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Vlos
2012-02-17, 05:56 PM
Ghost Rider - Warlocks making pacts with the lower planes granting great powers.

The following is a PRC for Warlock. I sort of see it as a melee class that could be combined with Monks or others to get a lot out of it. I took the Psionic pyrokineticist as the Base and tried to map it for a warlock. Some of the late powers may be a bit over the top, so please give me your feed back. Also never created a Warlock PrC so Prerequisites are light.



Prerequisites:
- Know (Planes) 8 ranks, Concentration 8 ranks
- Invocating: Eldritch Blast 3d6

Hit Dice: d8
Skills Per level: 2+Int
Class Skills: Balance(Dex), Concentration(Con), Knowledge(religion), Knowledge(the planes), Listen(Wis), Sense Motive(Wis), Spellcraft(Int), Spot(Wis), Tumble(Dex)
Proficiencies: None


{table=head] Level | BAB | Fort | Ref | Will | Special
1st| +0 | +2 | +0 | +2 | Eldritch Blast, Fire Lash
2nd| +1 | +3 | +0 | +3 | Fire Adaptation, hand afire
3rd| +2 | +3 | +1 | +3 | Bolt of Fire
4th| +3 | +4 | +1 | +4 | Weapon afire
5th| +3 | +4 | +1 | +4 | Nimbus
6th| +4 | +5 | +2 | +5 | Firewalk
7th| +5 | +5 | +2 | +5 | Fear no Fire
8th| +6 | +6 | +2 | +6 | Greater Weapon afire
9th| +6 | +6 | +3 | +6 | Heat Death
10th| +7 | +7 | +3 | +7 | Conflagration

[/table]

Weapon and Armor Proficiency: ghost riders gain no proficiency with any weapon or armor.

Eldritch Blast(Sp): An ghost rider levels stack with his warlock levels to determine his eldritch blast spell level equivalent, but gains no other benefits from their warlock levels.

Fire Lash (Sp): A ghost rider gains the ability to fashion a 15-foot-long whip of fire from unstable hellfire as a move-equivalent action. He takes no damage from a fire lash he creates, and if he releases him hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A rider can take Weapon Focus and Weapon Specialization (if he otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the ghost rider holds it.

Fire Adaptation (Ex): At 2nd level, a ghost rider becomes resistant to fire, gaining a +4 bonus on all saving throws against fire and heat spells and effects. In addition, he gains resistance to fire 10.

Hand Afire (Sp): A ghost rider of 2nd level or higher can activate this ability as a move-equivalent action. Flames engulf one of the ghost rider’s hands (but do him no harm). Any attacksthe rider makes with the hand afire deal an extra 1d6 + 1 point per 1d6 of eldritch blast of fire damage. So if a Warlock has 3d6 Eldritch blast their hand attack would deal an additional 1d6 +3 of fire damage on an attack.

Bolts of Fire (Sp): Starting at 3rd level, as a standard action, a ghost rider can launch a maximum of 1 bolt per ghost rider level bolts of of eldritch fire at any number of target in line of sight within range. Each bolt does anywhere from 1d6 to the rider's maxium eldritch blast, but subtracts from any successive bolts launched in that round. So if 3rd level rider with a 3d6 eldritch blast could launch 3 1d6 eldritch bolts or 1x1d6 and 1x2d6 bolts at 2 different targets. Multiple bolts can target the same target.

Weapon Afire (Sp): At 4th level and higher, a ghost rider can activate this ability as a move-equivalent action. Flames that harm neither him nor the weapon engulf one weapon he holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The flames deal an extra 1d6 + 1 point per 1d6 of eldritch blast of fire damage on a successful hit. The weapon retains this effect for as long as the ghost rider wields it.

Nimbus (Sp): Beginning at 5th level, a ghost rider can activate this ability as a move-equivalent action. The ghost rider skin errupts into flames that neither harm him nor him equipment. While he is aflame, the character’s Charisma score increases by 4, his eldritch blast is considered +2d6 higher for damage and power purposes. Any creture striking the rider takes 1d6 + 1 point per 1d6 of eldrtich blast. This ability lasts for up to 1 round per ghost rider level and usuable once per ghost rider level per day.

Firewalk (Su): Beginning at 6th level, as a free action a ghost rider can convert any mount into a ghost rider mount while his nimbus is active. This action turns the mount into a hellish mount covered in flames giving it accellerated speed. It can travell at double it's normal movement speed while converted. A special bond is created when the rider gets on his mount with his nimbus active which creates a type of temporal time stop in relation to the Nimbus. As long as the rider does not get off the mount it will increase the duration to 10 minutes per level from the normal 1 round per level. But as soon as the rider dismounts the mount his nimbus will fade both from the mount and rider.

Fear No Fire (Ex): At 7th level, a ghost rider becomes immune to fire.

Greater Weapon Afire (Sp): At 8th level, when a ghost rider activates him hand afire ability or him weapon afire ability, him unarmed attack or weapon deals an extra +1 point of fire damage per 1d6 of eldritch blast. Attackers attack while he uses the nimbus ability likewise take an additional 1 point per 1d6 of eldritch blast.

Heat Death (Sp): A ghost rider who reaches 9th level can focus and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 10 + riders eldritch blast + CHA) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes the riders eldritch blast points of fire damage from the heat. This ability is usable CHA times per day.

Conflagration (Sp): At 10th level, a ghost rider gains the ability to create a massive burst of raging flames around herself, burning everything in the area. Once per day, as a standard action, he can use this ability to deal his eldritch blast of fire damage in a 30-foot-radius burst emanating from himself. Any creature or object caught in the burst can make a Reflex saving throw (DC 10 + eldritch blast +CHA) for half damage. Anyone failing the Reflex save against the conflagration must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense heat.

Wavelab
2012-02-17, 06:39 PM
To me this basically seems to be a copy, paste and edit of the pyrokineticist. You could at least rename the abilities.

Also, the character is designed on being able to ride a mount, yet he doesn't get ride as a skill, and he can only get a special mount at level 6(a normal mount which is just enchanced).

PEACH
2012-02-17, 06:57 PM
This class also doesn't have the Penance Stare, which I feel would be wholly appropriate.

Steward
2012-02-17, 07:11 PM
I feel like this class should do more to distinguish itself from your previous pyrokineticist (http://www.giantitp.com/forums/showthread.php?t=190883) prestige class for psions. The flavor's fine, but some of the mechanics seem unnecessarily similar and it would be more interesting (gaming-wise) if you separated them out more. If you made the pyrokineticist more fire focused, while giving the ghost rider more arcanist-centric, "eldritch-y", or demonic/diabolical abilities that might be a great way to start.

Here you reuse:



Fear No Fire: A 7th level Pyrokineticist is immune to fire. In addition, they automatically pass all saving throws caused by heat or flame coming from a nonmagical source. In addition, they gain a +8 bonus on saves even against magical effects of this type.

Heat Death (Ps): An 8th level Pyrokineticist can raise a foe’s internal temperature massively, boiling their blood and melting their flesh. They must pass a fortitude save or die instantly. If they fail, the suffer 1d8 fire damage for each two levels the user has of Pyrokineticist. This ability is treated as a power of half the character’s level. (With maximum level 9 until 21st character level.) This ability can target any being within 60ft, and may be used once a day per three class levels.

Soulfire: A Pyrokineticist of 9th level can do massive damage, at cost of their own power. By accepting four points of ability burn to their primary manifesting stat, they may double the damage caused by any one attack they cause, as long as it deals fire damage.

Conflagration (Ps): A 10th level Pyrokineticist may cause a terrible explosion of flame to erupt with but a glance. Once per day, by expending 15 power points, he may cause an explosion within 60ft. This explosion has a radius of up to 5ft per class level, (And must be circular), and deals 1d10 fire damage to each creature within the radius for each character level the user possesses. A successful reflex save halves this damage. In addition, they must pass a fortitude save or die instantly, as their blood boils and their body turns to mist.

Sunfire: The flames of a 10th level Pyrokineticist are all but irresistible. Tinged with the unbearable holy power of the sun, or the corrupted essence of death, no defence can stop them. They ignore fire resistance, and deal half damage even to creatures with fire immunity.


as:


Firewalk (Su): Beginning at 6th level, as a free action a ghost rider can convert any mount into a ghost rider mount while his nimbus is active. This action turns the mount into a hellish mount covered in flames giving it accellerated speed. It can travell at double it's normal movement speed while converted. A special bond is created when the rider gets on his mount with his nimbus active which creates a type of temporal time stop in relation to the Nimbus. As long as the rider does not get off the mount it will increase the duration to 10 minutes per level from the normal 1 round per level. But as soon as the rider dismounts the mount his nimbus will fade both from the mount and rider.

Fear No Fire (Ex): At 7th level, a ghost rider becomes immune to fire.

Greater Weapon Afire (Sp): At 8th level, when a ghost rider activates him hand afire ability or him weapon afire ability, him unarmed attack or weapon deals an extra +1 point of fire damage per 1d6 of eldritch blast. Attackers attack while he uses the nimbus ability likewise take an additional 1 point per 1d6 of eldritch blast.

Heat Death (Sp): A ghost rider who reaches 9th level can focus and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 10 + riders eldritch blast + CHA) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes the riders eldritch blast points of fire damage from the heat. This ability is usable CHA times per day.

Conflagration (Sp): At 10th level, a ghost rider gains the ability to create a massive burst of raging flames around herself, burning everything in the area. Once per day, as a standard action, he can use this ability to deal his eldritch blast of fire damage in a 30-foot-radius burst emanating from himself. Any creature or object caught in the burst can make a Reflex saving throw (DC 10 + eldritch blast +CHA) for half damage. Anyone failing the Reflex save against the conflagration must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense heat.

How about instead of just a straight port, you change some of the fire damage to, perhaps, Vile damage?

In replacement of the fear no fire ability, you could just give the ghost rider a suite of the devil subtype's immunities.