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BeyondAld
2013-02-24, 01:52 PM
Hello All,

I am building a Campagin Setting called "Beyond Ald" It is currently in Alpha 2.0 going into Beta 1.0 and I am looking to edit, nerf, change and fix everything that is over and underpowered in order to bring it up to snuff with the rest of WotC material.

One part of this is fixing and nerfing the custom Prestige Classes in this setting. This setting uses D&D 3.5 as its base and is a mix of many books and supplements. This Prestige Class I am showing here is a martial adept Prestige Class available to Swordsages at level 5 provided they meet the requirements.

Red Knights serve the Goddess of Judgement, Sanguine, as warriors and judges. They are a pretty massive prestige class that I am thinking of splitting up into separate Prestige Classes. As it stands, this is the Prestige Class with all of its abilities as of Alpha 2.0 Please leave any criticism or suggestions, they are crucial to the editing and balancing process.

PRE-REQUESITES
Skills: Concentration 10 Ranks, Martial Lore 10 Ranks
Ability Scores: Constitution 18
Feats: Toughness, Improved Toughness, Improved Initiative, Die Hard, Power Attack
Alignment: Any Neutral or Unaligned
Other: Must be accepted into the Order of the Red Knights

HIT DIE: d6
SKILL POINTS PER LEVEL: 4+ Int Mod

ABILITIES

Blessings of the Red Queen

Level 1: Strength- You may use your Constitution modifier in place of your Strength modifier for Strength checks.

Level 3: Wisdom- You gain the unique Stance “Sanguine Blade Storm” when you are in this stance, you gain an additional attack per turn for every ten points of Con they have. This stance can be prepared and used as any other stance known and is considered special and specific to this Prestige Class.

Level 6: Power- You may add your Constitution modifier to your damage rolls as bonus damage. On a successful critical hit, damage is tripled if the enemy is at or below 50% health. (Does Not Stack)

Level 9: Grace- You can no longer die of old age or disease. You are, however, subject to a disease's effects...it cannot kill you however. You automatically stabilize when dying and have regeneration 5, as a troll (without weakness to fire and acid).

Level 11: Perception- You are preternaturally aware of your surroundings and may act during a surprise round if you are surprised, unless you are asleep, disabled or in any way unable to make a standard action.

Blood Potency

Level 4: You may deduct two from your Constitution score to ignore half damage from any damaging attack or damaging spell dealt against you if that damage would exceed 50% of your maximum health. (Round Down).

Blood Skein

Level 5: You add your Wisdom modifier to your attack rolls. If you are a Swordsage you loose your Wisdom to AC.


Humor Mastery

Level 3: Blood- You gain +6 to saves against poison and disease.

Level 6: Melancholy- Your mind is secure from magical or psionic assault. When a mind-affecting spell or psionic ability is used on you, it's caster must make a concentration check equal to 10+ your Con modifier or the spell or ability is negated and the caster is fatigued for 1 turn.

Level 9: Bile- Your wordplay is such that you can cause fear using only your words. You may use your Con mod instead of your Cha mod when making a Cha-based roll. You may use a Diplomacy check in place of an Intimidate to intimidate someone.

Level 12: Seed- By consuming the blood of the Red Queen and becoming one with the Way of the Red Knight you have mastered the final Humor. With a touch you wrack an enemy with agony, dealing 5d6 of damage + your Con modifier and deals 1 point of Str for each 10 dmg caused by this and knocks the enemy prone for the following round by the sheer pain and agony inflicted. If the enemy survives they are permanently scarred and disfigured by your mutilating touch. They gain a permanent -2 to Charisma-based checks increasing by 2 for each use of this. This can only be used once per day.


Powers of the Blood

Level 1: Scars of the Blood Queen- For every 10 points of damage you receive you gain +1 to your AC. This bonus wears off at the end of any encounter. You gain Con to AC as a Swordsage would gain Wis to AC replacing Wis.

Level 3: Withering Strikes- Your blows drain blood on a critical hit, a confirmed critical causes 1 Str damage. This damage is not permanent.

Level 5: Shared Pain- You may use a standard action you join your life force with an ally's. Until the end of the encounter, you split damage in half with you receiving the greater half.

Level 6: Anointed Blade- You make a special bond to your weapon through ritual bloodletting and prayer. Your weapon now deals 2+ a d6 for each 10 points of Con. Critical hits sever an artery causing 1 drain to Con per round until the target is healed with a successful Heal check (DC 16) or dies. Takes 1 day to complete ritual, must invest at least 5,000 exp into the weapon. This exp is lost should the weapon be separated from you. You must also deal at least 5d6 damage to yourself to annoint the blade when you make this bond and must take 1d6 points of damage every day to annoint the blade again or the abilities are lost, all exp invested is lost until the blade is re-annointed. You cannot heal this damage done to annoint the blade.

Level 9: Blood Boil- (Touch Attack) You reach into the veins of an enemy and boil their blood. This deals 4d6 damage plus your Con mod. Affected enemies must make a Fortitude save (DC 20) or be fatigued for 1 turn. 1 use at level 10 and 11.

Level 11: Mind Thorns- (Touch Attack) You tighten the arteries in the enemy's brain, distracting them and harming them. They take 5d6 damage and must make a Concentration check dc25 to cast spells or manifest powers. Ranged weapons are subject to a 30% miss chance. 1 use for every other level after attaining it. Gain 1 use at level 12.

Level 12: Blood's Final Judgement- You reach into the target's body and stop their heart. Target makes a fortitude save with a dc equal to 10+ your Con mod or dies and cannot be Resurrected without True Resurrection, Wish or Miracle. If the target succeeds they are paralyzed for 3 rounds and cannot be affected by this power from that Red Knight for a year and a day. 1 use per day.


PROGRESSION

BAB
Fort/Ref/Will
Ability
Maneuvers Known/Readied/Stances Known

Level 1
1
03/02/01
Scars of the Blood Queen, Blessing: Strength
1/0/1

Level 2
1
03/02/01
0/1/1

Level 3
1
04/02/01
Withering Strikes, Humor Mastery: Blood, Blessing: Wisdom
1/0/0

Level 4
2
04/02/01
Blood Potency
0/1/0

Level 5
2
05/03/02
Shared Pain, Blood Skein
1/0/1

Level 6
2
05/03/02
Anointed Blade, Humor Mastery: Melancholy, Blessing: Power
0/1/1

Level 7
3
06/03/02
1/0/0

Level 8
3
06/03/02
0/1/0

Level 9
3
07/04/03
Grace, Blood Boil (1/d), Humor Mastery: Bile
1/0/1

Level 10
4
07/04/03
Blood Boil (2/d)
0/1/1

Level 11
4
08/05/03
Mind Thorns (1/d), Blood Boil (3/d), Blessing: Perception
1/0/0

Level 12
4
08/05/03
Mind Thorns (2/d), Red Queen's Judgement, Humor Mastery: Seed
0/1/0