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View Full Version : Dusting off some old work--Melee PrCs



Djinn_in_Tonic
2008-03-13, 10:38 PM
Here are some PrCs of mine from a several years ago...I don't even know how many. Just wondered what the general opinion of them was, since I'm thinking of getting back into the swing of things now that I've got more original ideas and a better understanding of how to work them.

Don't expect anything flashy from them: they are old creations, from before the fighter-types began to get nice things. They excel at the "I stand there and hit it" style of play, not the newer concepts of adding cool abilities.

Also, one last word of warning: They're not exactly the most original or ground-breaking things around. When you've just started class-building and you don't have many books or to much experience, things tend to be simpler.

Dreadnaught

Hit Die: d12.
Requirements
To qualify to become a Dreadnaught, a character must fulfill all the following criteria.
Alignment: Any chaotic non-good.
Base Attack Bonus: +9.
Skills: N/A
Feats: Power Attack, Cleave, Powerful Charge, Extended Rage.
Special: Must have the ability to Rage.
Class Skills
The Dreadnaught’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Table: The Dreadnaught

Level BaB Fort Ref Will Special
1st +1 +2 +0 +0 Awesome Blow +1d6
2nd +2 +3 +0 +0 Rage 1/day
3rd +3 +3 +1 +1 Inevitable Charge
4th +4 +4 +1 +1 Awesome Blow +2d6
5th +5 +4 +1 +1 Thick Skinned (+1)
6th +6/+1 +5 +2 +2 Rage 2/day
7th +7/+2 +5 +2 +2 Awesome Blow +3d6
8th +8/+3 +6 +2 +2 Greater Inevitable Charge
9th +9/+4 +6 +3 +3 Thick Skinned (+2)
10th +10/+5 +7 +3 +3 Awesome Blow +4d6, Rage 3/day
Class Features
The following are class features of the Dreadnaught prestige class.
Weapon and Armor Proficiency: A Dreadnaught is proficient with all simple and martial weapons, all armor, and all shields.
Awesome Blow (Ex): When a Dreadnaught wields a two-handed slashing or bludgeoning weapon and takes a single attack action, she adds the listed amount of damage to the damage dealt. This damage is not multiplied by critical hits or other damage multipliers.
Inevitable Charge (Ex): When charging, a Dreadnaught may take an additional -4 penalty to her AC to deal x2 damage on her first attack (if it hits). Damage from Awesome Blow is not multiplied. At level 8, the damage multiplier increases to x3. This attack draws an attack of opportunity from her target.
Thick Skinned (Ex): The Dreadnaught gains 1 extra hp per hit die, past and future. This ability stacks with itself, for a total of +2 hp per hit die at level 9.


Fury
Hit Die: d8.
Requirements
To qualify to become a Fury, a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Skills: Jump 8 ranks, Move Silently 8 ranks, Tumble 8 ranks
Feats: Dodge, Mobility, Combat Reflexes, Exotic Weapon Proficiency (Tiger Claw), Exotic Weapon Focus (Tiger Claw).
Special: Evasion.
Class Skills
The Fury’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: The Fury

Level BaB Fort Ref Will Special
1st +0 +2 +2 +0 Two-Weapon Fighting, Sneak Attack +1d6
2nd +1 +3 +3 +0 Weapon Finesse
3rd +2 +3 +3 +1 Spring Attack, Claw Rake
4th +3 +4 +4 +1 Improved Evasion
5th +3 +4 +4 +1 Greater Two-Weapon Fighting, Sneak Attack +2d6
6th +4/+1 +5 +5 +2 Pounce
7th +5+2 +5 +5 +2 —
8th +6/+3 +6 +6 +2 Whirlwind Attack, Rend Flesh
9th +6/+3 +6 +6 +3 Sneak Attack +3d6
10th +7/+4/+1 +7 +7 +3 Whirlwind Claw
Class Features
The following are class features of the Fury prestige class.
Weapon and Armor Proficiency: A Fury gains no proficiency with any weapons, armor, or shields.
Attack Bonus: When armed with Tiger Claws, a Fury makes attacks as an unarmed monk of an equal character level.
Two-Weapon Fighting: A Fury receives the Two-Weapon Fighting feat for free, even if she does not meet the prerequisites.
Sneak Attack: If a Fury can catch an opponent when she is unable to defend herself from his attack, he can strike a vital spot for extra damage. Basically, any time the Fury’s target would be denied her Dexterity bonus to AC (whether she actually has one or not), or when the Fury flanks the target, the Fury’s attack deals extra damage. The extra damage is +1d6 at first level and an additional +1d6 every three levels thereafter. Should a Fury score a critical hit with a sneak attack, this extra damage is not multiplied. This stacks with any sneak attack damage the Fury may already have.
Evasion (Ex): A Fury can avoid even magical and unusual attacks with great agility. If a Fury makes a successful Reflex saving throw against an attack that normally deals half damage on a save, the Fury instead takes no damage. Evasion can only be used if the Fury is wearing light armor or no armor.
Weapon Finesse: A Fury receives the Weapon Finesse (Tiger Claw) feat for free, even if she does not meet the prerequisites.
Spring Attack: A Fury receives the Spring Attack feat for free, even if she does not meet the prerequisites.
Claw Rake: If a Fury makes a full attack while armed with Tiger Claws, she may make two additional attacks at her highest attack bonus.
Greater Two-Weapon Fighting: A Fury receives the Greater Two-Weapon Fighting feat for free, even if she does not meet the prerequisites.
Improved Evasion: At 6th level, a Fury’s evasion ability improves. She still takes no damage on a successful save against attacks such as a dragon’s breath weapon or a fireball, but henceforth she only takes half damage on a failed save.
Pounce: If a Fury makes a charge while armed with Tiger Claws, she may make a full attack action at the end of that charge, including her two rake attacks.
Whirlwind Attack: A Fury receives the Whirlwind Attack feat for free, even if she does not meet the prerequisites.
Rend Flesh: If a Fury hits any one target twice with Tiger Claws in the same round, she immediately deals damage to that target equal to 2d4 + twice her Strength modifier. Only one Rend Flesh attack may be made per opponent per round.
Whirlwind Claw: Once per encounter a Fury may make a full attack action that grants her one extra attack for each attack she would normally have. In effect, this ability doubles the Fury’s attacks for that round.


Behemoth
Hit Die: d12.
Requirements
To become a Behemoth, the character must fulfill all the following criteria.
Base Attack Bonus: +6.
Feats: Power Attack, Cleave, Toughness.
Special: Must have the ability to rage three or more times a day.
Class Skills
The Behemoth’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Table: The Behemoth

Level BaB Fort Ref Will Special
1st +1 +2 +0 +0 Power Blow 1/day
2nd +2 +3 +0 +0 Rage 1/day
3rd +3 +3 +1 +1 Thick skinned (+1), Power Blow 2/day
4th +4 +4 +1 +1 DR 2/-, Feat of Strength 1/day
5th +5 +4 +1 +1 Power Blow 3/day
6th +6/+1 +5 +2 +2 Rage 2/day
7th +7/+2 +5 +2 +2 DR 4/-, Power Blow 4/day
8th +8/+3 +6 +2 +2 Thick Skinned (+2), Feat of Strength 2/day
9th +9/+4 +6 +3 +3 Power Blow 5/day
10th +10/+5 +7 +3 +3 Rage 3/day, DR 6/-, Greater Strength
Class Features
All the following are features of the Behemoth prestige class.
Weapon and Armor Proficiency: A Behemoth is proficient with all simple and martial weapons, all armor, and all shields.
Power Blow (Ex): A Behemoth may make an extremely powerful attack as a full-round action. This attack deals double damage and adds a bonus (not doubled) to the attack and damage rolls equal to the Behemoth’s class level. In the case of a critical hit, this extra damage is not multiplied.
Thick Skinned (Ex): A Behemoth gains one extra HP per hit die, even retroactively. This increases to two at the 8th level.
Feat of Strength (Ex): A Behemoth may channel his strength into a brief surge, gaining a +6 moral bonus to Strength for a number of rounds equal to half his class level. This is very tiring, and after a Feat of Strength, the Behemoth suffers a -2 penalty to Strength and Dexterity for 10 rounds.
Damage Reduction (Ex): Starting at the 4th level, a Behemoth gains the extraordinary ability to shrug off damage. Whenever an attack would damage the Behemoth, subtract the listed number from the amount of damage dealt. Damage can be reduced to zero but not below zero. This ability does not stack with magical damage reduction, but does stack with other non-magical damage reduction granted by classes or feats.
Greater Strength (Ex): At the 10th level a Behemoth is almost unstoppable when enraged. He gains a +10 moral bonus to Strength when using Feat of Strength, and he only receives a -2 penalty to Strength and Dexterity for 5 rounds following the Feat.


Knight Familiar
Hit Die: d10
Requirements
To become a Knight Familiar, the character must fulfill all the following criteria.
Alignment: Within one step from your lord and master’s
Base Attack Bonus: +5
Feats: Iron Will
Skills: Concentration 2 ranks, Knowledge (arcana) 2 ranks.
Special: Must perform the Knight Familiar bonding ritual with a spellcaster capable of obtaining a familiar, who posses the Improved Familiar feat, and who is willing to bond you to him and become your lord and master.
Class Skills
The Knight Familiar’s class skills (and the key ability for each) are: Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

The Knight Familiar Bonding Ritual:
Bonding a Knight Familiar is a complex and ancient ritual. The Knight and the mage must sit up all night during a full moon. At midnight, the Knight recites the following pledge as the mage casts Arcane Mark upon the Knight’s forehead. Both applicants then pay 1000 exp. The knight is now bonded to the mage, and may progress into the Knight Familiar class.


I pledge my sword and soul to (Mage’s full name)

As long as it is within my power to do so, I will protect him and honor him

His goals are mine, and his enemy is my enemy

First and foremost, he is my lord and master, and his will is mine

His life is mine, and my life is his

As long as steel is strong and life remains, I shall stand by his side

This pledge puts the Knight under an unbreakable Geas/Quest. If he tries to abandon his master, he suffers the full effects of the Geas/Quest spell. The Knight does not need to obey his master unquestioningly, but must remain loyal to him. If his master dies, the Knight Familiar loses 200 exp. per class level and loses all supernatural and spell-like class abilities. Reviving the master returns the abilities, but not the experience.

Table: The Knight Familiar
[/code]Level BaB Fort Ref Will Special
1st +1 +2 +0 +2 Emphatic Link, Share Spells, Bond, NA +1
2nd +2 +3 +0 +3 Bonus Feat, Shield Other, Share Saves
3rd +3 +3 +1 +3 DR 1/-, NA +2
4th +4 +4 +1 +4 Ability Bonus, Defensive Strike
5th +5 +4 +1 +4 Spell Resistance, NA +3
6th +6/+1 +5 +2 +5 Bonus Feat, DR 2/-
7th +7/+2 +5 +2 +5 NA +4
8th +8/+3 +6 +2 +6 Channel Spell, Ability Bonus
9th +9/+4 +6 +3 +6 Greater Spell Resistance, DR 3/-, NA +5
10th +10/+5 +7 +3 +7 Bonus Feat, Improved Channel Spell[/code]
Class Features
All the following are features of the Knight Familiar prestige class.
Weapon and Armor Proficiency: A Knight Familiar is proficient with simple and martial weapons, all armor, and all shields.
Emphatic Link (Su): A Knight Familiar and his master may communicate telepathically over any distance, as long as they remain on the same plane.
Share Spells: A Knight Familiar’s master may choose to have any spell he casts on himself also affect the Knight Familiar. Spells with a range of personal may also be cast on just the Knight. The spell functions regardless of distance between the two and may be cast at any distance through the bond.
Bond (Su): A Knight Familiar and his master are irreversibly bound together. The Knight Familiar has unbeatable spell resistance and makes all saves in regard to all spells cast by his master, unless the master chooses to affect the Knight, in which case the spell is automatically effective. The master and the Knight always know in what direction the other is, and approximately how far away they are. The Arcane Mark on the Knight’s forehead is permanent, and serves to show his devotion. It provides the Knight a +2 to all saves when he is within 30ft of his master.
Natural Armor Bonus (Ex): Like a familiar, a Knight Familiar’s natural armor improves over time.
Bonus Feat: The Knight Familiar gains a bonus fighter feat.
Shield Other (Sp): At will as a free action, a Knight Familiar may choose to activate a Shield Other spell affecting his master. The Knight takes ½ the master’s damage.
Share Saves (Su): Both the Knight Familiar and his master use the highest saving throws between the two of them.
Damage Reduction (Su): The magical exposure the Knight Familiar receives grants him the ability to shrug off damage.
Ability Bonus (Ex): A Knight Familiar’s exposure to magic grants him a +2 bonus to any one ability score.
Defensive Strike (Ex): If a foe within melee range attacks the Knight’s master, the Knight gets an immediate free attack on that foe.
Spell Resistance (Su): A Knight Familiar gains SR 10 + Knight Familiar level against all spells cast by casters other than his master. At level 9, this improves to SR 15 + Knight Familiar level.
Channel Spell (Sp): A Knight Familiar chooses one spell of 3rd level or lower that his master can cast. The Knight Familiar may cast that spell 3/day, at a caster level equal to his total level - 2. The spell’s save DC is the same as if the Knight’s master had cast it.
Improved Channel Spell (Sp): At level 10, a Knight Familiar’s Channel Spell ability improves. He chooses a new spell of up to level 6. He may now cast this spell 3/day as well as the first.


Unstoppable
Hit Die: d12.
Requirements
To become an Unstoppable, the character must fulfill all the following criteria.
Base Attack Bonus: +8.
Feats: Power Attack, Cleave, Great Cleave, Sunder, Destructive Rage.
Special: Must have the ability to rage.
Class Skills
The Unstoppable’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Table: The Unstoppable

Level BaB Fort Ref Will Special
1st +1 +2 +0 +0 Rage 1/day, Destructive Rage +10, Shatter
2nd +2 +3 +0 +0 Fast Healing 1, DR 1/-
3rd +3 +3 +1 +1 Improved Power Attack, Destructive Rage +12
4th +4 +4 +1 +1 Rage 2/day
5th +5 +4 +1 +1 Destructive Rage +14, DR 2/-
6th +6/+1 +5 +2 +2 Fast Healing 2
7th +7/+2 +5 +2 +2 Rage 3/day, Destructive Rage +16
8th +8/+3 +6 +2 +2 Supreme Power Attack, DR 3/-
9th +9/+4 +6 +3 +3 Destructive Rage +18
10th +10/+5 +7 +3 +3 Rage 4/day, Fast Healing 3
Class Features
All the following are features of the Unstoppable prestige class.
Weapon and Armor Proficiency: An Unstoppable is proficient with all simple and martial weapons, all armor, and all shields.
Destructive Rage (Ex): When in a rage, the Unstoppable gains the listed bonus to strength checks to break things. This bonus replaces the bonuses granted by the Destructive Rage feat.
Shatter (Ex): An Unstoppable deals x2 damage to objects.
Fast Healing (Ex): An Unstoppable gains fast healing equal to the amount listed.
Damage Reduction (Ex): An Unstoppable shrugs off damage. He gains damage reduction of the amount listed.
Improved Power Attack (Ex): An Unstoppable using the Power Attack feat may add +3 damage for every -2 penalty he takes. At level 8, he receives a +2 bonus for every -1 penalty.

Lord Iames Osari
2008-03-13, 11:49 PM
Hmmm. Not bad, all things considered. I like the Knight Familiar particularly. The others are pretty boring big tough smashy guys, with the exception of the Fury, which is an agile slashy guy.

Djinn_in_Tonic
2008-03-13, 11:55 PM
Yeah...I know they're kinda boring. Hence the disclaimer at the top.

Still, we all start out kinda rough...I just had a blast of nostalgia and decided to post these up. :smallbiggrin: