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Zaydos
2010-08-05, 02:28 PM
Once mind flayers, and their fellow aberrant kin, invaded from the realms they call home. Swiftly the world fell before their abhorrent powers and all fell under their sway. Four heroes, with the aid of a now dead god, banished them back to their homeland and sealed the gates they had built. Ages passed, mortals in their foolishness practiced magic that weakened the boundaries of the planes once more and the seals have weakened.
A secret order has risen to defend the world from the possibility of another invasion from the aberrations. From amidst this order of heroes, a group of warriors arise. Their powers gained by studying the nature of the seals themselves, they are the Seal Knights.

This was a Prc made for a campaign of mine where that was the basic plot, the PCs all being members of the Order of the Seal. One PC even used the original version of this class, which proved to be weak sauce, so I've made a new stronger version.

Seal Knight:
Prerequisites:
Skills: Knowledge (Nature) 5 ranks and Knowledge (the Planes) 5 ranks.
BAB: +6.
Feats: Iron Will.
Proficiencies: Must be proficient in at least medium armor and at least 1 martial weapon.
Special: Must be a member of the Order of the Seal in good standing; this is a training prerequisite and should it no longer be met no previously gained abilities are lost.
Seal Knight
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Power of Wind

2nd|
+2|
+3|
+0|
+3|Power of Earth +1

3rd|
+3|
+3|
+1|
+3|Power of Fire, Fire Resistance 10

4th|
+4|
+4|
+1|
+4|Power of Water, Power of Earth +2

5th|
+5|
+4|
+1|
+4|Power of Darkness, Protection of the Seal

6th|
+6|
+5|
+2|
+5|Power of Light, Power of Earth +3, Fire Resistance 20

7th|
+7|
+5|
+2|
+5|Seal of Anchoring, Greater Power of Water

8th|
+8|
+6|
+2|
+6|Greater Power of Air, Greater Power of Fire, Power of Earth +4

9th|
+9|
+6|
+3|
+6|World Breach, Fire Resistance 30

10th|
+10|
+7|
+3|
+7|Greater Seal of Anchoring, Power of Earth +5[/table]
Class Information:
HD: d12.
Skills: 4+Int modifier points/level.
Class Skills: Craft, Profession, Knowledge (Arcana), Knowledge (Nature), Knowledge (the Planes), Knowledge (History), Knowledge (Psionics), Intimidate, Climb, Jump, Swim, Ride, Handle Animal, Survival, Knowledge (Dungeoneering), Spellcraft, Autohypnosis, Concentration.
Power of Wind (Su): A Seal Knight gains the ability to summon blasts of wind granting him the following abilities:
• As a standard action a Seal Knight may make a ranged touch attack.
This attack deals 1d4 damage per Seal Knight level, ignoring DR, and has a range of 30-ft +5 ft/class level.
• As a standard action which provokes an attack of opportunity a Seal Knight may attempt a Str check to break an object from a range of 30-ft + 5-ft/class level. He uses his class level + his Charisma modifier instead of his Str when making this check.
• As a standard action which provokes an attack of opportunity a Seal Knight may make a Bull Rush attempt at a range of 30-ft +5-ft/class level. You replace your Strength and any size modifier you have with your class level + your Charisma modifier for this check.
In addition when a Seal Knight performs a Bull Rush normally (without using this ability) he gains a bonus equal to his class level or his Charisma modifier whichever is higher.
Power of Earth (Su): A Seal Knight’s natural armor bonus increases by an amount equal to the bonus listed. This is an increase to their base natural armor (+0 if they did not already have natural armor) and is not an enhancement bonus.
Power of Fire (Su): As a swift action a Seal Knight may ignite his weapon causing any weapon he wields to deal an extra 1d6+class level damage on every attack for 1 round, this fire is imbued with the power of the seal and therefore the damage is half fire and half sacred. As a swift action the Seal Knight may instead create a 5-ft radius burst of fire within 5-ft/class level that deals 1d6 fire and sacred (50% each) damage/class level (reflex save halves). Once a Seal Knight has used either ability he may not use either ability for 5 rounds.
At Lv 8 the damage from this ability increases to 3d6+class level if used to imbue his weapon, or 1d8/class level if used to create a burst of fire.
Power of Water (Su): A Seal Knight may breath freely underwater just as if it were air. In addition he gains a swim speed equal to his land speed, and a continuous Freedom of Movement effect when underwater.
Elemental Strength: Starting at 4th level Seal Knight gains a bonus equal to ½ his class level to his Caster Level for all spells and spell-like abilities with the Air, Earth, Fire, or Water descriptor or on the Air, Earth, Fire, or Water domains. At 6th level he also gains this bonus to those with the Darkness and Light descriptors as well or on the Darkness (or Light if there is one) domain. They do not gain any greater spellcasting in any arcane spellcasting class they already had, only a bonus to caster level of spells with those descriptors when they are being cast.
Power of Darkness (Su): A Seal Knight gains Darkvision out to 60-ft and may see in magical darkness out to 30-ft. If the Seal Knight already has permanent Darkvision whether from class or race (but not a spell or magic item) he gains +60-ft to its range but this bonus to darkvision range is supernatural in nature and lost in areas of antimagic.
Protection of the Seal (Su): A Seal Knight may add his Charisma bonus as a bonus to saving throws against: mind-affecting effects, stunning, paralysis, daze, and death effects.
Power of Light (Sp): A Seal Knight may use Daylight as a spell-like ability at will although he may only have once such effect active at a time. He may also fire a beam of light as a ranged touch attack that deals 1d6/caster level damage to any creature with light sensitivity, light blindness, the undead type, the aberration type, or any outsider with the evil subtype and it ignores the SR of such targets. Against other targets it deals half damage and does not ignore SR. A Seal Knight’s caster level for this ability equals his class level and benefits from Elemental Strength (putting it to class level + ½ his class level). Both abilities count as 3rd level spell.
Seal of Anchoring (Su): 3 times per day, as a swift action, a Seal Knight can create a field in which no teleportation or dimensional travel into or out of is possible (it blocks all abilities that Dimensional Lock does). This field is centered on the Seal Knight and extends in a radius 10-ft/class level in all directions. This ability also acts as a greater dispel magic spell against all extraplanar summoned creatures within the radius of effect with a CL equal to twice his class level. This ability lasts a number of rounds equal to twice the Seal Knight’s Con bonus (minimum 1 round).
Greater Power of Water (Su): A Seal Knight now benefits from a continuous Freedom of Movement whether or not he is within water.
Greater Power of Wind (Sp): At Lv 8 a Seal Knight gains the ability to call much greater winds to his aid. This allows him to use each of the following spells 1/day: Air Walk (self only) or Control Winds. His Caster Level for these abilities is equal to his Class Level but benefits from Elemental Strength.
Greater Power of Fire (Sp): At Lv 8 a Seal Knight gains much greater power over fire. He may use Greater Fireburst and Fire Shield (protecting from cold and dealing fire damage only) each 1/day as a swift action. His Caster Level for these abilities is equal to his Class Level but benefits from Elemental Strength.
World Breach (Sp): At 9th level a Seal Knight can move between worlds. He can use Greater Plane Shift 1/day as a spell-like ability.
Greater Seal of Anchoring (Su): At 10th level a Seal Knight’s mastery of the planes is so great that they can control all planar travel within 10-ft of their person. Nothing can teleport or be summoned while within or into 10-ft of the Seal Knight unless he chooses to allow it. This ability is negated if the Seal Knight himself is in an antimagic zone (the 10-ft may not be but it would still be negated).

Original version (badly made):

Prerequisites:
Skills: Knowledge (Nature) 5 ranks and Knowledge (the Planes) 5 ranks.
BAB: +6.
Base Will Save: +2
Feats: Improved Toughness.
Special: Must be a member of the Order of the Seal in good standing; this is a training prerequisite and should it no longer be met no previously gained abilities are lost.
Seal Knight
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Power of Wind

2nd|
+2|
+3|
+0|
+3|Power of Earth +1

3rd|
+3|
+3|
+1|
+3|Power of Fire

4th|
+4|
+4|
+1|
+4|Power of Water, Power of Earth +2

5th|
+5|
+4|
+1|
+4|Power of Darkness

6th|
+6|
+5|
+2|
+5|Power of Light, Power of Earth +3

7th|
+7|
+5|
+2|
+5|Seal of Anchoring, Greater Power of Water

8th|
+8|
+6|
+2|
+6|Greater Power of Air, Greater Power of Fire, Power of Earth +4

9th|
+9|
+6|
+3|
+6|World Breach

10th|
+10|
+7|
+3|
+7|Greater Seal of Anchoring, Power of Earth +5[/table]

Class Information:
Weapon and Armor Proficiencies: A Seal Knight gains proficiency in all Simple Weapons and 1 Martial Weapon of his choosing (but not exotic), and proficiency in Light and Medium Armor.
HD: d10.
Skills: 2+Int modifier points/level.
Class Skills: Craft, Profession, Knowledge (Arcana), Knowledge (Nature), Knowledge (the Planes), Knowledge (History), Knowledge (Psionics), Intimidate, Climb, Jump, Swim, Ride, Handle Animal, Survival, Knowledge (Dungeoneering), Spellcraft, Autohypnosis, Concentration. More extensive than I originally intended.
Power of Wind (Sp): A Seal Knight starting at 1st level may, as a standard action, perform a bull rush at a range of up to 10-ft/caster level as a ranged touch attack and gains a bonus equal to his caster level to the opposed check. The Seal Knight does not move as part of the maneuver but may push the target back as if he moved with them but only up to a total of 10-ft of movement (as if he had moved 5-ft with the target) +5 ft per 2 caster levels beyond the first. He may also use this ability to force open doors at the same range of 10-ft/caster level and using his Str modifier with a +1/caster level for the Str check to force the door open, but he must make a ranged touch attack against the door (which as an immobile object usually has AC 5 or less). He may use it as a simple ranged touch attack dealing 1d6 + his Strength modifier damage +1d6 per 2.5 whole caster levels (so at every 3rd and 5th level it increases), and finally he may also use Gust of Wind except in a line 10-ft/caster level long instead of 60-ft long. All these abilities only work in areas in which there is some gaseous medium and do not work in 1) vacuum/airless room, 2) underwater, or 3) inside solid rock. Finally once any of these abilities is used none of them may be used for 5 whole rounds. This counts as a 3rd level spell. A Seal Knight's caster level with this ability equals his class level.
Power of Earth (Su): A Seal Knight gains the listed bonus as an Enhancement bonus to Natural Armor, this stacks with any natural armor bonus that is not also an enhancement bonus (such as that from race and some classes but not that from magic spells/items and some classes). Regardless of level the enhancement bonus to natural armor granted by the Seal Knight prestige class can never exceed the Seal Knight’s Constitution modifier.
Power of Fire (Sp): As a standard action a Seal Knight may create a small fireball within 5-ft/caster level. This fireball deals 1d6/two caster levels damage to all creatures within a 5-ft radius of where it explodes (reflex save for half). Once this ability has been used it may not be used again for 5 whole rounds, and it may not be used when submerged in water or when buried in the ground, he and the target area (center of the radius) must both be in contact with air or a flammable substance. This counts as a 2nd level spell. A Seal Knight's caster level with this ability equals his class level.
Power of Water (Su): A Seal Knight may breath freely underwater just as if it were air.
Elemental Strength: Starting at 4th level Seal Knight gains a bonus equal to ½ his class level to his Caster Level for all arcane spells (but not spell-like abilities) of the Air, Earth, Fire, or Water descriptor. At 6th level he also gains this bonus to arcane spells (but not spell-like abilities) of the Darkness and Light descriptors. They do not gain any greater spellcasting in any arcane spellcasting class they already had, only a bonus to caster level of spells with those descriptors when they are being cast.
Power of Darkness (Su): A Seal Knight gains Darkvision out to 60-ft and may see in magical darkness out to 30-ft, but doing so takes a move action every round. He may only use this ability to see in magical darkness for a total number of rounds per day equal to his class level times his Con bonus (minimum of 1 round/level). If the Seal Knight already has permanent Darkvision whether from class or race (but not a spell or magic item) he gains +60-ft to its range but this bonus to darkvision range is supernatural in nature and lost in areas of antimagic.
Power of Light (Sp): A Seal Knight may use Daylight as a spell-like ability 3 times per day. He may also use this ability to fire a beam of light as a ranged touch attack that deals 1d6/caster level damage and ignores SR to any creature with light sensitivity, light blindness, the undead type, the aberration type, or any outsider with the evil subtype; it deals half damage to all other creatures and does not ignore SR. Each use of this ability counts as a use of Daylight. Both abilities count as 2nd level spell. A Seal Knight's caster level with this ability equals his class level.
Seal of Anchoring (Sp): 3 times per day, as a standard action, a Seal Knight can create a field in which no teleportation or dimensional travel into or out of is possible (it blocks all abilities that Dimensional Lock does). This field is centered on the Seal Knight and extends in a radius 10-ft/caster level in all directions. This ability also acts as a greater dispel magic spell against all Summoned monsters (and the like) summoned from another plane within the radius of effect. For this one ability the Seal Knight’s CL equal to twice his Class Level. This ability lasts a number of minutes equal to the Seal Knight’s Con bonus (minimum 1 minute). This Spell-like ability is considered a 8th level spell.
Greater Power of Water (Su): Starting at 7th level a Seal Knight gains a Swim speed equal to one-half his land speed, this speed is supernatural in nature and lost in an area of antimagic. The Seal Knight also gains the benefits of Freedom of Movement but only when underwater and only in regards to the effects of water on movement and combat, not towards other entangling things (such as seaweed) that might be encountered underwater. This ability works in other liquids of similar consistency but not in thick mud, and other more solid liquids (such as ooblek).
Greater Power of Wind: At Lv 8 a Seal Knight gains the ability to call much greater winds to his aid. This allows him to use either of the following spells 1/day between the two: Air Walk (self only) or Control Winds. Once he has used either ability he may not use his Power of Wind abilities again until 1 hour has passed, and he may not use this ability unless he could use his Power of the Wind (which even means during the 5 rounds immediately following its use). His Caster Level for these abilities is equal to his Class Level +1 for every 2 class levels (maximum of 15).
Greater Power of Fire: At Lv 8 a Seal Knight gains much greater power over fire. He may use Greater Fireburst and Fire Shield (protecting from cold and dealing fire damage only) a total of 2 times per day. Once he has used either ability he may not use either one or his Power of Fire ability again until 1 hour has passed, and he may not use either ability unless he could use his Power of Fire abilities so not within 5 rounds of their use. His Caster Level for these abilities is equal to his Class Level +1 for every 2 class levels (maximum of 15).
World Breach (Sp): At 9th level a Seal Knight can move between worlds. He can use Plane Shift 1/day as a spell-like ability. This Plane Shift is extremely accurate and is only 1-100 miles from its destination (1d%) instead of 5-500 (5d%). The Seal Knight also gains a +1 caster level/2 class levels when casting any arcane dimensional anchor/lock or Conjuration/Summoning spell but not with spell-like abilities (no other benefits of such classes are gained and no new spells).
Greater Seal of Anchoring (Su): At 10th level a Seal Knight’s mastery of the planes is so great that they can control all planar travel within 10-ft of their person. Nothing can teleport or be summoned while within or into 10-ft of the Seal Knight unless he chooses to allow it. This ability is negated if the Seal Knight himself is in an antimagic zone (the 10-ft may not be but it would still be negated).

FlamingKobold
2010-08-05, 02:51 PM
Aw, when I clicked on this thread, I wanted a PrC about knights riding seals...not really, but that would be awesome

Anyway, I really like the class, and that you get more and more abilities as you get later in the class. World Breech I'm not too sure about. Once per day, you can cast a spell that a wizard's had for two levels, a sorcerer for one, and a cleric for 6. And they can cast it a lot more.

Incidentally all spell names should be italicized.

Temotei
2010-08-05, 02:58 PM
Aw, when I clicked on this thread, I wanted a PrC about knights riding seals...

I certainly did, though I expected something like this.

FlamingKobold
2010-08-05, 03:12 PM
I certainly did, though I expected something like this.

Same. Now someone has to make such a class.



I vote for you.

Zaydos
2010-08-05, 03:32 PM
Nitpick: World Breach grants a 7th level cleric/8th level wizard spell (Greater Plane Shift) at 15th level so they get it 2 levels after cleric and at the same time as wizards (and before sorcerers). That said your complaint is still valid as Plane Shift or Greater Teleport are usually just as good and it is still something that clerics and wizards can do it a lot more often if they want to.

That's actually why I placed the fire resistance there was that they needed something else at that level, but it still seems a rather meh level, any advice?

FlamingKobold
2010-08-05, 03:34 PM
I'm not sure. Oh, and my bad on misreading it as just plane shift. I'm not sure how abusable it would be if it were usable more times per day. However, if it's too many, I fear lots of flowing time shenanigans.