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DiscipleofBob
2008-01-14, 02:30 PM
These are just some random ideas I've been working on that I'd like to flesh out. Yes, some of these are based off of comic book characters. I'm cheesy like that, so sue me. :P

Concept Idea Outline
Ace Detective
Captain of the Watch
Defender of Justice
Spider Thief

Ace Detective

Hit Die: d8 Skill Points: 8+Intelligence

Requirements:
Alignment: Any good or Lawful Neutral
Feats: Urban Tracking
Skill Ranks: Gather Information 10 ranks, Hide 5 ranks, Move Silently 5 ranks, Search, 5 rank, Sense Motive 10 ranks, Spot 5 ranks

Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (Architecture and Engineering), Knowledge (Local), Knowledge (Nobility and Royalty), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Magic Device, Use Rope

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Contacts, Street Wise

2nd|
+1|
+0|
+3|
+0|Deduction 1/Day

3rd|
+2|
+1|
+3|
+1|Interrogation

4th|
+3|
+1|
+4|
+1|Deduction 2/Day

5th|
+3|
+1|
+4|
+1|Foresight[/table]


Contacts: At each level, an Ace Detective gains a contact, representing people whom the Ace Detective has helped or intimidated in the past. These contacts are each Experts with equal to the Ace Detective's class level, an assumed intelligence of 16, and with at least 1 appropriate skill at max ranks. Each day, an Ace Detective can go to any of his contacts and call in a favor, forcing the contact to make one skill check as if he was taking 20 for the Ace Detective. An Ace Detective can use any number of these contacts each day, so effectively he can call in up to 5 of these skill checks. If the DM has more appropriate characters to function in this role, it is up to his discretion to count the DM's NPC's and the Ace Detective's contacts as separate or the same.

Streetwise: An Ace Detective adds his Intelligence modifier as an insight bonus on all Bluff, Diplomacy, Gather Information, Intimidate, Knowledge, Search, and Sense Motive skill checks.

Deduction: At 2nd level, an Ace Detective can, once per day, after learning the results of a Sense Motive, Search, Spot, or Listen check, reroll the skill check adding an additional +10 to the roll. At 4th level, the Ace Detective can use this skill twice per day.

Interrogation: At 3rd level, an Ace Detective becomes experienced in extracting information. By spending a full round intimidating a target and making an intimidate check (DC 10+the target's hit dice), the Ace Detective can create a Zone of Truth effect, only limited to the subject. The will save is DC 15+the Ace Detective's class level. This is a supernatural ability.

Foresight: At 5th level, the Ace Detective has an effect on him equivelant to the Foresight spell, except always active. This is considered an extraordinary ability.


((More to come later.))

arnoldrew
2008-01-14, 02:41 PM
I like the Interrogation ability, but shouldn't he have to make an Intimidation check first instead of being automatically successful?

DiscipleofBob
2008-01-14, 03:08 PM
Captain of the Watch
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Level

1st|
+1|
+2|
+0|
+2|Marshall Aura (Skill Checks), Urban Companion|
-

2nd|
+2|
+3|
+0|
+3|2nd Lieutenant|+1 level of existing class

3rd|
+3|
+3|
+1|
+3|Marshall Aura (Combat), Urban Companion (2)|
-

4th|
+4|
+4|
+1|
+4|3rd Lieutenant|+1 level of existing class

5th|
+5|
+4|
+1|
+4|Marshall Aura (Final), Urban Companion (3)|+1 level of existing class[/table]

Actual mechanics to come soon. As a sort of summary, Urban Companion works similar to Animal Companion except with a different list that includes constructs and you get more of them, Marshall Aura is basically the auras from the Marshall class condensed, Lieutenants are equal in level to the cohort you get with leadership so you effectively get more cohorts.

DiscipleofBob
2008-01-15, 02:21 PM
Defender of Justice
((At least until I get a better name))

Hit Die: d12, Skill Points: 2+Intelligence

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|AC Bonus|Special

1st|
+1|
+x2|
+0|
+2|
+0|Shield Weapon Proficiency

2nd|
+2|
+3|
+0|
+3|
+0|Two-Shield Fighting

3rd|
+3|
+3|
+1|
+3|
+1|
-

4th|
+4|
+4|
+1|
+4|
+1|Ricochet Shield

5th|
+5|
+4|
+1|
+4|
+1|Light Fortification

6th|
+6|
+5|
+2|
+5|
+2|
-

7th|
+7|
+5|
+2|
+5|
+2|Elaborate Defense

8th|
+8|
+6|
+2|
+6|
+2|Total Fortification

9th|
+9|
+7|
+3|
+6|
+3|
-

10th|
+10|
+7|
+3|
+7|
+3|Back Armor Shield[/table]

Shield Weapon Proficiency The Defender realizes that the best defense is a good offense and the best offense is a good defense. Why bother with a sword or mace when that shield is just as heavy and and provides cover to boot? A Defender can wield a shield as if it was a bludgeoning weapon with no penalties and retains the shield's bonus to AC while doing so. Other penalties, such as two-weapon fighting, still apply however.

Two Shield Fighting At 2nd level, the Defender finds that having one shield is sometimes not enough, and learns to wield two shields at once. The AC bonus from both shields stack, and the Defender can wield both shields as bludgeoning weapons while still retaining their bonus to AC. Normal two-weapon fighting penalties still apply, but a Defender can attack with one shield and simply block with the other, retaining the AC bonus but not incurring any two-weapon fighting penalties.

AC Bonus At 3rd level, the Defender gains a deflection bonus to AC as long as he is wielding at least one shield. This bonus increases to +2 at 6th level, and to +3 at 9th level.

Ricochet Shield At 4th level, the Defender can hurl a shield and either ricochet it off enemies or have it return like a frisbee. A Defender can throw a shield as if it had the Returning quality with a range of 20 feet except as follows: The Defender can hit as many enemies as he desires and catch the shield in the same standard action as long as the shield travels a total distance of no more than 20 feet. If the shield travels longer, it does not return until the beginning of next round and the Defender loses the AC bonus from the shield until then.

Light Fortification At 5th level, a Defender is treated as having Light Fortification as long as he is wielding at least one shield and fighting defensively in combat.

Elaborate Defense At 7th level, a Defender gains an insight bonus to his AC equal to his Defender level as long as he is fighting defensively and wielding at least one shield.

Back Armor Shield At 10th level, a Defender can strap a third shield onto his back and gain the AC bonus from that as well as any other shields he is wielding. This third shield cannot be wielded as a weapon as any other shields you may be wielding can.



Okay, I rushed a lot on this one so there's still a lot of fine-tuning on this one. Any recommendations or questions on this or the other two so far?