept of fourth level or higher deals additional damage equal to their eldritch blast damage on their first weapon or unarmed attack made as part of a martial maneuver in a given round.

Sublime Blast (Sp): An eldritch adept of sixth level or above treats their eldritch blast as being an associated weapon for the purposes of all disciplines that they are able to use maneuvers from. This does not allow martial maneuvers to be used with eldritch blast, although it may have other benefits.

Eldritch Stance (Sp): An eldritch adept of eighth level or higher surrounds themself with a field of eldritch energy when they enter a martial stance, causing them to gain a +4 untyped bonus to armor class and saving throws.

Sublime Pact, Eldritch Way (Sp): An eldritch adept of tenth level has attained perfect unification between their pact and their discipline. Their warlock levels stack with martial initiator class levels to determine total initiator level, and whichever martial initiator base class they have the most levels in at a given time stacks with their warlock levels to determine invocations known.



So this is my first homebrew work with ToB, but I quite like the result. What are the thoughts of the playground?