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Nidogg
2010-06-05, 01:58 PM
According to Sonofzeal's most delectable list of Prcs Found in a near completed state... (http://brilliantgameologists.com/boards/index.php?topic=5198.0) A few, but sizable number of Prc's are down teirs. That shouldn't happen. Prcs are to either give you new strengths or enhance your new ones (I mean Entropomancer. Exdeath from FFV fits this yet If he ended up taking this he wouldnt have become a tree) So, I persent to you THIS THREAD!!! Basicly, you post your PRC modifications for PRCs that are down one or two teirs or You think should have some mods and critique other people's modifications.

Ill start with my favourite PrC, the Renegade Mastermaker
Okay, A class that grants a cool weapon to use cos, lets face it spells run out.
so Full caster prog please!!

@lvl6 (ex) Construct modification : if you have a familiar It gains the living construct subtype and one special ability from the Improve hommonculus Table If you have a Homonculus instead It gains 2HD and another abiliity from the improved homonculus table

@lvl8 "Its a multiperpose hand!" you battlefist can change to Any of the arm slot atteched components you are aoutomatticly profficient with your components with the same enhancement bonus as you Fist, If any abilitys on your fist wont work on your blade/bow arms the enchantment changes to another one of the same enhancement cost.

Any more?

jiriku
2010-06-05, 04:08 PM
Here are a couple of mine.

ASSASSIN REDUX (DUNGEON MASTER'S GUIDE P.180)
Calculating Strike: You are a master at observing your target's weaknesses, then delivering a calculated attack that penetrates his defenses. To use this ability, you must spend at least one round observing your target. You may take other actions so long as your target does not detect you or fails to recognize you as an enemy. The next melee attack you make against the foe gains a +2 to hit and damage for each round you have spent observing the foe (maximum +6 to hit and damage after 3 rounds). If the target of your observation perceives you as a threat while you're observing, or if you don't make an attack within 3 rounds of the end of your observation, you don't get the benefit of this ability.

Death Attack: When you deliver a calculating strike after observing a target for 3 rounds, your attack is also a death attack if the target is still unaware of you or unaware that you are a threat, and you may choose to paralyze or instantly kill the target in addition to dealing your normal damage and sneak attack damage. The DC of the Fortitude save to resist the death attack is 10 + ½ your character level + your Intelligence modifier.

Swift Death: You deal death swiftly and inescapably. Beginning at 4th level, your calculating strikes become death attacks after only two rounds of observation. Observing for a third round increases the DC of the death attack by 2.

Hide in Plain Sight: You gain this ability at 6th level.

Sudden Death: At 8th level, you become even more swift and certain in delivering death attacks, and your calculating strikes become death attacks after only one round of observation. Observing for a second round increases the DC of the death attack by 2, while observing for a third round increases the DC by 4.

Mass Carnage: Beginning at 10th level, you may use calculating strike to observe any number of foes simultaneously. Whenever you kill or paralyze an opponent with a death attack, you get an immediate, extra melee attack against another creature within reach, which can also be a death attack if applicable. You cannot make a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. There is no limit to the number of such bonus attacks you can receive per round.

Assassin Spell List: Add the following spells to the assassin spell list.
1st level: accelerated movement (SC), distract (SC), ironguts (SC), luminous assassin, lesser (PH2), nerveskitter (SC), protection from spirits
2nd level: balancing lorecall (SC), darkvision, luminous assassin (PH2), reflective disguise (SC), stretch weapon (PH2), wracking touch (SC)
3rd level: blindsight (SC), crown of veils (PH2), halt (PH2), hesitate (PH2), know vulnerabilities (SC)
4th level: blindsight, greater (SC), death throes (SC), luminous assassin, greater (PH2), nightstalker's transformation (SC), toxic weapon (PH2)

BLACK FLAME ZEALOT REDUX (COMPLE DIVINE P.21)
Spells: At every black flame zealot level except 1st, 7th, and 10th, you gain an effective caster level, additional spells known, and additional spells per day as if you had also gained a level in a divine spellcasting class you belong to.

Calculating Strike: Like a snake, you observe your target's weaknesses, then delivering a calculated attack that penetrates his defenses. To use this ability, you must spend at least one round observing your target. You may take other actions so long as your target does not detect you or fails to recognize you as an enemy. The next melee attack you make against the foe gains a +2 to hit and damage for each round you have spent observing the foe (maximum +6 to hit and damage after 3 rounds). If the target of your observation perceives you as a threat while you're observing, or if you don't make an attack within 3 rounds of the end of your observation, you don't get the benefit of this ability.

Death Attack: When you deliver a calculating strike after observing a target for 3 rounds, your attack is also a death attack if the target is still unaware of you or unaware that you are a threat. Unlike an assassin, who uses a studied knowledge of anatomy to aim his death attacks, your strikes are intuitive, guided by your god's lust for murder. You cannot paralyze a foe with a death attack and the DC of the death attack is 10 + ½ your character level + your Wisdom modifier.

Swift Death: You deal death swiftly and inescapably. Beginning at 4th level, your calculating strikes become death attacks after only two rounds of observation. Observing for a third round increases the DC of the death attack by 2.

Sacred Flame (Su): Beginning at 7th level, you can take a standard action to command any weapons you are holding to burn with a black, deadly fire. The weapons gain the flaming burst ability, and if you use the weapons to kill a creature with a sneak attack or death attack, the target is immediately and utterly consumed by unholy fire. The only way to restore life to a being slain in this manner is to use true resurrection, or a carefully worded wish spell followed by resurrection, or miracle. You can use this ability at will, and it lasts until dismissed. While you wield your sacred flame weapons, you gain fire resistance equal to your ranks in Knowledge (religion).

Sudden Death (Su): At 8th level, you become even more swift and certain in delivering death attacks, and your calculating strikes become death attacks after only one round of observation. Observing for a second round increases the DC of the death attack by 2, while observing for a third round increases the DC by 4.

Unholy Immolation (Su): Upon reaching 10th level, you gain the ability to immolate yourself in black flames, becoming an avatar of murder in your god's name. This ability is a standard action usable once per day, and lasts for five minutes. While sheathed in flame, you gain immunity to death effects, fire, and negative energy. Anyone you strike with a non-reach melee weapon, natural weapon or unarmed strike takes additional fire damage equal to 3d6 plus your character level and is engulfed by a shroud of black flames. Because the aura covers your body, any creature that grapples you or strikes you with a natural weapon or unarmed strike also takes damage and is engulfed. Each round on the beginning of its turn, the creature is allowed a Fortitude save to avoid further damage (DC equals 10 + ½ your character level + your Wisdom modifier), but on a failed save the creature is still engulfed in the flaming aura and again takes fire damage equal to 3d6 plus your character level. A creature only takes the residual damage once per round, no matter how many times you have struck it. Any creature (other than you) that is slain while alight with your unholy immolation is utterly consumed by the unholy fire, as per the sacred flame ability.

An engulfed creature that fails its save can attempt to put out the flames as a full-round action, which ends the effect on a successful Reflex save vs DC 15.

You can use this spell to attack an object. Nonmagical, unattended objects do not receive a saving throw. Objects destroyed by the fire are consumed just as creatures are. Most artifacts are immune to your unholy immolation.

Damage dealt by unholy immolation is distinct from and stacks with the damage dealt by sacred flame.

Siosilvar
2010-06-05, 04:18 PM
How very appropriate... (http://www.giantitp.com/forums/showthread.php?t=154993)

There's my Duelist fix. Should bring it from "down two" at least to "up one".