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Baron Corm
2007-03-11, 03:25 PM
If anyone remembers, I posted a prestige class a long time ago that was a melee class which had a d4 hit die and something like +10 to damage. No one really understood the name or the reason why he had a d4 hit die. It's because I named him after the "Glass Cannon" Amazon from Diablo II, which throws all of its stat points into dexterity (and not vitality), dealing huge damage but dying in one hit. A glass cannon is something which breaks easily but also kills more quickly than any other type of amazon. The other amazons would be using bows instead of cannons, metaphorically.




Disciples of the Glass Greataxe are melee fighters who take up a certain ideal. That is, kill your enemy and don't get hit. They never do endurance training; instead they train in the secret techniques of the Glass Greataxe. The Glass Greataxe teaches them to be swift, but most of all deadly. An ideal Disciple of the Glass Greataxe will put as many of his ability points as possible into Strength, with the remaining going to Dexterity.


Disciple of the Glass Greataxe

Table:

Level 1: Rage, Technique of the Glass Greataxe (Level 0) 10/day
Level 2: Technique of the Glass Greataxe (Level 1) 9/day
Level 3: Technique of the Glass Greataxe (Level 2) 8/day
Level 4: Technique of the Glass Greataxe (Level 3) 7/day
Level 5: Translucent, Technique of the Glass Greataxe (Level 4) 6/day
Level 6: Technique of the Glass Greataxe (Level 5) 5/day
Level 7: Technique of the Glass Greataxe (Level 6) 4/day
Level 8: Technique of the Glass Greataxe (Level 7) 3/day
Level 9: Technique of the Glass Greataxe (Level 8) 2/day
Level 10: Transparent, Technique of the Glass Greataxe (Level 9) 1/day

Hit Die: d6
Skill Points at Each Additional Level: 2 + Int modifier.
Base Attack Bonus: as fighter
Base Saves: Low Fortitude, High Reflex, Low Will
Class Skills: Climb, Ride, Knowledge (religion), Tumble, Jump, Survival, Balance, Climb, Escape Artist, Swim, Intimidate

Requirements

To qualify to become a Disciple of the Glass Greataxe, a character must fulfill all the following criteria.

Feat: Combat Reflexes, Martial Weapon Proficiency (greataxe), Weapon Focus (greatxe), Weapon Specialization (greataxe), Power Attack
Base Attack Bonus: +5
Skills: Knowledge (religion) 2 ranks


Class Features

Weapon and Armor Proficiency

Disciples of the Glass Greataxe gain no proficiency with any weapon or armor.

Rage (Su)

This is identical to and replaces the barbarian's rage, and benefits from class features such as Mighty Rage and Tireless Rage. If the Disciple of the Glass Greataxe already has a rage ability, this adds one use per day. During his rage, the Disciple of the Glass Greataxe and his greataxe appear as though they were made out of glass. This grants him the ability to automatically make an Intimidate check to demoralize every creature that can see him as a free action with a +4 bonus. Once he has attempted this against a certain creature he may not attempt it again against that creature for 24 hours, but he may use the Intimidate ability as normal against that creature.

The Disciple of the Glass Greataxe may only use his Techniques of the Glass Greataxe while raging, and may only initiate this rage while wielding a greataxe.

Techniques of the Glass Greataxe

The main feature of the Disciple of the Glass Greataxe is his ability to mimic certain spells. At each level, he may choose a single spell with a spell level equal to his class level - 1. He may use this spell a number of times per day equal to 10 - spell level. The spell must deal damage as its primary function. If it deals damage only on a successful save, he may not choose it, but if it deals damage and then allows a save to keep from being paralyzed, that would be acceptable.

All such spells are used as supernatural abilities, meaning they aren't subject to spell resistance. If the spell has a material component or arcane focus, it is ignored. Most must be delivered through a successful melee attack; in those cases, on a missed attack roll the technique is wasted. They all do slashing damage regardless of what the original damage type was. Reflex saves from a single-target spell are ignored. The Disciple of the Glass Greataxe's caster level is equal to twice his class level, and his primary casting stat is his Strength for determining save DCs. A successful Knowledge (religion) check against a DC of 15 + spell level reveals what spell the technique was based upon.

If the Disciple of the Glass Greataxe takes a metamagic feat, it works as normal. For example, empowering a technique that he got at 4th level would take up a usage per day of a 6th level technique. Energy substitution metamagics do not have any effect - he always deals slashing damage. Spell focus feats raise the DC of the appropriate spell school that his technique is based on.

The spells that the Disciple uses are themed with either glass shards or swift movements for area of effects. It is essentially up to the DM and the player to agree. Here are some examples:

Level 1 - Ray of Frost - the DotGG simply deals 1d3 extra damage on a successful hit ten times per day.

Level 2 - Magic Missile - the DotGG attacks in a flurry, dealing 1d4+1 extra damage on his first hit and a base 1d4+1 damage on any extra hits he is allowed. He must make a separate attack roll for each. Multiple targets in range may be chosen as he leaps from target to target with blinding speed, returning to his original position at the end.

Level 3 - Sound Burst - the DotGG's attack on one target causes a spray of glass shards to hit everyone else in a 10 ft radius for 1d8 damage, stunning them for 1 round if they fail a Fortitude save. Whether or not the creatures can hear has no effect.

Level 4 - Call Lightning - the DotGG's initial hit deals 3d6 extra damage. Every round thereafter for the spell's duration, he leaps to a target within range and deals 3d6 damage plus his weapon damage, and then leaps back. Dealing this damage is a free action; he may use any other attacks or actions within that round that he has. There is no Reflex save allowed, but an attack roll must be made for each target.

Level 5 - Ice Storm - the DotGG raises his greataxe to the sky and calls down giant glass shards to deal 5d6 damage to every creature in the spell's area as a full-round action. A -4 penalty applies to each Listen check made within the glass storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the glass disappears, leaving no aftereffects (other than the damage dealt).

Level 6 - Cone of Cold - the DotGG deals the spell's damage to every creature within its area, with separate attack rolls for each creature.

Level 7 - Chain Lightning - the DotGG deals the normal spell's damage in the normal area, with separate attack rolls for each creature.

Level 8 - Delayed Blast Fireball - the Dotgg plants a time bomb (and deals normal melee damage) within a creature on a successful melee attack. It deals the spell's damage after the specified time as glass shards shoot out in all directions from the creature. The normal Reflex save is allowed for every creature except the one that the blast originates from.

Level 9 - Incendiary Cloud - the DotGG pounds the ground with his greataxe, creating a dangerous cloud of razor-sharp glass. This has the normal effects with the normal Reflex save.

Level 10 - Meteor Swarm - the DotGG raises his greataxe to the heavens, causing 4 giant balls of glass to spring from it. This has the normal spell effects.

Translucent (Su)

At level 5, the Disciple of the Glass Greataxe may cast Greater Invisibility as a wizard of twice his level three times per day. He may only cast it on himself.

Transparent (Su)

At level 10, the Disciple of the Glass Greataxe may assume an ethereal state. He may assume this form as an immediate action, and may end it as a free action, but to a maximum of 20 total rounds per day. His greataxe is treated as having the ghost touch property while he is ethereal.