Zaydos
2010-08-05, 10:24 PM
Well I was bored and had nothing to do so I took a piece of paper and a notebook and made a prestige class. It's actually based on a 3.0 class I made when... well when I still played 3.0 (7 years ago? woah), okay technically the first time I tried to make a base class. It was inspired by Crono (from Chrono Trigger; swordsman with lightning spells) although it swiftly diverged from him and became a swordsman that could charge his sword with lightning. Well I lost the original years ago when my old computer died so I made it as a PrC since it ought to have been a PrC to begin with.
The Fluff:
In the kingdom of Gars there exists an order of warriors. Elite soldiers trained upon the tops of the Gray Storm Mountains, they spend years mastery their skills. These soldiers act as shock troopers in Gars' many wars against neighboring territories, using their speed and maneuverability to cut through enemy armies like a bolt of lightning. (I forgot the original name of the kingdom)
They'd actually probably work better as holy warriors devoted to Thor or some other thunder god but that was the original fluff I gave them.
The Crunch:
Prerequisites:
BAB: +5
Base Reflex Save: +2
Skills: Balance 3 ranks, Jump 3 ranks, Tumble 3 ranks.
Feats: Dodge.
Maneuvers: Any one desert wind maneuver.
Storm Swordsman
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Maneuvers Known|Maneuvers Readied|Stances|Special
1st|
+1|
+2|
+2|
+0|
1|
0|
0|Lightning Blade
2nd|
+2|
+3|
+3|
+0|
0|
0|
0|Armor of Storms, Desert Lightning
3rd|
+3|
+3|
+3|
+1|
0|
1|
0|Evasion, Electricity Resistance 10
4th|
+4|
+4|
+4|
+1|
1|
0|
0|Storm Leap, Overcome Resistance
5th|
+5|
+4|
+4|
+1|
0|
0|
1|Improved Lightning Blade, Thundering Charge
6th|
+6|
+5|
+5|
+2|
0|
1|
0|Improved Evasion, Electricity Resistance 20
7th|
+7|
+5|
+5|
+2|
1|
0|
0|Thundering Step
8th|
+8|
+6|
+6|
+2|
0|
0|
0|Thundering Critical
9th|
+9|
+6|
+6|
+3|
0|
1|
0|Electricity Immunity, Surpass Immunity
10th|
+10|
+7|
+7|
+3|
1|
0|
0|Superior Lightning Blade, Storm Rider, True Lightning Strike[/table]
HD: d10
Skills: 4 + Int per level
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (Nature) (Int), Martial Lore (Int), Profession (Wis), Tumble (Dex).
I gave them the knowledge skills so that however you decide to fluff their power source they can actually have the appropriate knowledge for it. Concentration is so they can mix with ToB better although they don't get maneuvers.
Weapon and Armor Proficiencies: A Storm Swordsman gains no proficiency in any weapons or armor.
Martial Maneuvers: A Storm Swordsman chooses his maneuvers and stances from the Desert Wind discipline. If he already has a class that grants martial maneuvers and a means to recover maneuvers he continues to use that method. If he does not already have a recovery method he now recovers his maneuvers whenever he successfully scores a critical hit in melee combat.
Lightning Blade (Su): Any melee weapon a Storm Swordsman wields is wreathed in electricity causing it to deal 1d6+1/2 class level electricity damage on each hit in addition to its normal damage. This effect ends the moment a Storm Swordsman releases the weapon and therefore cannot be used with thrown or ranged weapons.
Armor of Storms: A Storm Swordsman studies how to fight in light or no armor. This requires them to master techniques to avoid the attacks of foes. Starting at 2nd level a Storm Swordsman adds his Charisma bonus to AC. He loses this bonus when wearing medium armor or a shield, or when carrying a medium or heavier load.
Desert Lightning: Starting at 2nd level whenever a Storm Swordsman uses a Desert Wind maneuver that deals fire damage he may choose to have it deal electricity damage instead.
Evasion (Ex): As rogue ability of the same name.
Storm Leap (Su): A Storm Swordsman learns to move like the wind. Starting at 4th level a Storm Swordsman gains a fly speed equal to his land speed with average maneuverability. A Storm Swordsman may not use this ability when wearing medium or heavy armor, or carrying a medium or heavier load.
Overcome Resistance (Su): Starting at 4th level a Storm Swordsman's lightning blade ability and any Desert Wind maneuver he uses ignores the first 10 points of electricity resistance of any creature it hits. In addition it reduces the pool of electricity resistance granted by Protection from Elements of any target by an extra 10 with every attack.
Improved Lightning Blade (Su): Starting at 5th level a Storm Swordsman's lightning blade ability improves. The extra electricity damage increases to 2d6+1/2 class level.
Thundering Charge (Su): Starting at 5th level a Storm Swordsman deals +3d6 sonic damage on the first successful attack made as part of a charge. In addition the target of the attack must make a Will save (DC 10 + Class level + Cha) or be shaken.
Improved Evasion (Ex): As rogue ability of same name.
Thunder Step (Su): A Storm Swordsman learns to move like the lightning bolt, leaving crashing thunder in his wake. Starting at 7th level as part of a full-attack action a Storm Swordsman may move his speed. This movement does not provoke attacks of opportunity, and any creature adjacent to the Storm Swordsman at any point of the movement takes 3d6 sonic damage (Fort save DC 10 + Class level + Cha modifier for half damage). He may move before any attacks, between attacks, or after all his attacks, but the Storm Swordsman may not use this ability to move, attack, and then move again. Once the Storm Swordsman uses this ability he may not use it again for 1d4 rounds. A Storm Swordsman may not use this ability when wearing medium or heavy armor, or carrying a medium or heavier load.
Thundering Critical: Starting at 8th level a Storm Swordsman deals extra sonic damage with his melee attacks on a critical hit. Whenever he scores a critical hit with a melee attack it deals +Xd6 sonic damage where X is his weapon's critical hit multiplier.
Surpass Immunity (Su): Starting at 9th level a Storm Swordsman's Lightning Blade and any Desert Wind maneuver he may use ignores an enemy's electricity resistance, and any electricity immunity granted by a spell or spell-like ability. In addition it deals half damage against a creature naturally immune to electricity.
Superior Lightning Blade (Su): Starting at 10th level a Storm Swordsman's lightning blade improves again. The extra electricity damage it grants now equals 3d6 + 1/2 class level.
Storm Ride (Su): A Storm Swordsman when he reaches the pinnacle of his skill is all but at one with the storm, and may move as if he was an extension of it. A Storm Swordsman gains a fly speed with perfect maneuverability equal to twice his land speed. A Storm Swordsman may not use this ability when wearing medium or heavy armor, or carrying a medium or heavier load.
True Lightning Strike (Su): A Storm Swordsman's ultimate battle technique allows them to fill their weapon with lightning. Once per encounter, as a swift action, a Storm Swordsman may declare his next attack a True Lightning Strike. This attack deals an extra +3d6+10 electricity damage (in addition to Superior Lightning Blade) and the target must make a Fort save (DC 10 + Class Level + Charisma modifier) or be stunned for 1 round. For each attack the Storm Swordsman has hit the target with since the end of his last turn this ability deals +1d6+2 damage and the save DC is increased by 2. This ability is expended on a miss.
So what does the playground think of this? Too strong? Too weak? Too bleh?
PS: Achh while I took a break in typing to eat supper another lightning themed (or at least as far as naming goes) melee PrC got posted. Kind of have to laugh at that one.
The Fluff:
In the kingdom of Gars there exists an order of warriors. Elite soldiers trained upon the tops of the Gray Storm Mountains, they spend years mastery their skills. These soldiers act as shock troopers in Gars' many wars against neighboring territories, using their speed and maneuverability to cut through enemy armies like a bolt of lightning. (I forgot the original name of the kingdom)
They'd actually probably work better as holy warriors devoted to Thor or some other thunder god but that was the original fluff I gave them.
The Crunch:
Prerequisites:
BAB: +5
Base Reflex Save: +2
Skills: Balance 3 ranks, Jump 3 ranks, Tumble 3 ranks.
Feats: Dodge.
Maneuvers: Any one desert wind maneuver.
Storm Swordsman
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Maneuvers Known|Maneuvers Readied|Stances|Special
1st|
+1|
+2|
+2|
+0|
1|
0|
0|Lightning Blade
2nd|
+2|
+3|
+3|
+0|
0|
0|
0|Armor of Storms, Desert Lightning
3rd|
+3|
+3|
+3|
+1|
0|
1|
0|Evasion, Electricity Resistance 10
4th|
+4|
+4|
+4|
+1|
1|
0|
0|Storm Leap, Overcome Resistance
5th|
+5|
+4|
+4|
+1|
0|
0|
1|Improved Lightning Blade, Thundering Charge
6th|
+6|
+5|
+5|
+2|
0|
1|
0|Improved Evasion, Electricity Resistance 20
7th|
+7|
+5|
+5|
+2|
1|
0|
0|Thundering Step
8th|
+8|
+6|
+6|
+2|
0|
0|
0|Thundering Critical
9th|
+9|
+6|
+6|
+3|
0|
1|
0|Electricity Immunity, Surpass Immunity
10th|
+10|
+7|
+7|
+3|
1|
0|
0|Superior Lightning Blade, Storm Rider, True Lightning Strike[/table]
HD: d10
Skills: 4 + Int per level
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (Nature) (Int), Martial Lore (Int), Profession (Wis), Tumble (Dex).
I gave them the knowledge skills so that however you decide to fluff their power source they can actually have the appropriate knowledge for it. Concentration is so they can mix with ToB better although they don't get maneuvers.
Weapon and Armor Proficiencies: A Storm Swordsman gains no proficiency in any weapons or armor.
Martial Maneuvers: A Storm Swordsman chooses his maneuvers and stances from the Desert Wind discipline. If he already has a class that grants martial maneuvers and a means to recover maneuvers he continues to use that method. If he does not already have a recovery method he now recovers his maneuvers whenever he successfully scores a critical hit in melee combat.
Lightning Blade (Su): Any melee weapon a Storm Swordsman wields is wreathed in electricity causing it to deal 1d6+1/2 class level electricity damage on each hit in addition to its normal damage. This effect ends the moment a Storm Swordsman releases the weapon and therefore cannot be used with thrown or ranged weapons.
Armor of Storms: A Storm Swordsman studies how to fight in light or no armor. This requires them to master techniques to avoid the attacks of foes. Starting at 2nd level a Storm Swordsman adds his Charisma bonus to AC. He loses this bonus when wearing medium armor or a shield, or when carrying a medium or heavier load.
Desert Lightning: Starting at 2nd level whenever a Storm Swordsman uses a Desert Wind maneuver that deals fire damage he may choose to have it deal electricity damage instead.
Evasion (Ex): As rogue ability of the same name.
Storm Leap (Su): A Storm Swordsman learns to move like the wind. Starting at 4th level a Storm Swordsman gains a fly speed equal to his land speed with average maneuverability. A Storm Swordsman may not use this ability when wearing medium or heavy armor, or carrying a medium or heavier load.
Overcome Resistance (Su): Starting at 4th level a Storm Swordsman's lightning blade ability and any Desert Wind maneuver he uses ignores the first 10 points of electricity resistance of any creature it hits. In addition it reduces the pool of electricity resistance granted by Protection from Elements of any target by an extra 10 with every attack.
Improved Lightning Blade (Su): Starting at 5th level a Storm Swordsman's lightning blade ability improves. The extra electricity damage increases to 2d6+1/2 class level.
Thundering Charge (Su): Starting at 5th level a Storm Swordsman deals +3d6 sonic damage on the first successful attack made as part of a charge. In addition the target of the attack must make a Will save (DC 10 + Class level + Cha) or be shaken.
Improved Evasion (Ex): As rogue ability of same name.
Thunder Step (Su): A Storm Swordsman learns to move like the lightning bolt, leaving crashing thunder in his wake. Starting at 7th level as part of a full-attack action a Storm Swordsman may move his speed. This movement does not provoke attacks of opportunity, and any creature adjacent to the Storm Swordsman at any point of the movement takes 3d6 sonic damage (Fort save DC 10 + Class level + Cha modifier for half damage). He may move before any attacks, between attacks, or after all his attacks, but the Storm Swordsman may not use this ability to move, attack, and then move again. Once the Storm Swordsman uses this ability he may not use it again for 1d4 rounds. A Storm Swordsman may not use this ability when wearing medium or heavy armor, or carrying a medium or heavier load.
Thundering Critical: Starting at 8th level a Storm Swordsman deals extra sonic damage with his melee attacks on a critical hit. Whenever he scores a critical hit with a melee attack it deals +Xd6 sonic damage where X is his weapon's critical hit multiplier.
Surpass Immunity (Su): Starting at 9th level a Storm Swordsman's Lightning Blade and any Desert Wind maneuver he may use ignores an enemy's electricity resistance, and any electricity immunity granted by a spell or spell-like ability. In addition it deals half damage against a creature naturally immune to electricity.
Superior Lightning Blade (Su): Starting at 10th level a Storm Swordsman's lightning blade improves again. The extra electricity damage it grants now equals 3d6 + 1/2 class level.
Storm Ride (Su): A Storm Swordsman when he reaches the pinnacle of his skill is all but at one with the storm, and may move as if he was an extension of it. A Storm Swordsman gains a fly speed with perfect maneuverability equal to twice his land speed. A Storm Swordsman may not use this ability when wearing medium or heavy armor, or carrying a medium or heavier load.
True Lightning Strike (Su): A Storm Swordsman's ultimate battle technique allows them to fill their weapon with lightning. Once per encounter, as a swift action, a Storm Swordsman may declare his next attack a True Lightning Strike. This attack deals an extra +3d6+10 electricity damage (in addition to Superior Lightning Blade) and the target must make a Fort save (DC 10 + Class Level + Charisma modifier) or be stunned for 1 round. For each attack the Storm Swordsman has hit the target with since the end of his last turn this ability deals +1d6+2 damage and the save DC is increased by 2. This ability is expended on a miss.
So what does the playground think of this? Too strong? Too weak? Too bleh?
PS: Achh while I took a break in typing to eat supper another lightning themed (or at least as far as naming goes) melee PrC got posted. Kind of have to laugh at that one.