PDA

View Full Version : [3.5] A few small DotA-converted PrCs (PEACH)



Amnestic
2011-03-29, 04:24 AM
Was originally gonna make these into base classes but after looking at the Lord of Olympia and Lord of Avernus I decided there simply wasn't enough there for me to play with. As such, small PrCs!


Omniknight

http://wallpaper.metalship.org/images/silver-knight.jpg
"I fight, so that others do not."
~Pillyn, Avariel Omniknight

Requirements: BAB +8, Heal 5 ranks, Knowledge (religion) 4 ranks.

Class Skills: Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (All), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex).

Skill Points/Level: 4+Int

Alignment: Any non-evil

Hit Dice: d8

{table=head]Level|BAB|Fort Save|Refl Save|Will Save|Features
1|+1|+2|+0|+2|Purification
2|+2|+3|+0|+3|Degeneration Aura
3|+3|+3|+1|+3|Repel
4|+4|+4|+1|+4|Blessing of the Light
5|+5|+4|+1|+4|Guardian Angel[/table]

Weapon and Armor Proficiencies: Omniknights are proficient with all simple and martial weapons, and light and heavy shields (but not tower shields).

Purification (Su): As a swift action, the Omniknight can target anyone (including himself) within 40'. This target is healed 25% of the Omniknight's maximum HP. In addition, any enemies within 10' of the target are dealt the amount healed as sacred damage. Purification can be used once every three rounds.

Degneration Aura (Su): Any enemies within 30' of the Omniknight take a -2 to hit and Concentration checks, along with a -10' to all movement modes. A DC(10+HD+ConMod) Will save negates this for 1 round, but the check must be made every turn the enemy is within the aura's range.

Repel (Su): As an immediate action, an Omniknight can make himself immune to any and all external magical effects for 1 round. This ability can be used once per encounter.

Blessing of the Light (Su): The Omniknight gains +2 Strength, +2 Constitution and +10' to their base land speed. These bonuses are Divine in nature.

Guardian Angel (Ex): As an immediate action, an Omniknight can imbue himself and all allies within 120' with the pure energies of the Light. For two rounds he and his allies gain DR 200/- and Regeneration 50. Usable once per day.

Amnestic
2011-03-29, 04:25 AM
Channeller of Oblivion

http://iphonetoolbox.com/wp-content/uploads/2010/10/Mage-f.jpg
"Come and gaze into Oblivion with me."
~Alurí, Aasimar Channeller of Oblivion

Requirements: Ability to cast 4th level arcane spells, knowledge (arcana) 2 ranks, knowledge (planes) 2 ranks, knowledge (religion) 2 ranks, knowledge (nature) 2 ranks, spellcraft 10 ranks.

Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int)

Skill Points/Level: 4+Int

Alignment: Any

Hit Dice: d6

{table=head]Level|BAB|Fort Save|Refl Save|Will Save|Features|Spellcasting
1|+0|+0|+2|+2|Nether Blast|+1 to existing arcane spellcasting class
2|+1|+0|+3|+3|Decrepify|+1 to existing arcane spellcasting class
3|+2|+1|+3|+3|Nether Ward|+1 to existing arcane spellcasting class
4|+3|+1|+4|+4|Presence of Oblivion|+1 to existing arcane spellcasting class
5|+3|+1|+4|+4|Life Drain|+1 to existing arcane spellcasting class[/table]

Weapon and Armor Proficiencies: The Channeller of Oblivion gains no new weapon or armour proficiencies.

Nether Blast (Su): As a standard action, the Channeller of Oblivion can unleash a Nether Blast at a point within 80'. All enemies in a 15' radius zone of the target point take 1d6 per two caster levels force damage and are stunned for 1 round. DC(10+HD+ChaMod) Will save negates the stun. Nether Blast is usable once every five rounds.

Decrepify (Su): As a swift action, the Channeller of Oblivion can Decrepify one target within 50'. This target takes an extra 50% damage from all magic spells cast upon it for two rounds, and all movement speeds are halved. It becomes immune to all physical damage for the duration of the effect. Decrepify can be used once every four rounds.

Nether Ward (Su): As a swift action, the Channeller of Oblivion can place a Nether Ward within 10'. If an enemy within 30' of the ward attempts to cast a spell, they instantly take 1d6 lightning and 1d6 profane damage. In addition, the spellcaster must succeed a concentration check or lose the spell.

Presence of Oblivion (Su): Any foes within 15' of the Channeller of Oblivion suffer -10% to Armour Class (minimum -3) and -10% to Reflex saves (minimum -1)

Life Drain (Su): As a standard action, the Channeller of Oblivion can drain life from one target within 100'. This drains 1d10+ChaMod life for each turn it is active, and lasts for up to 6 rounds though it can be ended sooner. The Channeler of Oblivion is healed for that amount up to its maximum HP. Any extra health is added as temporary HP which lasts until the end of the encounter. Life Drain can be used once per day, and cannot be targetted on Undead or Constructs.

Amnestic
2011-03-29, 04:26 AM
Storm Spirit

http://3.bp.blogspot.com/_N3xYdyjM-GY/TSXRu7zwkMI/AAAAAAAAAI4/DkFUOtYwpOU/s1600/Raijin_Thunderkeg_Storm_Spirit_by_Constrictorz.jpg
"Hope you like my electric personality!"
~Raijin Thunderkeg, Pandaren Storm Spirit

Requirements: Able to cast 4th level Divine spells, knowledge (nature) 12 ranks, Listen 4 ranks, Survival 4 ranks. Must have been struck by electricity damage.

Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis)

Skill Points/Level: 6+Int

Alignment: Any

Hit Dice: d6


{table=head]Level|BAB|Fort Save|Refl Save|Will Save|Features|Spellcasting
1|+1|+0|+0|+2|Static Remnant|+1 to existing divine spellcasting class
2|+2|+0|+0|+3|Overload|+1 to existing divine spellcasting class
3|+3|+1|+1|+3|Electric Vortex|+1 to existing divine spellcasting class
4|+4|+1|+1|+4|Static Field|+1 to existing divinespellcasting class
5|+5|+1|+1|+4|Ball Lightning|+1 to existing divinespellcasting class[/table]

Weapon and Armor Proficiences: Storm Spirits gain no new weapon or armour proficiencies.

Static Remnant (Su): As a swift action, the Storm Spirit can create a Static Remnant at a point within 10'. Any enemy which moves within 10' of the Static Remnant triggers it, causing it to explode in a 10' diameter zone which deals 2d4 Electric damage/Storm Spirit level to all enemies within the zone. The Static Remnant lasts for 2 rounds unless triggered, and can be used once every 4 rounds.

The Static Remnant appears as a rudimentary copy of the caster comprised entirely of electricity, which is always tiny-sized.

Overload (Su): Whenever the Storm Spirit uses a Storm Spirit ability (Static Remnant, Electric Vortex or Ball Lightning) he gains an Electrical Charge, which discharges on his next attack or single-target damage dealing divine spell. This Electric Charge adds 2d6 Electric damage to the attack or spell. In addition, the enemy is Slowed (as per the spellPHB pg. 280) for 1 round.

Electric Vortex (Su): As a move action, the Storm Spirit targets a point within 60'. All enemies in a 20' diameter zone are sucked towards that point. Electric Vortex can be used once every 3 rounds.

Static Field (Su): Whenever the Storm Spirit casts a Divine spell, all enemies within 10' of him take 2d3 Electric Damage.

Ball Lightning (Su): As a full action, the Storm Spirit can turn into a ball of lightning. He can travel in a straight line a distance up to 3 times his base land speed, through any obstacles in his path. Any enemies in his path or within 5' on either side of the line take WisModD10 Electric Damage. Ball Lightning is usable 3 times per day, but only once per encounter

Amnestic
2011-03-29, 04:27 AM
Brewmaster

http://megaobzor.com/load/stati/panda.jpg
"I bring Pandamonium!"
~Chen Stormstout, Pandaren Brewmaster


Requirements: BAB +6, Profession (Brewmaster) 12 Ranks, Craft (Brews) 6 Ranks

Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Brews) (Int), Knowledge (nature) (Int), Knowledge (local) (Int), Profession (Brewmaster) (Wis), Sense Motive (Wis), and Tumble (Dex)

Skill Points/Level: 4+Int

Alignment: Any, primarily Neutral.

Hit Dice: d8

{table=head]Level|BAB|Fort Save|Refl Save|Will Save|Features
1|+1|+2|+2|+0|Thunder Clap
2|+2|+3|+3|+0|Brew Breath
3|+3|+3|+3|+1|Drunken Haze
4|+4|+4|+4|+1|Drunken Brawler
5|+5|+4|+4|+1|Primal Split[/table]

Weapon and Armour Proficiences: Brewmasters gain proficiency with the Keg and the Beerstein weapons. Brew Breath, Drunken Haze and Drunken Brawler require either a Beerstein or Keg to use.

Thunder Clap (Su): As a standard action, the Brewmaster can unleash a mighty stomp dealing 2d10 damage per Brewmaster level to all foes within 15'. In addition, all foes hit must make a DC(10+1/2HD+StrMod) Reflex save or be slowed for 2 rounds (as per the spell). Thunder Clap can be used StrMod times per day.

Brew Breath (Su): As a standard action, the Brewmaster can spit fire in a 20' long cone. This deals 2d6 per two Brewmaster levels fire damage. In addition, if it hits a foe under the effect of Drunken Haze it ignites the brews, causing an additional 2d3/round damage lasting until Drunken Haze expires or is removed by a Heal Check.

Drunken Haze (Su): As a swift action, the Brewmaster can douse a foe within 10' with their special brew. This foe suffers a -4 to hit and 50% movement speed reduction. The Drunken Haze lasts 4 rounds, but can be removed with a DC20 Heal Check (standard action). Drunken Haze can be used up to three times per encounter.

Drunken Brawler (Su): Whenever the Brewmaster makes an attack, roll a d100. On a 75-100, this attack deals an addition 1/2 damage. In addition, whenever the Brewmaster is attacked in melee roll a d100. On a 75-100, add an extra 10 to the Brewmaster's AC before determining whether or not the attack hit.

Primal Split (Su): As a full action, the Brewmaster may split himself into three specialised warriors. Each warrior gets his own set of actions and may act independently of the others. When brought to 0 HP, the warrior vanishes in a puff of smoke. When all three warriors are 'killed' or the duration elapses, the Brewmaster reappears in his original position identical to before he split. Primal Split lasts for 5 rounds, and is usable once per day.


Warrior Stats:

Earth Warrior
Size/Type: Small Outsider (Earth)
Hit Dice: 4d12 (40 HP)
Initiative: -- (Acts at the same point in Initiative order as the Brewmaster does)
Speed: 20'
Armour Class: 17 (+1 size, +2 dex, +4 Natural), touch 13, flat-footed 15
Base Attack/Grapple: +4/+3
Attack: Totem +7 (1d10+3, 19-20/x2)
Full Attack: Totem +7 (1d10+3, 19-20/x2)
Space/Reach: 5'/5'
Special Attacks: Bellowing Roar, Hurl Boulder
Special Qualities: Darkvision 60', Immunity to Magic
Saves: Fort +8, Refl +6, Will +3
Abilities: Str 16, Dex 14, Con 18, Int 10, Wis 8, Cha 9
Skills: --
Feats: Combat Reflexes

Bellowing Roar (Sp): As a standard action, an Earth Warrior lets out a bellowing roar, taunting all foes within 15' to attack it. This functions similar to the Goad feat (ComAdv, pg. 109) but applies to melee and ranged attacks as well as spells and spell-like abilities. Effectively, any foe affected must target the Earth Warrior with their full arsenal. Bellowing Roar lasts 1 round, and a DC20 Will save negates the effect. Usable at will.

Hurl Boulder (Su): As a standard action, an Earth Warrior may hurl a boulder at an enemy within 30' as a ranged attack. If it hits it deals 3d6 damage and stuns them for 1 round. Usable twice per encounter.

Immunity to Magic (Ex): An Earth Warrior is immune to any spell or spell-like ability that allows spell resistance.

Storm Warrior
Size/Type: Small Outsider (Air)
Hit Dice: 4d6 (16 HP)
Initiative: -- (Acts at the same point in Initiative order as the Brewmaster does)
Speed: 20'
Armour Class: 16 (+1 size, +1 dex, +4 Natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/-1
Attack: Quarterstaff +3 (1d6-1/x2)
Full Attack: Quarterstaff +3 (1d6-1/x2)
Space/Reach: 5'/5'
Special Attacks: Lightning Blast, Wind Walk
Special Qualities: Darkvision 60', Resistant Skin
Saves: Fort +5, Refl +5, Will +8
Abilities: Str 8, Dex 12, Con 12, Int 18, Wis 9, Cha 16
Skills: --
Feats: Ability Focus (Cyclone)

Lightning Blast (Sp): Standard Action, Ranged touch attack, 2d6 electric damage. 30' range. At will.

Wind Walk (Sp): As a swift action, the Storm Warrior may turn invisible for 2 rounds. During this time he gains +20' to his movement speed. In addition, if he attacks with Lightning Blast while under the effects of Wind Walk it deals an extra 2d6 damage. Usable once per encounter.

Cyclone (Sp): As a standard action, the Storm Warrior may envelop a target within 30' in a cyclone of air, lifting 40' from the ground. While up in the air they are immune to ranged attacks but are also completely unable to act whatsoever. After 1 round, they are returned to the ground with no possibility for fall damage, however they are dazed for 1 round. DC20 (22 with feat) Fort save negates the daze effect. Usable once per encounter.

Resistant Skin (Ex): Storm Warrior has spell resistance 15.

Fire Warrior
Size/Type: Small Outsider (Fire)
Hit Dice: 4d8 (20 HP)
Initiative: -- (Acts at the same point in Initiative order as the Brewmaster does)
Speed: 30'
Armour Class: 19 (+1 size, +4 Dex, +4 Natural), touch 15, flat-footed 15.
Base Attack/Grapple: +4/+3
Attack: Katana +6 (1d10+3, 19-20/x2) and Wakizashi +6 (1d6+1, 19-20/x2)
Full Attack: Katana +6 (1d10+3, 19-20/x2) and Wakizashi +6 (1d6+1, 19-20/x2)
Space/Reach: 5'/5'
Special Attacks: --
Special Qualities: Darkvision 60', Permanent Immolation, Resistant Skin
Saves: Fort +5, Refl +8, Will +3
Abilities: Str 16, Dex 18, Con 12, Int 9, Wis 8, Cha 12
Skills: --
Feats: Two Weapon Fighting

Permanent Immolation (Ex): Any enemies adjacent to the Fire Warrior at the ends of its round take 1d8 Fire damage.

Resistant Skin (Ex): Fire Warrior has spell resistance 15.


{table=head]Exotic Weapons|Cost|Dmg(S)|Dmg(M)|Critical|Range Increment|Weight|Type
Light Melee Weapons
Beerstein1|1gp|1d4|1d6|19-20/x2|--|1lb|Bludgeoning
Two-Handed Melee Weapons
Keg|2gp|1d6|2d4|18-20/x2|--|15lbs|Bludgeoning
Totem|5gp|1d10|2d6|19-20/x2|--|20lbs|Bludgeoning[/table]

1: Performing a disarm or trip action with the Beerstein does not provoke an attack of opportunity.

All done! Go nuts.

Sdonourg
2011-03-29, 06:15 AM
I can't judge this balance-wise, but I like this idea. I think requirements for Storm Spirit and Channeler of Oblivion are too bland - just 4-th level spells.

Amnestic
2011-03-29, 06:46 AM
I can't judge this balance-wise, but I like this idea. I think requirements for Storm Spirit and Channeler of Oblivion are too bland - just 4-th level spells.

Might consider adding some skill requirements; I hate, *hate* feat taxes for PrCs - even if they're comparatively useful feats, and while the Channeller of Oblivion is clearly focused more towards Charisma-based arcane casters, obviously a Wizard could stand to benefit from it too. Decrepify and Nether Ward would both be useful; and whatever happens it's still got 5/5 spellcasting progression.

Still, I'll give some thought on some skill requirements to add to it, if only to liven it up a little bit.

Edit: Requirements expanded.

Goonthegoof
2011-03-29, 06:59 AM
The d100 part for some abilities is a little pointless- you could achieve the same thing with say 16-20 on a d20 or 7-8 on a d8.

Also 2d3 could be 1d6 and that'd only change the average by .5, it's always better to roll less dice.