Reinboom
2007-12-15, 11:53 PM
Well, I'm currently in a bind with this one. I tried to make it in the style of my Mountain (http://wiki.faxcelestis.net/index.php?title=Mountain) prestige class, but, am going in circles trying to make it more flavored, and trying to balance it. Any suggestions appreciated.
The idea is make a harmonious combine to 'wind' designed for a rogue, ranger, monk, or bard.
The rough work:
Hurricane
"I am the calm before the storm for which you shall not survive." — The Assassin Huushi, a Hurricane
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Increased Movement, Faster Initiative
2nd|
+1|
+0|
+3|
+3|Evasion
3rd|
+2|
+0|
+3|
+3|Force of the Wind (Speed), Calm of the Wind (Quick)
4th|
+3|
+0|
+4|
+4|Force of the Wind (Squall), Calm of the Wind (Serene)
5th|
+3|
+0|
+4|
+4|Force of the Wind (Swift), Calm of the Wind (Fleet)
6th|
+4|
+0|
+5|
+5|Force of the Wind (Strike), Calm of the Wind (Harmony)
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills:
Balance (Dex) ,Climb (Str) ,Diplomacy (Cha) ,Escape Artist (Dex) ,Hide (Dex) ,Intimidate (Cha) ,Jump (Str) ,Listen (Wis) ,Move Silently (Dex) ,Perform (Cha) ,Sense Motive (Wis) ,Spot (Wis) , and Tumble (Dex) .
Skill Points at Each Level: 4 + Int modifier.
Requirements
To qualify to become an hurricane, a character must fulfill all the following criteria.
Character Level: 8
Feats: Run, Improved Initiative, Lightning Reflexes, and Iron Will
A character may also have a base reflex save of +6 instead of the Lightning Reflexes feat and/or a base will save of +6 instead of the Iron Will feat.
Class Features
All of the following are features of the hurricane prestige class.
Weapon and Armor Proficiency: Hurricanes gain no proficiency with any weapon or armor.
Fast Movement (Ex): A hurricane moves faster than most of her kind, flowing in speed with the force of the winds, guiding her in all travels. All her movement speeds are faster by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the hurricane’s speed because of any load carried or armor worn. The effects of this benefit replaces abilities of the same name when it would be most beneficial, but does not stack with them.
Faster Initiative (Ex): A hurricane is quick to act, always moving and always present usually before even the enemy is aware. The hurricane gets a bonus to her initiative equal to her hurricane levels.
Evasion (Ex): At 2nd level and higher, a hurricane can avoid even magical and unusual attacks with the agility of the wind. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the hurricane is wearing light armor or no armor. A helpless hurricane does not gain the benefit of evasion.
Calm and Force of the Wind (Ex): Beginning at 3rd level, a hurricane begins the true stages of becoming at one with the powers of the wind. Each level offers a new ability based on this awakening. She does not gain these benefits while wearing medium or heavy armor or while having a heavy load.
Force (Speed): At 3rd level, the hurricane can quickly move itself within a short snap of time. She is able to take an additional 5-foot step each round beyond the first for that round. This additional 5-foot step follows the same restrictions as the first.
Calm (Fleet): At 3rd level, the hurricane has managed to focus her capabilities into fleetness of foot. She gains a permanent +2 dodge bonus to AC. This bonus does not apply whenever the Hurricane is denied her dex bonus to her ac.
Force (Squall): At 4th level, the hurricane can focus itself to make a quick burst of speed. By using a swift action up to once per minute, the hurricane can gain a free move action and a +30 feet increase to all forms of movement for that round.
Calm (Quick): At 4th level, the hurricane never relieves itself from active motion. While she is conscious and not helpless, she never automatically fails a reflex save with a natural 1.
Force (Swift): At 5th level, a hurricane can quickly locate and strike upon a foe faster than many could react, as long as she has the swiftness of the wind behind her. Whenever a hurricane moves more than 20 feet in a round by means of one of her own movement speeds, all opponents she attempts to attack until the end of her turn are considered flat-footed against her.
Calm (Serene): At 5th level, the hurricane reaches a point of constant mental acuity. While she is conscious, she never automatically fails a will save with a natural 1.
Force (Strike): At 6th level, a class is able to deal immense damage with incredible speed. She adds 1/4th of her base reflex save to her attack roll, rounded up and adds half her base reflex save, rounded up, to her damage rolls.
Calm (Harmony): At 6th level, a class has reached a point of harmony with their reflexes, gaining the ability to precisely focus her willpower to stay alert and active. Once per minute as a swift action, she may add her base will save to both her AC and reflex saves as a dodge bonus. This bonus persists for 1 round.
The idea is make a harmonious combine to 'wind' designed for a rogue, ranger, monk, or bard.
The rough work:
Hurricane
"I am the calm before the storm for which you shall not survive." — The Assassin Huushi, a Hurricane
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Increased Movement, Faster Initiative
2nd|
+1|
+0|
+3|
+3|Evasion
3rd|
+2|
+0|
+3|
+3|Force of the Wind (Speed), Calm of the Wind (Quick)
4th|
+3|
+0|
+4|
+4|Force of the Wind (Squall), Calm of the Wind (Serene)
5th|
+3|
+0|
+4|
+4|Force of the Wind (Swift), Calm of the Wind (Fleet)
6th|
+4|
+0|
+5|
+5|Force of the Wind (Strike), Calm of the Wind (Harmony)
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills:
Balance (Dex) ,Climb (Str) ,Diplomacy (Cha) ,Escape Artist (Dex) ,Hide (Dex) ,Intimidate (Cha) ,Jump (Str) ,Listen (Wis) ,Move Silently (Dex) ,Perform (Cha) ,Sense Motive (Wis) ,Spot (Wis) , and Tumble (Dex) .
Skill Points at Each Level: 4 + Int modifier.
Requirements
To qualify to become an hurricane, a character must fulfill all the following criteria.
Character Level: 8
Feats: Run, Improved Initiative, Lightning Reflexes, and Iron Will
A character may also have a base reflex save of +6 instead of the Lightning Reflexes feat and/or a base will save of +6 instead of the Iron Will feat.
Class Features
All of the following are features of the hurricane prestige class.
Weapon and Armor Proficiency: Hurricanes gain no proficiency with any weapon or armor.
Fast Movement (Ex): A hurricane moves faster than most of her kind, flowing in speed with the force of the winds, guiding her in all travels. All her movement speeds are faster by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the hurricane’s speed because of any load carried or armor worn. The effects of this benefit replaces abilities of the same name when it would be most beneficial, but does not stack with them.
Faster Initiative (Ex): A hurricane is quick to act, always moving and always present usually before even the enemy is aware. The hurricane gets a bonus to her initiative equal to her hurricane levels.
Evasion (Ex): At 2nd level and higher, a hurricane can avoid even magical and unusual attacks with the agility of the wind. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the hurricane is wearing light armor or no armor. A helpless hurricane does not gain the benefit of evasion.
Calm and Force of the Wind (Ex): Beginning at 3rd level, a hurricane begins the true stages of becoming at one with the powers of the wind. Each level offers a new ability based on this awakening. She does not gain these benefits while wearing medium or heavy armor or while having a heavy load.
Force (Speed): At 3rd level, the hurricane can quickly move itself within a short snap of time. She is able to take an additional 5-foot step each round beyond the first for that round. This additional 5-foot step follows the same restrictions as the first.
Calm (Fleet): At 3rd level, the hurricane has managed to focus her capabilities into fleetness of foot. She gains a permanent +2 dodge bonus to AC. This bonus does not apply whenever the Hurricane is denied her dex bonus to her ac.
Force (Squall): At 4th level, the hurricane can focus itself to make a quick burst of speed. By using a swift action up to once per minute, the hurricane can gain a free move action and a +30 feet increase to all forms of movement for that round.
Calm (Quick): At 4th level, the hurricane never relieves itself from active motion. While she is conscious and not helpless, she never automatically fails a reflex save with a natural 1.
Force (Swift): At 5th level, a hurricane can quickly locate and strike upon a foe faster than many could react, as long as she has the swiftness of the wind behind her. Whenever a hurricane moves more than 20 feet in a round by means of one of her own movement speeds, all opponents she attempts to attack until the end of her turn are considered flat-footed against her.
Calm (Serene): At 5th level, the hurricane reaches a point of constant mental acuity. While she is conscious, she never automatically fails a will save with a natural 1.
Force (Strike): At 6th level, a class is able to deal immense damage with incredible speed. She adds 1/4th of her base reflex save to her attack roll, rounded up and adds half her base reflex save, rounded up, to her damage rolls.
Calm (Harmony): At 6th level, a class has reached a point of harmony with their reflexes, gaining the ability to precisely focus her willpower to stay alert and active. Once per minute as a swift action, she may add her base will save to both her AC and reflex saves as a dodge bonus. This bonus persists for 1 round.