A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Barbarian in the Playground
     
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    Default 1st PrC Creation Contest (GitP Prestige Class Contest I)-Test My sword, Meet Your End

    Test My Sword, Meet Your End



    -------------------------------

    As this is the first PrC creation contest, thanks should go out to The Vorpal Tribble for his monster creation contests, the inspiration for this. Also because I ripped off some of his rules and format.

    -------------------------------

    Your sword is your life in the wilds. It defends you, it gives you comfort, it aids you. You wonder what you'd be without it.

    _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

    The contest begins with the posting of this thread and will run through midnight of June 20th.

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.

    Rules

    1) You will be creating an 'original' prestige class. A prestige class focused on the way of the sword, a master of the martial arts. Through focus on a specific sword, a family heirloom, or combat with any blade, you will reign supreme.

    2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

    3) Entries must be 3.5, using the standard format below.

    4) Post all entries in this thread. Post all conversation, questions, etc here in the chat thread.

    5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

    6) Entries must be your own work, and must not be copied for other places. Such entries will be disqualified.

    7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.
    Last edited by dman11235; 2008-06-20 at 11:43 AM.
    My sig's Handy Haversack: Need help? Want to see what I've done? Want to see what others have done well? Check it out.

    Join the PrC creation contest!

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    Quote Originally Posted by DonThelonious
    ...But you have never given any bad advice as far as I have seen. Not to mention, unlike some other people I see around here, you actually know what your talking about.

    Trust dman11235.

  2. - Top - End - #2
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    Default Re: 1st PrC Creation Contest (GitP Prestige Class Contest I)-Test My sword, Meet Your

    On the Philosophy of Class Design

    Fax Celestis' Prestige Class Creation Thread

    As well here is the format you are to use, with a copy/paste version in spoiler blocks. The table is for 20 levels, just eliminate the levels you do not need. The image is optional.

    PRESTIGE CLASS NAME



    Quote of Some Kind by a member of the class!

    A general description of whatever the class is!

    BECOMING A CLASS NAME
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    :
    :
    :
    :
    :

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are....
    Skills Points at Each Level: x + int

    Hit Dice: dx

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

    1st|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    2nd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    3rd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    4th|
    +x
    |
    +x
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    |
    +x
    |Class Ability

    5th|
    +x
    |
    +x
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    |Class Ability

    6th|
    +x
    |
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    +x
    |Class Ability

    7th|
    +x
    |
    +x
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    |
    +x
    |Class Ability

    8th|
    +x
    |
    +x
    |
    +x
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    +x
    |Class Ability

    9th|
    +x
    |
    +x
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    +x
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    +x
    |Class Ability

    10th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    11th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    12th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    13th|
    +x
    |
    +x
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    +x
    |
    +x
    |Class Ability

    14th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    15th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    16th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    17th|
    +x
    |
    +x
    |
    +x
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    +x
    |Class Ability

    18th|
    +x
    |
    +x
    |
    +x
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    +x
    |Class Ability

    19th|
    +x
    |
    +x
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    +x
    |
    +x
    |Class Ability

    20th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability[/table]

    Weapon Proficiencies: A place to put the different proficiencies.
    Put all the different class abilities in here!

    PLAYING A CLASS NAME
    Brief description on how to play the class you are designing.
    Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
    Advancement: This is a section on different options and paths that the class can go down when they advance in power.
    Resources: What resources might a member of this PrC be able to draw on..

    CLASS NAME IN THE WORLD
    A quote of somebody else talking about your class!

    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    CLASS NAME IN THE GAME
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions

    Spoiler
    Show
    [COLOR=maroon][SIZE=5][B]PRESTIGE CLASS NAME [/B][/SIZE][/COLOR]

    [IMG]http://Picture URL[/img]

    [I]Quote of Some Kind by a member of the class! [/I]

    A general description of whatever the class is!

    [SIZE=4][COLOR=maroon]BECOMING A CLASS NAME [/COLOR][/SIZE]
    How you would normally become a member of this prestige class.

    [B]ENTRY REQUIREMENTS[/B]
    [B]:[/B]
    [B]:[/B]
    [B]:[/B]
    [B]:[/B]
    [B]:[/B]

    [B][size=3][color=maroon]Class Skills[/color][/size][/B]
    The Class Name's class skills (and the key ability for each skill) are....
    [B]Skills Points at Each Level: [/B]x + int

    [B]Hit Dice:[/B] dx

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

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    11th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    12th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    13th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    14th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    15th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    16th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    17th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    18th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    19th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    20th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/table]

    [B]Weapon Proficiencies[/B]: A place to put the different proficiencies.
    Put all the different class abilities in here!

    [COLOR=maroon][SIZE=4][b]PLAYING A CLASS NAME[/b][/SIZE][/COLOR]
    Brief description on how to play the class you are designing.
    [B]Combat:[/B] Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
    [B]Advancement:[/B] This is a section on different options and paths that the class can go down when they advance in power.
    [B]Resources:[/B] What resources might a member of this PrC be able to draw on..

    [SIZE=4][COLOR=maroon][b]CLASS NAME IN THE WORLD[/b][/COLOR][/SIZE]
    [I]A quote of somebody else talking about your class![/I]

    A brief description of how your class is persevered in the world and how he interacts with the world.
    [B]Daily Life:[/B] Some general information about the typical day in the life of your class.
    [B]Notables:[/B] Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    [B]Organizations:[/B] Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    [SIZE=4][COLOR=maroon][b]NPC Reaction[/b][/COLOR][/SIZE]
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    [COLOR=maroon][SIZE=4][b]CLASS NAME IN THE GAME[/b][/SIZE][/COLOR]
    This is a good place to provide a quick note on how your class will effect game play statistically.
    [B]Adaptation:[/B] This is a place where you put in detail how people can adapt your class into their campaign setting.
    [B]Encounters:[/B] This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    [SIZE=4][COLOR=maroon][b]Sample Encounter[/b][/COLOR][/SIZE]
    Give an example of how one might encounter a member of this PrC.
    [B]EL x:[/B] Give the encounter level and description of a sample member of this class and a stat block for him/her.


    [SIZE=4]Name[/SIZE]
    alignment/Gender/Race/Levels
    [B]Init[/B] +0, [B]Senses[/B]: Listen +, Spot +,
    [B]Languages[/B]
    ------------------------------------------------
    [B]AC[/B] , touch , flat-footed ()
    [B]hp[/B] ( HD)
    [B]Fort[/B] +, [B]Ref[/B] +, [B]Will[/B] +
    ------------------------------------------------
    [B]Speed[/B] ft. ( squares)
    [B]Melee[/B]
    [B]Base Atk[/B] +, [B]Grp[/B] +
    [B]Atk Options[/B]
    [B]Combat Gear[/B]
    [B]Spells Prepared[/B]
    [B]Supernatural Abilities[/B]
    -----------------------------------------------
    [B]Abilities[/B] Str , Dex , Con , Int , Wis , Cha
    [B]SQ[/B]
    [B]Feats[/B]
    [B]Skills[/B]
    [B]Possessions[/B]
    Last edited by dman11235; 2008-06-02 at 08:36 AM.
    My sig's Handy Haversack: Need help? Want to see what I've done? Want to see what others have done well? Check it out.

    Join the PrC creation contest!

    Spoiler
    Show
    Quote Originally Posted by DonThelonious
    ...But you have never given any bad advice as far as I have seen. Not to mention, unlike some other people I see around here, you actually know what your talking about.

    Trust dman11235.

  3. - Top - End - #3
    Troll in the Playground
    Join Date
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    Default Re: 1st PrC Creation Contest (GitP Prestige Class Contest I)-Test My sword, Meet Your

    dman11235 gave me the go-ahead on using this one, since it's originally my class.

    Spirit Champion

    Soremin Dawn, and his spirit weapon, Blessed Agony.

    "Burn bright and burn forever, Blessed Agony!"
    -Soremin, calling the soul of his spirit weapon.

    Spirit champions are mighty warriors of spiritual power channeled in the shape of a powerful, sentient weapon. They have trained endlessly in the ways of combat and with the mental strength of communicating with their weapons, which contain their own unique souls. Spirit Champions are the warrior's faction of a great guild known as the Spirit Lords. At the rims of the guild hall stand the Spirit Champions, their powerful weapons ready to destroy any intruders and those who might try to destroy them.
    Becoming a Spirit Champion: A vast majority of Spirit Champions are either warblades or crusaders, though many of them are martial variants of normal classes, such was fighters or barbarians. Each Spirit Champion must have a masterwork weapon which contains their spirit companion's soul and intelligence, and are thus never seen without it, many of which even sleep with their weapon in hand.

    Requirements
    BAB: +6
    Skills: Concentration 8 ranks, Martial Lore 4 ranks
    Feats: Power Attack, Weapon Focus (any martial or exotic melee weapon)
    Saves: Fort +5
    Maneuvers: Ability to use 3rd level maneuvers, including at least one strike and one stance.
    Special: Must own a melee weapon of which you have the Weapon Focus feat for, which must also be of at least masterwork quality.

    Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (the planes), Martial Lore, Ride, Swim, and Tumble
    Skill-points per level: 4+Int modifier

    HD: d12

    {table="head"]Level|BAB|Fort|Ref|Will|Special
    1st|+1|+2|+0|+0|Spirit weapon
    2nd|+2|+3|+0|+0|First release, spirit enhancement +1
    3rd|+3|+3|+1|+1|Weapon quality, bonus feat
    4th|+4|+4|+1|+1|Spirit enhancement +2
    5th|+5|+4|+1|+1|Weapon quality
    6th|+6|+5|+2|+2|Spirit enhancement +3, bonus feat
    7th|+7|+5|+2|+2|Weapon quality
    8th|+8|+6|+2|+2|Spirit enhancement +4
    9th|+9|+6|+3|+3|Weapon quality, bonus feat
    10th|+10|+7|+3|+3|Final release, spirit enhancement +5
    [/table]

    {table="head"]Level|Man. Known|Man. Readied|Stances Known
    1st|1|0|1
    2nd|0|1|0
    3rd|1|0|0
    4th|0|0|0
    5th|1|1|0
    6th|0|0|1
    7th|1|0|0
    8th|0|1|0
    9th|1|0|0
    10th|0|0|0
    [/table]

    Weapon and armor proficiencies: Spirit blades gain no additional weapon or armor proficiencies.

    Maneuvers: At each odd level, a spirit champion gains new maneuvers known from the Devoted Spirit, Iron Heart, Stone Dragon, Tiger Claw or White Raven disciplines. You must meet a maneuver's prerequisite to learn it. You add your full spirit champion levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    At levels 2nd, 5th and 8th, you gain additional maneuvers readied per day.

    Stances Known: At 1st and 6th levels, you learn a new martial stance from the Devoted Spirit, Iron Heart, Stone Dragon, Tiger Claw or White Raven disciplines. You must meet the stances prerequisites to learn it.

    Spirit Weapon (Ex): At first level, a spirit champion gains a special bond with a single masterwork weapon of their choice, this weapon gains their own sense of self and sentience and even a name. Though at first, this weapon has no enhancement bonus it is counted as a magic weapon for the purposes of overcoming damage reduction. This is a unique intelligent spirit which does not reside in your weapon, but is your weapon. Spirit weapons usually have names associated with their general theme and appearance,
    The weapon starts out with two mental ability scores of 12 and one of 10, skill points equal to 2+weapon Int*(Your spirit champion level+3) and has the same class skills as you, though it cannot take any ranks in any skills associated with a physical ability score except Concentration.
    It does not gain abilities in the same sense as a normal intelligent weapon, but instead gain them through the Weapon Quality class feature(see below). It does however have some abilities above and beyond a normal weapon; it heals damage dealt to it at a rate of 1/hour just as you and any healing magic used on you grants half the benefits to the weapon though if sundered, it regenerates at a rate of 2 hp a day until fully healed. Additionally, whenever you gain a weapon ability, you may choose to boost one of it's ability scores by 2.
    Once chosen, you cannot designate a new weapon as your spirit weapon and if lost, it is lost forever.

    First Release (Su): At 2nd level, after some training, you are capable of releasing a more powerful form of your weapon. To release the first form of your weapon, you must enter a stance which you gain with this ability. Taking this stance requires a swift action. When released, you have full access to all of your Weapon Qualities, gained throughout the class, and you gain a +2 insight bonus to attack rolls while using your released spirit weapon.
    Unlike a normal stance, this stance can only be maintained for 1 round per initiator level per encounter. Once the time is up, the release dissipates and they resume another stance.

    Spirit Enhancement (Su): At 2nd level, and every subsequent even level, a spirit champion's spirit weapon gain an enhancement bonus to attack and damage rolls, with a maximum of +5 at 10th level. This enhancement bonus does not function in an antimagic field, but your spirit weapon still counts as masterwork.

    Weapon Quality (Su): At 3rd, 5th, 7th and 9th levels, you are allowed to choose a single quality to give to your spirit weapon while it is in it's released form. Whenever you are using your released form you have full access to all of your weapon qualities, and once chosen, none of your weapon qualities can be changed later on. Some abilities require a certain level in this class. to gain access to them.
    Creature shape: Your weapon takes the shape of a creature of your choice, and even for it's distance from you, is still connected directly to you. This ability functions just as the astral construct power with an equivalent manifester level equal to your initiator level. Once the shape and all the qualities of the creature is chosen, they cannot be changed, with the exception of greater versions of the same ability chosen previously, and the creature cannot move more than 30 feet from you at any time.
    Duel Weapons: Your weapon's spirit splits itself into more than one weapon of destruction. Your spirit weapon splits into an additional weapon for every arm you possess, except the enhancement bonus it receives is reduced by one, to a minimum of +0. You must be 5th level to take this ability.
    Enhanced ability: Focusing your weapon through you increases your own power. Select one ability score, while in your released state and wielding your weapon you gain a +2 bonus to that ability score.
    Great armor: Your weapon is not only used for offense, but defense. When used, this ability shows as a suit of glowing armor around the wielder's body in any shape they desire. You gain a deflection bonus to your armor class equal to half of your spirit champion level rounded down.
    Healer's blade: Your weapon is unlike any used to kill, but is used to heal your allies. Weapons with this property heal as much damage as they normally would deal as damage. Maneuvers that also deal damage can be used in conjunction with this weapon quality, but only heal half as much as they would damage. This ability can be switched on and off as a free action.
    Life sapper: Your weapon sucks the very life out of your enemies with every blow. Each time your weapon hits an opponent it imposes a negative level on the subject. These negative levels stack, but never cause permanent level drain. The negative levels are relieved after 24 hours have passed. Subjects who receive as many negative levels as they have class levels die, this is a death effect and considered a necromancy ability. You must be 9th level to take this ability.
    Long blade: Your weapon is more capable of reaching your foes from further away. Your weapon's reach increases an additional 5 feet beyond it's normal reach. This also allows you to attack adjacent foes(unless the normal weapon would not allow as such).
    Venomous: Your weapon drips with insideous poison. Whenever your strike hits an opponent and deals damage, they must make a Fort save (DC 10+half your initiator level+Con modifier) or take 1d6 points of damage to one ability score of your choice as primary and secondary damage. Once the ability type to be damaged has been chosen, it cannot be changed later on. You must be 5th level to gain this ability.
    Weapon enhancement: Choose a single weapon enhancement, such as flaming or keen, of an equivalent of a +1 bonus. Your weapon now has this weapon quality. At 5th level you are allowed to give it an equivalent enhancement of +2, at 7th you can give it one of +3 and at 9th you can give it one of +4. The total enhancement bonus between this and Spirit Enhancement cannot exceed a +10 bonus.
    Weapon shape: Your weapon takes on the shape of a whole nother weapon. This shape can be of any melee weapon you choose, and despite the shape, you are proficient with it. This new shape is treated just as your normal spirit weapon, but with all the qualities of the new weapon.

    Bonus Feats: At 3rd, 6th and 9th levels, a spirit champion may take a fighter bonus feat. Your spirit champion and fighter(or warblade) levels stack when determining what feats you are capable of selecting. You must meet the feat's prerequisites to take it.

    Final Release (Su): At 10th level, you and your weapon are at your peak of raw power. To use this ability you must be in your first release state and uses the duration of the ability. You must take a standard action to gain the benefits of your final release, and the release lasts for as many rounds as your initiator level. While in this state, your weapon damage is doubled, your critical range is doubled and you may make an additional attack per round at your full attack bonus. You gain a +4 bonus on attack rolls while using your weapon, which does not stack with the bonus to attack rolls gained from your first release. Lastly, select four abilities from the list below, your weapon grants you these benefits when in your final release state, and no ability can be taken more than once. Some abilities require you have certain Weapon Qualities attained previously. Once your final release state is over with, you are considered exhausted.
    Elemental fury: The elements force themselves out through your blade with explosive effect. Select one type of energy damage, any time your weapon strikes and hits an opponent, it deals an additional 6d6 points of damage to your opponent.
    Epic strength: The power of your blade can cut through even the most durable shields. Your weapon is considered to be epic for the purposes of overcoming damage reduction.
    Enervating strike: Your strike sucks life force with even greater power than before. This ability functions just like the life sapper weapon quality, except it drains 1d4+1 negative levels, but only once per round. You must have taken the life sapper Weapon Quality to take this, and it does not stack with it.
    Greater enhanced ability: The channeling of your weapon through your own body is brought to a greater level than before. Select an ability for which you've already increased through your enhanced ability weapon quality. The bonus to that ability score increases to +8 instead of +2. You must have taken the enhanced ability Weapon Quality to take this.
    Greater enhancement: Your weapon takes on even more magical qualities. Take a number weapon properties your weapon does not already have equal to a total of a +5 enhancement, your weapon has these properties while in final release. You must have taken Weapon enhancement at least once to take this ability.
    Great creature shape: Your weapon takes on the visage of a massive beast with a shape of your choice. This creature mimics the effects of the astral construct power with a manifester level of 20th or your initiator level(whichever is higher), but lasts the entire duration of your final release. Additionally, the astral constructs size is colossal instead of huge. You must have taken creature shape in order to receive this ability.
    Speed of the Wind: Your weapon increases your speed a great amount. Your base land speed triples, you gain a +4 dodge bonus to AC and you gain the benefits of the Improved Evasion class feature.
    Spell power: You can channel mystical energy through your weapon to do unearthly things. Once per day while using your final release, select any spell or psionic power of 9th level or lower, you can use this spell with a caster level of 20th.
    Spirit Armor: Your body is sheathed in glorious armor unlike any that's been seen by mortal eyes. You gain a +10 deflection bonus to Armor Class, which does not stack with the great armor weapon quality. You must have taken the great armor Weapon Quality to take this.

    Advancement: The Spirit Champion is already a very versatile warrior class, but many different options can be added to their already vast set of options. Things like new abilities of similar power for first release and final release states, such as monster abilities or things such as soulmelds or even the class features of other classes.
    For inspiration on new spirit weapon features, a good guide would be the Bleach manga by Tite Kubo, from which the class was originally inspired. The manga and anime both include many different weapon features and abilities that can be included in this class.

    Resources: Above all else, this class draws from Tome of Battle: The Book of Nine Swords and in fact requires it. Many other books this class can benefit from include Complete Warrior for their many warrior-oriented feats and magical items. Another source could be Heroes of Battle for tactics in mass warfare, where a Spirit Champion would excel as a commander among an army.


    Spirit Champions in the World
    "They're a strange lot... talkin' to their weapons an' then summonin' them to fight... Reckon it's easy gettin' in that guild?"
    -Nashk, dwarf fighter with just a hint of jealousy.

    The main duty of the Spirit Lords is to preserve the prosperity and power of the guild through financial superiority and martial presence. Spirit Champions are obviously the heart, soul and spine of the Spirit Lord military. Spirit Champions will often be found in battalions and armies roaming across the land to wage war on another land either for their own causes or for a hefty mercenary fee. Few have the gall and tenacity to attempt to fight with a Spirit Champion and their powerful weapon.
    Daily Life: Your duty is your life, and thus you are bound to it each and every day. Many usually have morning rituals such as praying or meditations and many also practice martial maneuvers before the day begins. The rest of the day may include missions of war or mercenarial assassination. There is little a Spirit Champion will do that does not have something to do with the guild, but sometimes there will be days where they have time to themselves but they are so deep into their duties that they will spend their days off practicing combat or studying up on missions they know they'll receive later on.
    Notables: The most notable of Spirit Champions are those who are at the very top of the pyramid in guild power. Roughly a quarter of all the thirteen guild leaders are Spirit Champions are train their subordinates in combat and war. Many ancient Spirit Champions exist in legend, doing things that are said to be only possible by the gods themselves. The most notable of Spirit Champions is actually one who gained the powers of a Spirit Lord without guildship, and also has attained the powers of his inner demon.
    Organizations: The most obvious organization of the Spirit Lords is just that, the guild of the Spirit Lords. Some people speak of rumors of renegade Spirit guilds, those dedicated to dark gods or dark ideals which carry powers of their weapons that some may consider overly unnatural.

    NPC Reaction
    Many common NPC's will perceive most members of the Spirit Lord's guild as intimidating titans of humanity. Nobles or aristocrats of power will often attempt to hire Spirit Champions as mercenaries or members of hired armies to fight their wars for them. Usually Spirit Champions powerful enough to lead armies for another noble will charge them a hefty sum of gold, and often magic items.
    Many backwards or small communities that get little information on world events will see Spirit Champions as deadly warriors which can only bring about havoc with their possessed swords. Many Spirit Champions, however, will fit this stereotype when foolish commoners push them past their breaking point and ones of less than perfect morality will make an example of a random dull-brained pig-farmer.

    More to come.
    Last edited by Krimm_Blackleaf; 2008-06-05 at 04:52 PM.
    My Deviantart, Please enjoy it.
    Invincible Maiden Avatar by GryffonDurime.

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    Homebrew by Krimm Blackleaf


  4. - Top - End - #4
    Ettin in the Playground
     
    Planetar

    Join Date
    Dec 2006
    Location
    In the Playground

    Default Re: 1st PrC Creation Contest (GitP Prestige Class Contest I)-Test My sword, Meet Your

    We need a discussion thread for this, I think. I suggest starting one.

    I'll submit an old Swordmaster PrC I made a long time ago, but I have to find it and brush it up, it had a few minor issues I should fix.

  5. - Top - End - #5
    Orc in the Playground
     
    MindFlayer

    Join Date
    Mar 2008
    Location
    In the playground

    Default Re: 1st PrC Creation Contest (GitP Prestige Class Contest I)-Test My sword, Meet Your

    SWORDFORGE

    No, I don't carry weapons. I AM weapons. Tamak, Warforged Swordforge

    A general description of whatever the class is!

    BECOMING A SWORDFORGE
    Swordforges generally are born with the power inside them, but very few truly unlock it.

    ENTRY REQUIREMENTS
    Warforged
    Craft (Weaponsmithing) 15 ranks
    Craft (Bowmaking) 12 ranks
    Craft (Armorsmithing) 5 ranks

    Class Skills
    The Swordforge's class skills (and the key ability for each skill) are Appraise (int), Craft (int), Forgery (int), Knowledge (Architecture and Engineering) (int)

    Skills Points at Each Level: 2 + int

    Hit Dice: d10

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Adept Crafter|Light: 1 round, One-Handed: 1d4 rounds, Two-Handed: 1 minute, Ranged: 1d6 rounds

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Arrow Barrage|Light: standard action, One-Handed: 1d3 rounds, Two-Handed: 2d4 rounds, Ranged: 1d4 rounds

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Forge Power|Light: move action, One-Handed: 1 round, Two-Handed: 1d8 rounds, Ranged: 1d3 rounds, +1 Weapon: +1 minute

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Engulf|Light: move action, One-Handed: standard action, Two-Handed: 1d6 rounds, Ranged: 1 round, +1 Weapon: +2d4 rounds

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Class Ability

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +2
    |Greater Forge Power

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    |Speed Craft

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +2
    |Weapon Semi-permenancy

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +3
    |

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +3
    |Master Swordforge[/table]

    Weapon Proficiencies: A Swordforge is proficient with all weapons, but no armor.

    Inner Forge: A Swordforge can craft temporary weapons inside of them. This ability grows with the Swordforge, as shown on the table. These weapons last for 1 minute per level and disappear as soon as they are released by the Swordforge (or hit their target, in the case of ranged weapons)

    PLAYING A CLASS NAME
    Brief description on how to play the class you are designing.
    Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
    Advancement: This is a section on different options and paths that the class can go down when they advance in power.
    Resources: What resources might a member of this PrC be able to draw on..

    CLASS NAME IN THE WORLD
    A quote of somebody else talking about your class!

    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    CLASS NAME IN THE GAME
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by curtis; 2008-06-02 at 09:54 AM.
    Quote Originally Posted by Thajocoth View Post
    I wonder if, when the comic eventually ends, people on the boards will continue for several years to say that it's not actually over yet...

  6. - Top - End - #6
    Ogre in the Playground
     
    DruidGirl

    Join Date
    Aug 2007
    Location
    In the Interwebz
    Gender
    Female

    Default Re: 1st PrC Creation Contest (GitP Prestige Class Contest I)-Test My sword, Meet Your

    I've got the basics. I'm working on the rest.

    Mystic Sword



    Magical might swims in my veins, do not cross me. -Eroni Tobar, The First Mystic Sword.

    The Mystic Sword is full of power, they have utter faith in themselves. What could be better then magic in your veins and skill with the sword? Mystic Swords tend to be loners by nature, and often are self absorbed. NPC Mystic Swords are masters of the sword, and arrogant advisers, often times chaotic.

    BECOMING A MYSTIC SWORD
    You always had a thing for magic, you could never peg the true purpose of it. By training your magical abilities with your martial skills you tapped a power greater then just magic or sword prowess.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +6
    Special: You must either have spontaneous spellcasting or any spell-like ability.

    Class Skills
    The Mystic Sword's class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).
    Skills Points at Each Level: 2 + int

    Hit Dice: d10

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

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Elegant Flourish, Arcane Tricks

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Arcane Blade Stage I

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Arcane Front

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Arcane Blade Stage II

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Arcane Front

    6th|
    +6
    |
    +5
    |
    +5
    |
    +2
    |Arcane Blade StageIII

    7th|
    +7
    |
    +5
    |
    +5
    |
    +2
    |Arcane Front

    8th|
    +8
    |
    +6
    |
    +6
    |
    +2
    |Arcane Blade Stage IV

    9th|
    +9
    |
    +6
    |
    +6
    |
    +3
    |Arcane Front

    10th|
    +10
    |
    +7
    |
    +7
    |
    +3
    |Arcane Blade Stage V[/table]

    Weapon Proficiencies: A Mystic Sword is proficient with all simple and martial weapons, light armor, medium armor, and shields.

    Elegant Flourish (ex): You may use a full-round action to flourish your blade, if you do so, and an opponent attacks you, you may immediately make an attack of opportunity against them.

    Arcane Tricks (sp): You may use Dancing Lights, Open/Close, and Arcane Mark as spell-like abilities, at will.

    Arcane Blade (su): At second and every even level after that you may select from the following list, you may choose a stage up to 1/2 your level. You may choose a ability from a lower stage. These abilities only work when you are wielding a one handed slashing melee weapon.

    Stage I:
    Crimson Blade: You deal 1D6 additional Fire damage, on a critical hit you deal 1D10 extra damage.
    Nova Blade: You deal 1D6 additional Electricity damage, on a critical you deal 1D10 extra damage.
    Howling Blade: You deal 1D6 additional Sonic damage, on a critical you deal 1D10 extra damage.
    Corrosive Blade:You deal 1D6 additional Acid damage, on a critical you deal 1D10 extra damage.
    Heartless Blade:You deal 1D6 additional Cold damage, on a critical you deal 1D10 extra damage.
    Stage II:
    Quick Blade: You may make an additional attack as your highest BAB at the end of a full-round of attacks.
    Devastation Blade: You may make a single attack at your highest BAB as a full-round action multiply that attack's damage by how many attacks you would have had on a full-round of attacks -1.
    Crippling Blade: You may use a full-round action and make a single attack at your highest BAB, if that attack hits, 1/4 it's damage to one of the target's physical stats (Str, Dex, Con).
    Hidden Blade: You may use a full-round action to conceal your blade, make a sleight of hand check, you may attempt as many single attacks at your highest BAB as you wish, each attack you make gives the Sleight of Hand result go down by -5, you opponent makes a spot check against the new results each round. If he succeeds he may make take full-round attacks against you.
    Stage III:
    Deflect Blade: You may as an immediate action when you are attacked, make an attack roll, DC equal to the attack roll, if you succeed you take no damage from the attack at your highest BAB. If you fail, you take the damage even if it would have missed. You must declare if you wish to use this ability before you know if the attack will hit or miss.
    Anti-Magic Blade: As a full-round action you may make a single attack at your highest BAB, if you hit make a dispel check with a CL equal to your BAB. If you successful you dispel magical effects on your target.
    Cautious Blade: As a full-round action make a single attack at your highest BAB minus 15. For the next round you gain a +15 dodge bonus to AC.
    Stage IV:
    Ragnarök Blade: As a full-round action make a single attack at your highest BAB. If it misses, deal half the damage you would deal to the target of your attack.
    Apocalypse Blade: As a full-round action make a single attack as your highest BAB. If it is successful, deal normal damage, the target must make a fort save DC damage taken or die.
    Stage V:
    Mastery of Blade: You gain +3 to hit and damage, and you may activate 2 of your abilities that require a full-round action at the same time.

    Magical Front: Starting at level 3 and ever odd level after that you gain spell-like abilities, up to your Mystic Sword level in spell levels, 0 level spells count as 1/2 for this purpose. You may only use each of these spell-like abilities 1/day, but you may take the same spell more then once. You must have Cha equal to 10+spell level to choose a spell. If a saving throw is required it is 10+spell level+cha modifier. Your Caster Level is equal to your Mystic Sword level.

    PLAYING A MYSTIC SWORD
    You know you are the best out there. After all, you are the incarnation of magical might and martial skill combined. Your internal power is more then enough to take on anyone who would dare stand against you.
    Combat: Every Mystic Sword is different, if you chose interesting Arcane front, you may act like a spellcaster till someone comes near you then you rain bladed wrath upon them. If you choose support spell-likes you may buff yourself up and start swinging making use of your Arcane Blade.
    Advancement: Each Mystic Sword chooses a differnt path, many take fighter levels, or go into PrC like Kensai to increase their blade's ability. A few even take a couple levels in Wizard to take Item Creation Feats.
    Resources: Each Mystic Sword is a solo study in themselves, but they respect those who have chosen this path, and been blessed with the magic to do so.

    MYSTIC SWORD IN THE WORLD
    Arrogance, nothing but arrogance! -Mialee, Wizard

    A Mystic Sword spends hours each day meditating on their internals, training their blade, and looking for ways to improve their blade and themselves.
    Daily Life: A Mystic Sword has magic and steel on their mind at all times, they are absorbed in it, they feel as if the world would end if they did not have the magic and the sword they have mastered, most of their days are taken in meditation, drills, and other such activities.
    Notables: Eroni Tobar, a rock gnome was the first to discover this way of swordsmanship, it all started when he made his blade shine with his spell-like ability, then later gained a intelligent blade that had the intelligence of a badger. Over time he was able to make himself and his blade one.
    Organizations: A Mystic Sword does not often get near each other except a master and an apprentice. In such a relationship both often argue over witch one has more magical and martial skill, daily duels are not uncommon. Even the most lawful student of the mystic sword style will question his master anytime he sees his own power increasing.

    NPC Reaction
    Most peaple find Mystic Swords arrogant swordsmen, perhaps even thinking they have some kind of wizard training.

    MYSTIC SWORD IN THE GAME
    This PrC is a good addition to a game that need a class to fill the 'Gish' spot without using a caster to do so.
    Adaptation: The Mystic Sword could be easily tweaked to be an elite Drow, or Gnomish fighting force.
    Encounters: Encounters with Mystic Swords are a great way to introduce a mysterious stranger to give information to the party. Most likely challenging a mage or fighter to a duel depending on the Mystic Sword's specialty.

    Sample Encounter
    Eroni Tobar has been training a long time under the tutelage of his Intelligent Badger-Sword. He has been informed that the party is in possession of a powerful artifact that could assist him on his quest of fusing Magic and Martial skill.
    EL 10: Eroni Tobar was told that if he defeated (insert a divine caster in your party) he would be rewarded with greater connection to his magical abilities because of the faith of that person, he is being minupluated by the cult of Enigma (or whatever doomsday cult runs about your world). He goes in with no heed and with buff spells up.


    Eroni Tobar
    LN Male Rock Gnome Ranger 6/Mystic Sword 4
    Init +0, Senses: Listen +11,
    Languages Common, Gnomish
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp90 (10D10+30)
    Fort +11, Ref +12, Will +3
    ------------------------------------------------
    Speed 20 ft. ( 4 squares)
    Melee Single Badger Sword +12 (1D6+1 19-20 x2)
    Full Attack Badger Sword +12/+7 (1D6+1 19-20x2 and +1 Small Short Sword +10/+5 (1D4+1 19-20x2)
    Base Atk +10/5 , Grp +
    Atk Options Single Badger Sword +12 (1D6+1 19-20 x2)
    Full Attack Badger Sword +12/+7 (1D6+1 19-20x2 and +1 Small Short Sword +10/+5 (1D4+1 19-20x2)
    Combat Gear Potion of Barkskin, Potion of CMW, Potion of Haste.
    Spells Prepared 1st Longstrider
    Spell-Like Abilities 1/day—speak with animals (burrowing mammal only, duration 1 minute), ghost sound, prestidigitation, true strike, and cat's grace. At will - Dancing Lights, Open/Close, and Arcane Mark
    Supernatural AbilitiesNova Blade, Hidden Blade, Spell-like abilities, Elegant Flourish
    -----------------------------------------------
    Abilities Str 11, Dex 17, Con 14, Int 10, Wis 11, Cha 12
    SQ Gnome traits, Favored Enemy (Humanoid (reptilian), Dragon), Wild Empathy, Improved Combat Style (TWF), Combat style (TWF), Animal Companion (Badger)
    Feats Quick Draw, Improved Toughness, Deft Hands, Weapon Feness, Track, Two-Weapon Fighting, Endurance, Improved Two-Weapon Fighting
    Skills Climb (Str) 9, Handle Animal (Cha) 10, Hide (Dex) +20, Listen (Wis) +11, Sleight of Hand (Dex) +9
    Possessions Badger Sword, +1 Short Sword, Leather Armor, Cloak, 5 Days Rations, Mediation Mat.


    Mogis, Eroni's Animal Compainion
    Size/Type: Small Animal
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), burrow 10 ft.
    Armor Class: 15 (+1 size, +4 Dex, +1 natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-5
    Attack: Claw +4 melee (1d2-1) Claw +4 melee (1d2-1)
    Full Attack: 2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Rage
    Special Qualities: Low-light vision, scent, link, share spells
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
    Feats: Agile, TrackB, Weapon FinesseB
    Challenge Rating: -
    Alignment: TN

    Badger Sword
    The Badger Sword is a +1 Intelligent Longsword that has the spirit of a badger inside it. It's stats are as follows:
    LN, Int 14, Wis 14, Cha 10 ,Speech*, can use cure moderate wounds (2d8+3) on wielder 3/day,has deathwatch continually active, 120 ft. vision and hearing

    *Badger Sword can only speak in the Badger tongue, you must be able to speak to a Badger to speak with the sword.
    Last edited by Lady Tialait; 2008-06-14 at 07:19 AM.


    "I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”

  7. - Top - End - #7
    Dwarf in the Playground
     
    GrandDukeJerot's Avatar

    Join Date
    Sep 2007

    Default Re: 1st PrC Creation Contest (GitP Prestige Class Contest I)-Test My sword, Meet Your

    Well, after seeing this, I had no choice but to post. Here's the:

    Hulking Blade

    That's no sword. This is a sword. - Gregor Hillyard, a Half Giant Hulking Blade, unsheathing his sword.

    Hulking Blades are the epitome of brutal combat. They have the size and strength to use weapons too great and massive for your average human, or even half-orc, to wield. Their mighty blows cleave bone, shatter armor, and can even obliterate solid objects.

    Becoming a Hulking Blade
    A hulking blade stands out in common society. They are unnaturally large, or impossibly strong. They're known for lugging around large objects. Some may even be fearsome warriors before even becoming a Hulking Blade. This class merely reflects the warrior embracing his brute force with a blade and putting it to use.

    Requirements:
    BAB +3
    Strength 20
    Size: Large or Greater; this may be fit by powerful build as well.
    Feats: Power Attack, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)

    Class Skills
    The Hulking Blades' class skills are: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Swim (Str)

    Hit Die: D12
    Skill Points: 2 + Int mod

    Hulking Blade
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Cleave

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Flat Edged Slam

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

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Great Cleave

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Juggernaut

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +2
    | Improved Bull Rush

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    |

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +2
    | Crushing Attack

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +3
    |Unstoppable Juggernaut

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +3
    |Titanic Build[/table]

    Weapon and Armor Proficiency: All Simple and Martial Weapons. All armor.

    Abilities:

    Cleave: At 1st level, the Hulking Blade learns the feat Cleave. If the Hulking Blade already knows this, it may pick another feat from the list of Fighter Bonus feats.

    Flat Edged Slam: Flat Edged Slam is learned at 2nd level. Using the pure weight of the blade, rather than the sharp edge, a Hulking Blade may deal bludgeoning damage rather than slashing. With a successful hit this way, the target is knocked prone if it is a smaller size category than the Hulking Blade (This allows the hulking blade to use Cleave. Successive attacks with cleave deal bludgeoning damage as well.)

    Great Cleave: At 4th level, the Hulking Blade learns the feat Great Cleave. If the Hulking Blade already knows this, it may pick another feat from the list of Fighter Bonus feats.

    Juggernaut: At 5th level, the Hulking Blade may take an automatic 20 on any strength test, or any attack roll against a flat-footed opponent. At 9th level, the uses of Juggernaut per day increase to an amount equal to their constitution modifier.

    Improved Bull Rush: At 6th level, the Hulking Blade learns the feat Improved Bull rush. If the Hulking Blade already knows this, it may pick another feat from the list of Fighter Bonus feats.

    Crushing Attack: At 8th level, the Hulking Blade learns Crushing Attack. Whenever using Power Attack, it is now considered Crushing Attack, and there is no limit to the penalty that one may apply to the to hit roll to add to the damage roll.

    Titanic Build: At 10th level, the Hulking Blade has become so powerful and mighty, that their weapons cannot be considered anything less than titanic in size. The Hulking Blade is considered one size larger than normal for wielding weapons. This stacks with powerful build.

    Playing a Hulking Blade
    Combat: It's unlikely that a Hulking Blade will be the first one to go in a fight, but he's more than likely to rack up the most kills. He has a massive damage output. So, flaunt it. The Hulking Blade is the center of attention in a fight. Go for the big target.
    Advancement: The Hulking blade has a simple path. While this class may seem single-minded, there are many ways to play it out. First, you can take advantage of Flat Bladed Slam. Combine it with Great Cleave, and suddenly, the horde of opponents surrounding you are prone on the ground. Then, using Juggernaut, easy critical hits. Second, there's Bull Rush. Moving opponents around into places where they don't want to be is very easy with the superior strength.
    Resources: Complete Warrior has countless classes that could prove vital to making this class dominate in combat (I think Kensei is pretty good for this). Miniatures handbook has the War Hulk, which gives you loads of strength, which makes your character even more brutal.

    Hulking Blades in the World
    "Hey! Size doesn't matter!" - Elfen Warrior

    The Hulking Blades will always exist as long as there are Trolls, Ogres, Giants and whatever abnormally large races permeate the landscape. It is not an elegant organization, which lends to its survival as a hodgepodge of brutally strong warriors.
    Daily Life: The Hulking Blade does not fit into society. They stick out like a sore thumb. That's why they become so strong. They know that war is the only way for them to live, so they immerse themselves within the... art of it.
    Notables:
    Gregor Hillyard is possibly the most famous Hulking Blade to date. He is as tough as nails, and can dish out several times what he can withstand with his 'Battle Brother'. He works as a wandering mercenary, not actively taking missions, but rather searching out battles to prove his mettle. In return, many welcome him, as he is a safe person to hang around.

    General Grall is quite the opposite. War-leader of the troll army, his 'Demon Claw' has counted more final ends than Death's Scythe, or so the tales go. Towering over his opponents, he crushes them, leaving nothing more than a bloody mess.

    Organizations: There are no known organizations of Hulking Blades.

    NPC Reaction
    Commoners: Depending on the disposition of the class, Commoners can have a variety of feelings for a Hulking Blade, from lovable Folk Hero whose adventures are what children dream about, all the way to feared 'Monster-devil' whose exploits are the subject of children's nightmares.
    Nobility: People of power fear the might of a hulking blade, for all their influence means nothing to one so devoted to the realm of physical might.
    Adventurers: Depending on how the Hulking Blade deals with the Adventurers, they are typically considered either Great Allies or a Gargantuan Threat.


    General Graal
    Lawful Evil Troll - Giant 6/Fighter 4/Hulking Blade 6
    Init +8, Senses: Listen +5, Spot +5,
    Languages: Giant and Common
    ------------------------------------------------
    AC: 18, touch 13, flat-footed (14)
    HP:246 ( 16 HD)
    Fort +21, Ref +9, Will +5
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +25/+20/+15
    Base Atk +14/+9/+4, Grp +30/+25/+20 Greatsword: +26/+21/+16
    Atk Options: 2 Claws: 1d6+12, Bite: 1d6+12, Greatsword: 3d6+14
    Combat Gear Greatsword
    -----------------------------------------------
    Abilities Str 34, Dex 18, Con 29, Int 9, Wis 10, Cha 9
    Other Info: Rend, Regeneration 5, Darkvision 60 ft, Scent, Normal Damage from Fire and Acid
    Feats: Endurance, Die Hard, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Weapon Specialization (Greatsword), Weapon Focus (Greatsword), Improved Overrun, Improved Initiative, Blind-fight
    Skills Spot 5, Listen 5, Intimidate 9
    Possessions Large Greatsword
    Level Adjustment +5
    CR: 18
    Last edited by GrandDukeJerot; 2008-06-14 at 10:32 AM.
    GENERATION 14: The first time you see this, copy it into your sig and add 1 to the generation. social ecksperiment.

    Spoiler
    Show
    KidKris's Tungsten Man

    Djinn_in_Tonic's Tungsten Man

    Credit to Djinn_In_Tonic for Peregrine
    Credit to Ninja_Chocobo for 10th doctor


  8. - Top - End - #8
    Pixie in the Playground
    Join Date
    Jun 2008

    Default Re: 1st PrC Creation Contest (GitP Prestige Class Contest I)-Test My sword, Meet Your

    So I'll do the Stat Block for Rikus when I get his character sheet back this weekend. This is pretty much v1.0, balanced but not tested. So feedback would be appreciated. Tomorrow or sometime I'll get links up to the variants that I refer to. But as a starter go to http://www.d20srd.org/ and also my campaign wiki http://tearsofchaos.wikispaces.com , where hopefully soon I will have the detailed Fighting Style rules up and maybe even a recommended fighting style for a sword-wielding member of the class.

    Battlepith Soldier

    ...I wish I had a picture

    “All I need is this sword. It’s all I know. And as long as I don’t let go of it I know that I can survive any battle.” –Kyle Rikus, Nessian mercenary.

    On the crossroads of warring kingdoms, dozens of small mercenary bands eek out a dangerous lifestyle. Some choose this life of a mercenary, but others, the more unfortunate, are literally born into it. For a child growing up traveling from battlefield to battlefield, knowing no peers but the full-grown mercenaries, there are few paths in their lives. Assuming they survive to the point where they are capable of picking up a weapon, they begin to learn to fight. In order to survive the children absorb everything they can about living through a battle.
    By the time that these children reach physical maturity, two things about them almost always hold true. They wield large weapons and are incredibly strong, since when they were small they started learning with weapons that were far too large for them. Furthermore, they see the possession of strength, the power to kill, as the only way of maintaining your existence in the hostility of the world.
    Battlepith Soldiers are the survivors of wars that to them have never ceased. They see their sword as the means to secure their desires, and to them improving their ability to fight is the only sign that they are progressing through existence. They are tenacious, versatile, and generally intelligent fighters. In a battle they will be the ones cleaving horses in two, seeking out the strongest enemies, and emerging the hero; outside of combat, however, they tend to be gritty, awkward, and unfriendly.

    BECOMING A Battlepith Soldier
    Most Battlepith Soldiers are straight fighters before taking the class. Some may have other PrC backgrounds, but the soldiers can also hail from multiclass Paladin or Barbarian roots.

    REQUIREMENTS
    To qualify to become a Battlepith Soldier a character must fulfill all the following criteria.
    Base Attack Bonus: +6
    Feats: Power Attack, Weapon Focus (any two-handed melee weapon), Weapon Specialization (any two-handed melee weapon)
    Special: Must have killed >20 opponents in a single encounter.

    Class Skills
    The Battlepith Soldier's class skills (and the key ability for each skill) are Climb, Heal, Intimidate, Jump, Knowledge(War), Listen, Ride, Spot, Swim. See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
    Skills Points at Each Level: 2 + int

    Hit Dice: d10

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Battlefield Awareness +1

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Block Arrows

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Counterbalance

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Battlefield Awareness +2, Unmount

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Bonus Feat

    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    |Wide Swings

    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    |Battlefield Awareness +3

    8th|
    +8
    |
    +6
    |
    +2
    |
    +2
    |Bonus Feat

    9th|
    +9
    |
    +6
    |
    +3
    |
    +3
    |One-on-One

    10th|
    +10
    |
    +7
    |
    +3
    |
    +3
    |Battlefield Awareness +4, Untouchable[/table]

    Weapon Proficiencies: Battlepith Fighters choose from a total of four weapon group feats, in addition to basic weapons. [In the standard system, read as “Simple and Martial Weapon Proficiency."] He is proficient with all types of armor and shields, though he rarely uses a shield.
    Battlefield Awareness: Having taken part in countless battles, the Soldier has developed a sort of sixth sense for how battle flows during the conflict of two forces. When faced with 12 or more total opponents at the beginning of an encounter (or at any point during the encounter), he is treated as having met the conditions for battlefield awareness, and receives the following bonuses: +1 to Initiative, +1 Insight bonus to AC, +1 Insight bonus to Reflex Saves, and he may make 1 additional attack of opportunity per round. At 4th, 7th, and 10th levels these bonuses each increase by 1. The total Battlefield Awareness modifier affects many of the Battlepith Soldier’s other abilities as well.
    Combat Expertise: The Soldier receives this feat for free at first level, even if he does not meet the normal prerequisites for it.
    Block Arrows: The Soldier has become adept at avoiding the hail of arrows that he sometimes finds raining down upon him. Often he uses the best piece of cover that he has around to shield him from the barrage, his own weapon. At higher levels, he is capable of striking projectiles out of the air with his huge weapon with blinding speed. When a ranged projectile weapon scores a hit on the Soldier, the soldier may choose to make a Reflex save against a DC = 15 + the bonus to-hit that fired the shot to block the projectile. For example, a standard bowman (+3 to hit) is much easier for the Soldier to avoid than the volley of a master archer (>+15 to hit). He may deflect a block a number of projectiles every round equal to his Battlefield Awareness modifier squared. This ability is active even when the normal encounter conditions for Battlefield Awareness are not met.
    Counterbalance: The Soldier has attained considerable enough strength and skill with their weapon that they feel comfortable using one of even greater size. With a two-handed melee weapon in which he is proficient, the Soldier uses their off-hand to help stabilize the great weight of a weapon one up to one size category larger than the Soldier, allowing him to use the larger weapon with perfect proficiency.
    Unmount: By striking a the mount of a rider with his huge weapon, he can force the mount to stumble or jerk and pitch its rider, assuming he doesn’t kill the mount outright with his swing. When the Soldier hits an opponents mount with a two-handed melee weapon, the rider must make a Ride check against a DC 15 + Damage Dealt or be pitched from her mount, taking 1d6 falling damage and landing prone 10’ from the Battlepith Soldier. The rider gets a +2 on her Ride check if she is using a Military Saddle.
    Bonus Feat: The Soldier gains a bonus feat to be selected from the list of Fighter Bonus feats.
    Wide Swings: With incredible strength and skill, the Soldier is able to shear down soldiers in his path like stalks of wheat. Each attack that the Soldier makes can strike an additional target adjacent to the first target and still within reach of his blade. First he must hit with his original attack using a two-handed melee weapon, which deals full damage to the first target, the weapon then carries through to the adjacent target. The same to-hit result is used as the first attack, -5. If this second attack is still sufficient to hit the target’s AC, it takes ½ the damage of a normal attack (rounded down), if there is an additional adjacent target within reach, the swing can travel through to that target, with a total modification to the original to-hit roll of -10, and a total damage of ¼ normal, further targets still reduce the to-hit roll by -5 every iteration, but the damage remains at ¼ normal. Precision or burst-based effects, such as Sneak Attack, Critical Hits, damage from a flaming burst weapon, etc. to not carry through to the secondary and tertiary targets. Furthermore, abilities that rely on a ‘per attack’ rubric, such as Great Cleave and Haste, only count the initial hit as an attack. Note that this ability does not need to drop the first target to affect adjacent targets. The maximum number of additional targets (not including the one that the first attack was rolled against) that can be hit in one attack is equal to the Soldier’s Battlefield Awareness modifier. This ability functions normally even when the normal conditions for Battlefield Awareness are not met.
    One-on-One: After countless trials, the skills that the Soldier has absorbed on the battlefield begin to apply to all combat situations he finds himself in. His Battlefield Awareness bonuses now apply to all encounters.
    Untouchable: When the Soldier is wielding his weapon of choice, very few opponents are foolish enough to try to attack him. In any round in which he performs a full attack action wielding a two-handed melee weapon any opponent within 30 feet and with 10 or more HD less than the Soldier must make a Will Save against an Intimidate Check from the Soldier or be Frightened for 5d6 rounds. Those with 5 to 10 HD less than the Soldier make the same save, but become Shaken upon a failure instead of frightened for 5d6 rounds. This is a Frightful Presence Extraordinary ability and its use is optional.


    Playing a Battlepith Soldier
    Battlepiths are born and raised on the battlefield. They have survived countless skirmishes, battles, raids, and other challenges. Generally they are most at home while wielding their sword or on the campaign trail, and have little patience for bureaucracy and indecision. Their overarching goals for adventuring vary, but it is not uncommon to have Battlepiths who simply know nothing other than swinging their swords and improving their skills; without much thinking as to their life aspirations these individuals may simply plod along as warriors.
    Combat: : In a fight battlepiths are powerful forces capable of taking on huge groups of weaker opponents simultaneously. Though they lack the damage capacity against groups possessed by spellcasters, their defensive capabilities and toughness allow them to act more independently in a battle without the need for the support and protection of the rest of the army. The Battlepith shines fighting against large groups of weaker opponents who are still threatening enough to overwhelm normal characters. He is a perfect figurehead for an army because of his ability to do a great job avoiding being 'targeted' in the conventional way. He is resistant to projectile attack and dominates weaker opponents in melee.
    Advancement: Because they are granted the combat expertise feat at first level, a Battlepith Soldier is eligible to take any of a large series of Fighting Styles to further augment his abilities. Combined with bonus feats selected from the standard fighter set, and you have a niche fighter, slightly more capable of dishing out damage against a single monstrous opponent, but who truly shines more than bonus feats along could allow when presented with a battlefield to fight upon. The Battlepith Soldier may be built as a support-fighter for an corps, a figurehead, or even a one-man army out to do god-knows-what.
    Resources: I like to construct PrCs based on simple concepts that build off of themselves to discourage class dipping (though Combat Expertise as a bonus feat may be asking for dipping, but I don’t really play with munchkins so it should be ok). As a result, the only books required to utilize the Battlepith Soldier to its fullest are the core rulebooks. I use a variety of variant rules in my personalized campaign setting, which are linked to above for the setting’s wiki. These optional variants are mostly covered in Unearthed Arcana. The Fighting Style system that I use is adapted from Quintessential Fighter, but is not required for use of this class. Although I haven’t converted the rules, the crew combat rules in “Seas of Blood” may be a convenient way to handle large numbers of opponents on a traditional battlefield. Though I haven’t uploaded them yet, I have a set of rules for “PCs fighting crews” that streamlines the flow of battles where a few heroes are taking on a horde of weaker enemies, still allowing the enemies to be quite strong.

    Battlepith Soldiers in the World
    “T-that’s him… that’s hundred-man Gatts!” –Awed Footsoldier

    Most Battlepiths slowly build a reputation for themselves by consistently surviving nearly impossible battles, being massively outnumbered, or going missing for weeks. Famed soldiers known to have killed hundreds with their swords may be Battlepiths, but they are just as likely (especially at lower levels) to be an ordinary or elite soldier in a mercenary corps or the regular army. They just happened to survive. At some point, though, it becomes hard for any commander to ignore the strength of the Battlepith. Few battlepiths end up leading, as it removes them too much from the action of the fighting; also, they usually aren’t capable of thinking about war on such a macro scale, preferring to perfect the tactics of combat rather than those required for an army to win a battle.
    Daily Life: As mentioned before, these Soldiers are only truly comfortable on the Battlefield. They find themselves constantly progressing towards the next challenge, the next war, the next job. Encountering a Battlepith away from the campaign trail will likely be when he’s relaxing before or after a job. They tend to be hostile to people they don’t know, and it’s not too hard to provoke one to a fight, although it’s rarely a good idea.
    Notables: Kyle Rikus: born into a guild of mercenaries, his young father wasn’t ready to retire from his quest to master the spear. Since his mother died in childbirth, he was dragged from guildhouse to guildhouse of the Blacksteel Fighters, slowly visiting cities all over the continent. His father and other members of the guild filled him only with their own passions, combat. He learned to hold a dagger as a sword before he could talk, and was using a longsword in sparring practice by the time he was 7 and fought in his first battle at 14. After joining the guild at 16, Rikus was transferred away from his father for the first time. However, after a fight with the guildmaster, left the path of the Blacksteel Fighter to go pursue his own path. Knowing nothing but how to wield his (now) large sword, he set off for the borderlands of the Paladin Empire, where mercenaries were in high demand thanks to an explosion of prospecting for gold and silver in the nearby hills. In this land of powerful thieves bands, resentful indigenous orc and human tribes jockeying to get their territory back, and scheming nobles from the west, Rikus earned a reputation as a powerful and capable mercenary. The rumor is that he gets the job done, always.
    High Chief Lugsov Durkos: Sometimes a warrior’s capabilities simply place him into an echelon of respect and power above what a normal soldier could achieve. Leading his small tribe in every battle that he fought, the halberd-wielding Lugsov Durkos became the first orc of the 3rd Age to unite the tribes of the southern continent of Gamgoron. Further, leading the united orc tribes against the powerful Solemn Order of Vishnu, he threw down the Graying Device that blocked out the Suns and Moons, killed the High Arbiter of the Order, and sent them into a decline from which they would never recover. Durkos is said to have been ruthless, cold, and bluntly unintelligent outside of battle. He talked rarely, and had few comrades. However, since he spent so much of his time in battle, followers flocked to his cult of ability, though he never asked for their help nor provided them with blades. Companies formed themselves under his movements, and he gave no orders, only picked up his giant axe and left for the next battle, leaving those who wished to follow him to come along if they desired.
    Organizations: The Battlepith Soldier is a niche PrC. This means that from the role-playing perspective a Battlepith Soldier and a Fighter, Ranger, or Barbarian are capable of walking exactly the same path. Taking levels in the Battlepith Soldier prestige class does not restrict the character in any way from joining some organizations or walking his own path. That said, because almost all Battlepith soldiers have roots in regions that are rife with strife, often as a part of mercenary bands, they are most commonly found as members (not usually leaders) of mercenary corps. They may also be a part of an elite troop of a more permanent army, though such a battalion usually strays too far from battle for the Battlepith’s liking.

    NPC Reaction
    As with any character, an NPCs reaction is completely determined by the air that the character exudes. One could imagine a friendly Battlepith warrior, or one who simply opens every conversation with an invitation to some competition of strength or battle prowess. Generally, though, Battlepith warriors have a demeanor that earns the indifference and sometimes scorn from NPCs, especially those of higher classes. Because most Battlepiths value only strength as a testament to individual worth, they value nobles generally lower than themselves, often sparking tensions with their employers.

    Battlepith Soldiers IN THE GAME
    Battlepiths are statistically probably a little stronger than traditional fighters, depending upon the optimization of feats in the standard fighter and the niche that you want to fill. Otherwise, Battlepiths don't break any rules. Though their Wide Swings ability may seem strong at first glance, the number of chances that one gets to affect multiple targets is severely limited unless you're in the right setting (a battlefield-esque environment).
    Adaptation: Since Battlepith Fighter is a niche-based PrC, not an Organization-based or or other Special PrC, it is easy to adapt the class to find utility anywhere in a campaign setting where a war-torn region might give rise to the type of person that meets this class' archetype. Alternately, the flavor could easily be whipped around to be something else, perhaps give the feeling of heroic barbarians wading through hordes of goblins... etc.
    Encounters: The most likely place to encounter a Battlepith Soldier is on the battlefield (surprise!). It's also possible that a Battlepith may be serving as the strong right hand of an Mercenary group's leader sent out to hunt the PCs or a solo warrior traveling through perilous terrain on his way to find his next battle.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by JGPyre; 2008-06-13 at 11:23 PM.

  9. - Top - End - #9
    Orc in the Playground
     
    SamuraiGuy

    Join Date
    Jan 2008
    Gender
    Male

    Default Re: 1st PrC Creation Contest (GitP Prestige Class Contest I)-Test My sword, Meet Your

    THE DRAGONCLAW BLADEMASTER
    "Sure, I'm not an actual dragon. But when it comes down to it, I'm damn close. Wouldn't you agree?" Aldrith Moranis, dragonclaw blademaster

    Many sorcerers claim that the blood of the dragon runs through their veins, allowing them to channel their arcane powers. Do to their destructive and chaotic tendencies, most agree with them. In conjunction, many fearsome warriors boast that a dragon's heart beats in their chest, explaining their heroism and skill in combat. The dragonclaw blademaster harnesses the power of the dragon inside and unleashes it in a storm of death and fire; blade and claw meld into a single weapon of awesome and terrifying power.

    BECOMING A DRAGONCLAW BLADEMASTER
    The best classes for the Dragonclaw Blademaster are a combination of the sorcerer with a class primarily focused on combat, such as a fighter or a barbarian. Rangers also make exceptional dragonclaw blademasters.

    ENTRY REQUIREMENTS
    Spells: Be able to spontaneously cast at least second level arcane spells.
    Feats: Draconic Claws, Draconic Heritage, Weapon Focus (any one- or two-handed martial sword), Weapon Specialization (any one- or two-handed martial sword).
    Skills: Knowledge (arcana) 8 ranks
    Base Attack Bonus: +6

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Bluff, Concentration, Craft, Intimidate, Knowledge (arcana), Listen, Spellcraft, Spot
    Skills Points at Each Level: 2 x + Int modifier

    Hit Dice: d10

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Channel spell, enhanced draconic bloodline, scales of the wyrm

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    | Unleash spell, soul of the wyrm

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    | Enhanced draconic bloodline, heart of the wyrm

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    | Claws of the wyrm

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    | Enhanced draconic bloodline, wyrm's bladestorm [/table]

    Weapon Proficiencies: Dragonclaw blademasters are proficient with all simple and martial weapons, light, medium, and heavy armor, and all shields (Including tower shields).

    Channel Spell: Dragonclaw blademasters possess the ability to grasp onto the arcane power within themselves and turn it into raw combat skill and strength. As a swift action, the dragonclaw blademaster may give up one 1st level spell slot that they have left to give themselves a +1 to attack and damage rolls until the end of their turn. They can give up one 2nd level spell slot to gain a +2 to attack and damage, a 3rd level spell slot for +3, and so on. As an immediate action, they can give up spell slots to gain an equal bonus to their armor class, for a single round. This counts as a dodge bonus. The dragonclaw blademaster can only give up one spell per round.

    Enhanced Draconic Bloodline: At 1st level, and again at 3rd and 5th level, a dragonclaw blademaster may select one of the following feats as a bonus feat: Draconic Breath, Draconic Flight, Draconic Power, Draconic Presence, Draconic Resistance, Draconic Skin.

    Scales of the Wyrm: A dragonclaw blademaster ignores the arcane spell failure chance of armor and shields as long as she casts her spells as a sorcerer. Any spells cast as a wizard or other arcane spellcaster do not gain this benefit.

    Unleash Spell: As a swift action, the dragonclaw blademaster can cast any spell on her spell list as she swings her sword. This can be any melee touch or area effecting spell (It cannot be a ranged touch spell or a mind-effecting spell). For example, the dragonclaw blademaster may cast shocking grasp as she hits the ogre she is attacking with her greatsword. The ogre would take any damage it would normally take from the sword, as well as the damage from the spell. The dragonclaw blademaster is in no way protected from any area-effecting spell she casts using this ability (Such as fireball). She must make a saving throw and take damage just as anybody else must. A dragonclaw blademaster cannot use her unleash spell and her channel spell class feature in the same round.

    Soul of the Wyrm: A dragonclaw blademaster receives a +4 on all Charisma related checks and skill rolls towards other sentient creatures of the dragon and dragon-blood type. She also gains a +2 on all saving throws against effects created by dragons (Such as any spells a dragon possesses from age, a dragon's breath weapon, or its Frightful Presence). The dragonclaw blademaster truly believes herself to be connected to ALL dragonkind, not just those she is descended from.

    Heart of the Wyrm: The steely resolve of a dragonclaw blademaster is ledgendary. At 3rd level, a dragonclaw blademaster receives a +4 morale bonus on all saving throws against fear.

    Claws of the Wyrm: As she becomes more deeply connected with the dragon inside her, the dragon outside becomes more evident. The dragonclaw blademaster's claws grow, increasing their damage by one size category. Thus, if the dragonclaw blademaster's claws used to do 1d6 damage, they now do 1d8. In addition to this, the dragonclaw blademaster gains the benefits of the Multiattack feat when attacking with both her sword and her claws.

    Wyrm's Bladestorm: As a full round action, the dragonclaw blademaster taps into her inner dragon, unleashing her full potential. She makes a full attack against every opponent within her reach, gaining a +1 morale bonus to attack and damage. In addition to this, all of her attacks do an additional 1d6 damage of the energy type that her dragon is associated with. The dragonclaw blademaster can use this ability a number of times per day equal to her Charisma modifier.

    PLAYING A DRAGONCLAW BLADEMASTER
    Dragonclaw blademasters are a combat class, through and through. While they have the spells and training to be a backline spellslinger, or a sideline skirmisher, their new abilities allow them to go toe-to-toe even better with their foes, showing them the ferocity that dwells within them.
    Combat: Dragonclaw blademasters use a combination of sword, spell, and claw to bring down opponents in battle. With their channel spell ability, they have a good chance of hitting and do hefty amounts of damage, which can increase dramatically with their unleash spell ability. They have the hitpoints and the armor class to fight one on one with large monsters, and they have arcane spell power to buff themselves before doing so.
    Advancement: Most dragonclaw blademasters focus on the melee aspect of their journey. Their inner dragon whispers to them, telling them the secrets of combat and how they can use their arcane power to slice their foes to ribbons or rip them to shreds. However, some still prefer to hang around the outskirts of battle, focusing on spells and feats that allow them to wait until the proper moment before unleash a devastating series of spells and attacks that bring down their opponents in seconds.
    Resources: As sorcerers driven by a raging dragon within them, they are frowned upon in general society, and oftimes feared by common folk. They are viewed as wild, dangerous, and untrustworthy, and thus have few resources to draw on...aside from those gifted to them by their ancestors.

    DRAGONCLAW BLADEMASTERS IN THE WORLD
    "Sure, sure! Whatever you say! Just stop hitting me!" Ugurth, an unfortunate orcish barbarian

    Dragonclaw blademasters are few and far between. They have no official universities or academies, relying upon their inner dragons as a sort of mentor and guide. Such men and women meeting often sparks all sorts of chaos in whatever area they're in, lending to their rather unfortunate reputation.
    Daily Life: Dragonclaw blademasters are the quintessential roving blade; spending day after day wandering from town to town, never truly shunned, but never truly accepted or trusted. Because of their skill at arms and their magical abilities, they can be an invaluable asset against the monsters of the wild...but they can also be a danger to society.
    Notables: Norgain Chartooth (Barbarian 1/Dragonclaw Blademaster 5/Fighter 9/Sorcerer 8) is viewed as the greatest dragonclaw blademaster of the age. Descended from the mighty Vendrath the Terrible, a great wyrm red dragon of tremendous power, he is viewed with both awe and fear whenever he does make an appearance. While his inner dragon is viewed as evil by most, he is a champion of good (If not necessarily law...) and destroys evil creatures wherever they are found.
    Organizations: Dragonclaw blademasters find themselves drawn to warmages constantly; they often view themselves as a battlewizards of a sort. However, they do not last long in the strict regimens of a warmage school, and tend to leave. A few, though, stay long enough to temper their wild souls with a dose of discipline and common sense.

    NPC Reaction
    "Blademaster? Pffft. Don't make me laugh. Most of 'em hardly even know how to hold a sword! It's just that wild magic, that dragon blood running through 'em...if it weren't fer that, they'd be fodder fer the monsters, just like every other adventurer!"

    DRAGONCLAW BLADEMASTERS IN THE GAME
    Dragonclaw blademasters allow multiclass fighters and sorcerers to combine their abilities into a sweet package, allowing them to take a huge amount of hurt and deal out the same. Because of the sorcerer's many spells per day, the blademaster can reliably use her channel spell and unleash power again and again, easily beating down even the largest monsters.
    Adaptation: It isn't that hard in a world where sorcerers already boast of being directly related to dragons to actually tap into some sort of inner dragon that tells them the secrets of battle and slowly turns them into a draconic warrior.
    Encounters: Dragonclaw blademasters spend the majority of their time traveling across the world, either as hunters of evil or patrons of the wicked. While many spend their time defending towns, plenty dragonclaw blademasters spend as much time burning them to the ground.

    Sample Encounter
    Aldrith Moranis is a dragonclaw blademaster descended from a ferocious green dragon. He is a cruel opponent and a deadly swordsman.

    EL 14

    Name Aldrith Moranis
    Chaotic Evil/Male/Human/Dragonclaw blade master 5, fighter 4, sorcerer 5
    Init +6, Senses: Listen -1, Spot -1,
    Languages Common
    ------------------------------------------------
    AC 21, touch 13, flat-footed 19
    hp 75 (14 HD)
    Fort +11, Ref +4, Will +8
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee Greatsword +16/+11 melee (2d6+7/19-20x2) or throwing axe +14/+9 ranged (1d6+3/x3)
    Base Atk +11, Grp +14
    Atk Options Channel spell, Power Attack, unleash spell
    Combat Gear Potion of heroism (CL 7), 2 potions of cure serious wounds (CL 5), potion of cure critical wounds (CL 10)
    Spells Per Day 6 / 7 / 5
    Spells Known Resistance, Dancing Lights, Flare, Light, Ghost Sound, Touch of Fatigue / Shield, Shocking Grasp, True Strike, Burning Hands / See Invisibility, Eagle's Splendor
    Supernatural Abilities Channel Spell, Unleash Spell, Wyrm's Bladestorm
    -----------------------------------------------
    Abilities Str 16, Dex 14, Con 12, Int 10, Wis 8, Cha 14
    SQ Claws of the Wyrm, Heart of the Wyrm, Soul of the Wyrm
    Feats Draconic Claw, Draconic Flight, Draconic Heritage, Draconic Presence, Draconic Skin, Combat Casting, Dodge, Improved Initiative, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
    Skills Bluff +5, Concentration +15, Handle Animal +9, Intimidate +9, Knowledge (arcana) +14, Swim +10*
    Possessions: +1 minor spell-storing greatsword (shocking grasp, CL 5), +1 mithral breastplate, 2 mwk throwing axes, ring of protection +1, amulet of natural armor +1 plus combat gear
    *Does not include penalty from armor and encumbrance.






    Ta-da?
    Last edited by Schylerwalker; 2008-06-13 at 05:29 PM.
    Quote Originally Posted by MammonAzrael View Post
    Causing Hideous laughter is an Extraordinary ability of 20th level monks.

    At least, it should be.
    Proud Supporter of Vorpal Tribble's Monster Competition

  10. - Top - End - #10
    Ettin in the Playground
     
    Eurus's Avatar

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    Default Re: 1st PrC Creation Contest (GitP Prestige Class Contest I)-Test My sword, Meet Your

    ...All right, bear in mind that this is the first class, Prestige or otherwise, I've attempted to homebrew. Critique appreciated, but be merciful. X_X

    Noble Blade


    Image courtesy of Photobucket, origin unknown.

    I would end your miserable existence now, but I would not sully my blade with your blood. Consider yourself fortunate.
    - Lady Elizabeth the Merciful, a Noble Blade.

    The sword is a symbol of nobility and strength, and none live up to this so much as the rapier. A Noble Blade is one who eschews the hack-and-slash mentality of more 'common' folk in favor of a more intelligent, chivalrous style. With rapier in hand, they hew through foes with grace, fighting for king and country.

    Becoming a Noble Blade
    Most any combat-oriented class is capable of becoming a Noble Blade, though classes with other specialties may have difficulties. Duelists are common, as are Fighters. Even Knights can (and are indeed well qualified) to become Noble Blades, though doing so requires giving up heavy armor and weapons.

    Entry Requirements
    BAB: +6
    Feats: Weapon Finesse, Weapon Focus: Rapier, Combat Expertise, Combat Reflexes
    Skills: Diplomacy: 10 Ranks, Ride: 5 Ranks, Knowledge: Nobility/Royalty 5 ranks
    Special: Must be a member of a noble house or be formally knighted in at least one country/kingdom.

    Class Skills
    Bluff (Cha); Diplomacy (Cha); Knowledge: Nobility/Royalty, History (Int); Listen (Wis); Perform (Cha); Ride (Dex); Sense Motive (Wis); Spot (Wis); Tumble (Dex)
    Skills Points at Each Level: 4 + Int

    Hit Dice: d8

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

    1st|
    +1
    |
    +0
    |
    +2
    |
    +0
    |Prescise Strike (1d6), Justice to Cowards

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +0
    |Regal Bearing (+1), Main-Gauche

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +1
    |Uncanny Dodge, Flurry of Strikes

    4th|
    +4
    |
    +1
    |
    +4
    |
    +1
    |Riposte

    5th|
    +5
    |
    +1
    |
    +4
    |
    +1
    |Precise Strike (2d6)

    6th|
    +6
    |
    +2
    |
    +5
    |
    +2
    |Regal Bearing (+2)

    7th|
    +7
    |
    +2
    |
    +5
    |
    +2
    |Improved Uncanny Dodge

    8th|
    +8
    |
    +2
    |
    +6
    |
    +2
    |Riposte (2/round)

    9th|
    +9
    |
    +3
    |
    +6
    |
    +3
    |Precise Strike (3d6)

    10th|
    +10
    |
    +3
    |
    +7
    |
    +3
    |Regal Bearing (+3)
    [/table]

    Weapon Proficiencies: A Noble Blade is proficient with all simple and martial weapons, but no armor or shields.

    Precise Strike: At 1st level, a Noble Blade gains the ability to strike precisely with a rapier, gaining an extra 1d6 damage added to her normal damage roll. This ability only functions while the Noble Blade wields a rapier and wears light or no armor.

    When making a precise strike, a Noble Blade cannot attack with a weapon in her other hand or use a shield. A Noble Blade's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 5th and 9th level, this ability increases by an extra d6, to 2d6 and 3d6, respectively.

    Justice to Cowards: A Noble Blade is often committed to a fair fight, regardless of whether his opponent desires one or not. From 1st level, a Noble Blade gains the ability to take attacks of opportunity against fleeing opponents even when he could not normally do so as long as he has not used all of his Attacks of Opportunity for the round. At 1st level, a Noble Blade may make an Attack of Opportunity against withdrawing opponents. At 4th level, they may do so even when an opponent takes a 5-foot step away from the Noble Blade. This only applies to opponents who take a 5-foot step away from a Noble Blade; one who shifts to another square threatened by the Noble Blade does not provoke an attack.

    At 7th level, a Noble Blade can stop an opponent's movement with an Attack of Opportunity. From now on, when a Noble Blade strikes a fleeing opponent with an AoO and deals at least 1 point of damage, that opponent's movement is immediately halted, wasting their move action (or 5-foot step). This only functions on attacks provoked by moving out of a Noble Blade's threatened space; attacks provoked by the Noble Blade's Riposte ability or the like do not incur this ability. Finally, at 10th level, a Noble Blade's reflexes are honed to razor sharpness. When a foe attempts to cast a spell in a Noble Blade's threatened space, even a Quickened spell, the Noble Blade may make an immediate AoO, prompting a Concentration check as normal. If the spellcaster in question attempts to cast defensively, no AoO is provoked, but the DC for this check is 5 higher than normal due to the Noble Blade's harassment of the caster. The Noble Blade only gains this benefit while wielding a rapier and wearing light or no armor.

    Regal Bearing: A Noble Blade is always a nobleman (or woman) at heart, even if she was born a commoner. This confidence shows through in social situations, granting the Noble Blade a +4 bonus against Fear effects and a +1 bonus to all Charisma-based checks at 2nd level. This bonus to Charisma checks increases to +2 at 6th level and to +3 at 10th.

    Main-Gauche: A Noble blade often trains in the use of the parrying dagger, or Main-Gauche, to augment defense in lieu of a shield. At 2nd level, a Duelist is treated as having the Two-Weapon Defense feat, even if she does not meet the prerequisites. In addition, while fighting defensively or using Combat Expertise while wielding a dagger with an enhancement bonus in her off-hand, a Noble Blade gains an additional shield bonus to AC (added to the +2 granted by Two-Weapon Defense) equal to the enhancement bonus of the dagger. The Noble Blade only gains this benefit in light or no armor.

    Uncanny Dodge: Starting at third level, a Noble Blade can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. The Noble Blade only gains this benefit in light or no armor while not holding a shield.

    Flurry of Strikes: A Noble Blade is a whirl of dizzying speed in battle, able to carve opponents to pieces in battle. Starting at third level, while wielding a rapier and wearing light or no armor, a Noble Blade may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Noble Blade might make before her next action. A Noble Blade must use a full attack action to strike with a flurry of blows.

    Riposte: A Noble Blade is a master of swordplay, able to strike brilliantly at openings created by an opponent. Starting at 4th level, when a Noble Blade fights defensively or uses Combat Expertise during a round, the Noble Blade can take an immediate Attack of Opportunity with a -4 penalty to hit against an opponent who misses her with a melee attack in that round. This ability can only be used once each round.

    At 8th level, a Noble Blade can use this ability up to twice per round. The penalty remains unchanged. The Noble Blade only gains this benefit while wielding a rapier and wearing light or no armor.

    Improved Uncanny Dodge: At 7th level and higher, a Noble Blade can no longer be flanked. This defense denies a Rogue the ability to sneak attack the Noble Blade by flanking her, unless the attacker has at least four more Rogue levels than the target has Noble Blade levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a Rogue must be to flank the character. The Noble Blade only gains this benefit while wearing light or no armor.

    Playing a Noble Blade
    A Noble Blade is not just a common sword-swinger. Both on and off the battlefield, she is held to a higher standard than most, by both herself and her allies.
    Combat: Noble Blades delight in one-on-one combat, savoring a fair fight as a chance to test their skills. Most are highly honorable, holding themselves to strict codes of chivalry, some even going so far as to refuse to strike first in combat (though a well-executed feint is usually still considered honorable) or similar vows.

    Tactics-wise, to a Noble Blade, defense is as integral as offense. Noble blades should fight defensively almost constantly, unless they are certain they can end the fight with one well-placed stroke. They often choose to engage the most powerful opponents first, locking them down while allies handle the weaker enemies. Attacks of Opportunity are often critical to the strategy of a Noble Blade, so anything that allows them to increase the quality or quantity of them is a wise choice.
    Advancement: Noble Blades almost always focus on melee combat, as it is their primary feature. Some, however, choose to dabble in the arts of Magic, augmenting mastery of the blade with strength of mind.
    Resources: The Noble Blade class was designed with only the core rulebooks in mind, and these should be more than enough to utilize the class to its full extent.

    Noble Blades in the World
    You should've seen the fire in her eyes, hoo boy! She looked 'bout ready to drag ol' Jon off his barstool and challenge him to a duel then and there!
    - Green Pete, Bartender of the Orc's Breath Tavern

    Noble Blades are, as the name implies, members of the nobility first and foremost. As a result, they may not mesh as well with the common folk, as their very nature can make getting along rather difficult at times. Still, even if they may not get as much respect as they deserve at times, you can be quite sure that, when push comes to shove, they will be the first ones people come to for aid.
    Daily Life: The life of a Noble Blade depends largely on the Blade itself. Some live the lives of nobility, seldom seeing real battle, while others walk the earth as adventurers, bringing justice to the lawless wilderness one monster at a time.
    Notables: Many great noblemen and leaders were Noble Blades in their prime; Sir Edward the Fierce, for instance, a Paladin/Noble Blade, is widely hailed as one of the greatest examples of the class, both a masterful combatant and a phenomenal leader of men.
    Organizations: Numerous organizations of Noble Blades exist, usually divided by country. They often find themselves drawn to orders of Knights and Warriors, where their character ensures that they usually fit in just fine, even if their combat style may be a bit different.

    NPC Reaction
    As stated before, Noble Blades are obviously nobles, and as such are often thought of, at least at first, in the same way. Not until a Noble Blade proves her bravery in combat can she truly expect to earn the trust and sympathy of the common folk. Depending on the personality of the individual Blade, they may get along quite well with other nobility, or not at all, perhaps disdaining the more orthodox upper-class as complacent and frail.

    Noble Blades in the Game
    Noble Blades are intended to allow dexterous, single-weapon fighters to lock down and match blades with bigger opponents or even those capable of spell casting.
    Adaptation: A Noble Blade could hail from any country, kingdom, or noble family in your world. The concept of a noble-blooded, rapier-brandishing warrior is not a big stretch for a typical medieval fantasy world.
    Encounters: Depending on your PCs outlook and play style, a Noble Blade could be either an ally or enemy. Chaotic or evil parties could easily find themselves clashing with a Noble Blade leading a group of warriors, and even good parties could unintentionally get on the wrong side of a vengeful Blade.

    Sample Encounter
    Elizabeth Silverton is a wandering adventurer on a quest to recover an artifact important to her family or kingdom. Though honorable, she is rather hot-headed, and depending on the PCs reaction and goals in relation to this artifact, she could become either an ally or a rival.
    EL 14


    Elizabeth Silverton
    LG/Female/Human/Bard 8, Fighter 2, Noble Blade 4
    Init +7, Senses: Listen +12, Spot +11,
    Languages: Common
    ------------------------------------------------
    AC 22, touch 15, flat-footed 19 (+6 +2 Mithral Chain Shirt, +3 Dex, +2 def, +1 shield)
    hp: 88 (14 HD)
    Fort +7, Ref +11, Will +4
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee: +1 Keen Rapier +15 (2d6+2, 15-20)
    Full Attack: +1 Keen Rapier +15/+10/+5 or Flurry of Strikes +13/+13/+8/+3 (2d6+2, 15-20)
    Base Atk +11, Grp +13
    Combat Gear Wand of Cure Light Wounds, Potion of Haste
    Spells per Day: 3/4/3
    Spells Known:
    0: Light, Resistance, Dancing Lights, Mage Hand, Daze, Detect Magic
    1: Cure Light Wounds, Feather Fall, Grease, Silent Image
    2: Blur, Cat's Grace, Invisibility
    Supernatural Abilities: Bardic Music (Suggestion, Inspire Competence, Inspire Courage, Countersong, Fascinate)
    -----------------------------------------------
    Abilities Str 14, Dex 16, Con 14, Int 10, Wis 8, Cha 12
    SQ: Evasion, Trapfinding, Sneak Attack +1d6, Precise Strike +1d6, Main-Gauche, Flurry of Strikes, Justice to Cowards, Riposte, Uncanny Dodge, Regal Bearing, Bardic Knack
    Feats: Combat Expertise, Weapon Finesse, Combat Reflexes, Weapon Focus: Rapier, Improved Disarm, Improved Feint, Improved Initiative, Dodge
    Skills: Bluff +15; Diplomacy +15; Gather Information +8; Handle Animal +8; Intimidate +8; Knowledge: Nobility/Royalty, History, Local +6; Listen +12; Perform: Singing +14; Ride +9; Sense Motive +12; Spot +11; Tumble +13
    Possessions: +2 Mithral Chain Shirt, +1 Keen Rapier, +2 Silvered Dagger, Ring of Protection, Wand of Cure Light Wounds, Potion of Haste, Cloak of Resistance +1, Horseshoes of Speed, Gloves of Dexterity +2, Light Warhorse, 1,350 gp
    Last edited by Eurus; 2008-06-15 at 12:58 AM.

  11. - Top - End - #11
    Dwarf in the Playground
     
    Zak Crimsonleaf's Avatar

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    Default Re: 1st PrC Creation Contest (GitP Prestige Class Contest I)-Test My sword, Meet Your

    Hey. I just figured I’d put in my contribution. It isn’t all that good, but I still like the idea. One of these days I’ll make it work. Oh, and can somebody tell me how to get that table to work? I can’t seem to get it.

    Steelsinger

    "Have you ever heard the wild keening of a sword edge as it catches the wind? Have you ever heard the one perfect moment of fading music at the end of a song? Have you ever known that silence was the only response to the profound truth that you just heard? To strive to understand the great weaving that underlies them all...that is what it means to be one of us."
    -Jerith the Solitary Sword, Steelsinger


    A Steelsinger lives for two things: battle and music. In both of them, they seek to understand the truth behind them both, as well as behind other warriors, themselves, and the world.

    BECOMING A STEELSINGER

    To become a Steelsinger, you must undergo the rite of binding to a sword with at least one Steelsinger of 5th level or higher present to act as arbiter and binder. (This bond may be transferred to another weapon in the same way)There is no requirement but the willingness to swear your life to the pursuit of an ideal, and their code of conduct. Evil characters do not always like the idea of looking for truth, nor do good characters always like the idea of looking for a fight, though exceptions exist.

    The Steelsinger's Code:

    Seek out battle wherever it is found.
    Seek out music wherever it is found.
    Speak the truth always.
    Never let a week go by without blood being shed, either your own or a worthy opponent's.
    Never let a week go by without telling at least one tale or performing one song of old, to ensure that that knowledge and the truth it contains, is not forgotten, or learning a new tale or song.

    The code is magically enforced, though there are plenty of ways around it. Steelsingers who wish to decieve others lie by omission, or reply to questions with questions or evasions. Also, they can only tell what they believe to be true, which may not be what is true. If a Steelsinger tries to lie deliberately, they wind up blurting out the truth anyway. Several newly initiated (and less intelligent than average) evil Steelsingers have met bad ends this way. Even controlling magic cannot override it unless the source of the magic succeeds at a DC 35 Spellcraft Check. Magically talented Steelsingers can use such magic on themselves to achieve this effect. If the Steelsinger deliberately disobeys another aspect of the code, they become sicker and sicker until they comply. A Steelsinger can renounce the prestige class by seeking out another Steelsinger of at least 5th Level, and performing the Rite of Unsealing, which releases them from the code and all it entails. They lose all supernatural Steelsinger class abilities, but retain everything else.

    ENTRY REQUIREMENTS
    : Base Attack Bonus: +6
    : Perform (singing) 4 Ranks, Sense Motive 2 Ranks
    : Weapon Focus (any kind of sword, Iron Will
    : Special: Must write and perform an original song, undergo the Rite of Sword and Soul, and own a sword of at least masterwork quality. (this sword must be the one chosen as the target of the Weapon Focus feat)


    Class Skills
    The Steelsinger's class skills (and the key ability for each skill) are: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex)

    Skills Points at Each Level: 6 + int

    Hit Dice: d8

    Weapon Proficiencies: Steelsingers are proficient with all simple and martial weapons and light armor, but not shields.

    Bardic Music:

    At 1st Level, the Steelsinger gains the bardic music ability if she did not already have it from a previous class. The bardic music effects countersong, fascinate, inspire courage, inspire competence, and inspire greatness become available to her immediately, subject to their usual Perform skill requirements. Each effect requires one daily use of the bardic music ability. The Steelsinger combines her bard and Steelsinger levels to determine how many times per day she can use her bardic music ability.

    Pierce the Soul:

    A Steelsinger's blade can cut more than flesh and bone. It can pierce the hearts of others with a mystical force, and impart to its wielder the truth of the other's being. At 1st Level, when the Steelsinger's sword is touched to another, if the Steelsinger concentrates upon nothing else, she can determine the following information:

    1st Round: Race
    2nd Round: Alignment
    3rd Round: Name
    4th Round: Deity, if any.
    5th Round: Homeland
    6th Round: If they speak the truth while under this scrutiny. (the subject can resist this part with a DC 15 Will save, and if they fail, can still successfully lie on each answer if they succeed on a DC 20 Will Save)
    All abilities beyond here cannot be done if the subject is not willing.
    7th Round: The subject's current mental state: Emotions felt, if they are insane, the 'flavor' of their mind.
    8th Round: Any part of the subject's memory. (The Steelsinger can focus on one location, and, if the subject is willing, can see it through his eyes, or know what he knows about it, and can also share memories seen this way or his own memories with others. If the subject has had their memories altered, the Steelsinger can make a DC 20 + Spellcaster's Level Concentration Check to uncover the real memories.)

    There is a gruesome variant of extracting information from those unwilling. A Steelsinger can literally pierce the subject's heart, and in the instant before they die, they can extract one piece of information they want from the victim's mind, if the victim knows it.

    All of these effects can be blocked with a Ring of Mind Shielding or any other type of magical warding. The Steelsinger can perform this technique on themselves if they wish to remember something that they ordinarily would not, such as the name of the tavern where that vital ring was stolen after they were drugged. The subject and the Steelsinger must share a common language.

    Quick Draw:

    The Steelsinger's bond to her sword gives it an attraction to her hand. It seems to leap from the sheath when battle begins. She gains the Quick Draw feat, but only with the sword that she is bound to.

    Truth of Battle/Music:

    A Steelsinger can choose to focus more upon truth as seen through battle or as seen througn music, gaining special abilities with their sword or their songs. At each level where they recieve this ability, they may select one ability from the appropriate level on the list or on a list from a lower level. They may use these abilities as follows:

    2nd Level Abilities may be used 1/day at 2nd Level,

    2/day at 4th level, 3/day at 6th Level, and 4/day at 8th Level.

    4th Level Abilities may be used 1/day at 4th Level, 2/day at 6th Level, and 3/day at 8th Level.

    6th Level Abilities may be used 1/day at 6th Level and 2/day at 8th Level.

    8th Level Abilities may only be used 1/day.Each ability lasts a number of rounds equal to 5 + Steelsinger's Level unless otherwise noted.

    Second Sight:

    At 3rd Level, a Steelsinger's dedication and focus become powerful enough to allow her to see through lies and illusions. She gains an inherent bonus on Sense Motive and Spot checks and on saving throws against mind-affecting spells equal to half her Steelsinger level, rounded down.

    Riddle of Steel:

    The Steelsinger recieves a magical insight into any situation. At 5th Level, once per day, she can use her profound knowledge of truth to cut to the heart of any matter. She may perform a Divination spell (caster level equals Steelsinger level). However, the result is always in verse form, and may be vague or useless as in any divination spell. At 7th Level, she can use this ability twice per day, and three times per day at 9th Level.

    Soul Binder:

    At 5th Level, the Steelsinger becomes able act as Binder for the Rite of Sword and Soul, initiating others into the class.

    Ultimate Truth of Battle/Music

    The Steelsinger gains a profound understanding of truth she seeks. This enables her to perform incredible feats of combat or of music. She may select two abilities on the list, and may perform each of them once per day.

    Truth of Battle/Music Ability List:

    2nd Level:
    Steel Hands I: The Steelsinger may empower their weapon with any one of the following effects: merciful, vicious, bane, or defending.
    Steel Flicker: The Steelsinger recieves the effect of a haste spell, or may render an opponent flat-footed for one attack.
    Shattering Shout: The Steelsinger may employ a shatter spell, which can deal damage even to magical items. It deals 1d6 damage/Steelsinger level, but the item is treated as having hardness 2/1000 gold pieces in value, or its actual hardness, whichever one is better.
    Call for Silence: The Steelsinger may target one opponent/two Steelsinger levels with a sound burst spell, or create a zone of silence centered on herself.

    4th Level:
    Steel Hands II: The Steelsinger may empower their weapon with any of the following effects: Ghost Touch, Keen, Add +1d6 Sonic Damage, or Returning
    Steel Breeze: The Steelsinger recieves a dodge bonus to their Armor Class equal to their wisdom modifier, or may gain the benefit of the Deflect Arrows feat.
    Steel Skin: The Steelsinger may ignore minor wounds. She gains damage resistance 5/-.
    Steel Whisper: The Steelsinger may greatly increase the sensitivity of their hearing or to vibrations in the ground around them. They may gain the benefit of the Blind-Fight feat, tremorsense 10 ft, or gain a bonus on Listen checks equal to their Steelsinger level.

    6th Level:
    Steel Hands III: The Steelsinger may empower their weapon with any of the following effects: Sure Striking, Disruption, Speed, or Wounding
    Sunlight on Water: The Steelsinger may gain the benefit of the Prone Attack or Spring Attack feats, or gain one extra extra attack made at their highest base attack bonus, or gain a bonus on Tumble and Sleight of Hand checks equal to their Steelsinger level.
    Lens of Truth: The Steelsinger recieves the benefit of a True Seeing or a Legend Lore spell (normal casting limits for Legend Lore apply)
    Discordant Shriek: The Steelsinger may cast fear as a supernatural ability.

    8th Level:
    Steel Hands IV: The Steelsinger may empower their weapon with any of the following effects: Brilliant energy, Vorpal, Dancing, or add 1 point of temporary Constitution damage on hit.
    Steel Whirlwind: The Steelsinger may recieve the benefit of the Whirlwind Attack feat, create the effect of a gust of wind spell, or, with the proper terrain, throw up a cloud of dust, dirt or sand. (Treat as a fog spell which dissipates in 1 round+ the Steelsinger's Wisdom modifier)
    Rising roar: The Steelsinger may produce the effect of a shout spell.
    Truthtwisting: The Steelsinger may twist the truth in their immediate vicinity, creating the effect of song of discord, or confusion centered on themselves. (They are not affected, but their allies are)

    Ultimate Truth of Battle//Music Ability List:

    Death's Touch: The Steelsinger must first hit the target with a melee attack. If successful, the target must make a fortitude saving throw (DC 15+ the Steelsinger's Wisdom modifier) or die. The attack must be declared before it is attempted.
    Steel Soul: The Steelsinger becomes immune to sneak attacks, critical hits, stunning attacks, and death from massive damage.
    Steel Mirror: The Steelsinger may gain the benefit of a spell turning effect.
    [color=green]Steel Resonance:[color] The Steelsinger can produce the effect of a sympathetic vibration spell.


    PLAYING A STEELSINGER
    Your life is a quest. Everything else is secondary. No matter what you do for a living, you are always mindful that it does not detract from your search for the truth that you know is out there, and with your skill and dedication, very few things can stand in your way.
    Combat: Steelsingers all have different styles, as they each manifest different abilities. Melee combat-oriented Steelsingers can become devastating whirlwinds of death, heavily armored greatsword-swingers, or nimble, agile fencers. Music-oriented Steelsingers tend to stand off and blast their opponent with a few choice mystical strikes before wading in and finishing the job with their swords.
    Advancement: Steelsingers have very diverse backgrounds. Many were fighters before they entered the class, but there are a great deal of bards that take levels in the class, and in fact, some Steelsingers multiclass to bard afterwards. There is truly no limit to what they can do with their lives.
    Resources: There are a few like-minded loose organizations of Steelsingers that share a common secondary goal, and they will sometimes provide aid to one that shares their ideals, and it is common for a newly initiated Steelsinger to become apprenticed to an older one, but other than that, there is nothing else that they can draw on. There are no Steelsinger guildhalls or companies.

    STEELSINGERS IN THE WORLD
    A quote of somebody else talking about your class!

    Steelsingers, as they attract a great diversity of people, are percieved in many different ways.
    Daily Life: A Steelsinger always seems to be on the move, constantly searching for battle or the source of a new ballad. Their dedication manifests itself in everything they do. They take good care of their weapons and instruments, and spend much of the day in meditation, practicing the sword, or simply singing a traveling song as they walk to keep their voice in shape. If they have hobbies, they usually only have a few and have an intense focus on them. A Steelsinger never does anything halfway. Some become legendary drinkers, others do sword tricks beyond compare, still others can carve stone with the best of the dwarves.
    Notables: There are three Steelsingers that are the most well known in the old tales. They are Brovan, the human soldier who founded the class, and his two apprentices: Baruk, a half-orc mercenary, and Juka, an elven bard. The tale of how Brovan discovered the truth that the Steelsingers seek after seeing a vision while he lay dying on a battlefield is a long one, and rarely told in its entirety. As for his apprentices, Baruk went on to found the Guardians of the Sword, while Juka recruited the first Disciples of the Song, described below. At first, the two orders were hostile, and eventually, the two founders met in an epic battle, slaying each other. Their students vowed never again to allow such hostility to exist between the two sects, and so far, they have kept that vow.
    Organizations: There are two notable sects within the Steelsinger community at large. The first, the Guardians of the Sword, believe that the truth they seek can only be achieved through honorable means, that battle should be non-lethal if possible, or otherwise defensive, and entered into only after careful consideration. They do still believe that battle should be the primary focus of the Steelsinger, however. They hunt down evil Steelsingers who disgrace the name by their deeds.

    The second is the Disciples of the Song, who believe that music should be the primary focus of a Steelsinger, and focus almost exclusively on that aspect of the class. They view battle, while representing the truth they strive after, as a terrible and bloody way of reaching it, to be avoided unless directly attacked. In this they are at odds with the Guardians, but the two sects have good, if distant relations. There are rumors of a secret third sect made up of evil Steelsingers dedicated to killing, viewing not only battle, but death as part of the truth, but these remain unconfirmed. As for other organizations, Steelsingers are often found as part of mercenary companies, professional armies, bardic troupes, and some evil Steelsingers find the ways of the assassin or the blackguard to their liking.

    NPC Reaction
    Steelsingers are usually viewed with a mixture of fear and wonder. People marvel at what they can do, but are afraid to be on the wrong end of their swords. It is true that the evil Steelsingers have given the class a bad name in places, but more than that, people are simply wary of anyone with a self-proclaimed all-consuming quest for truth that can use a sword. In time, though, they may come to accept a Steelsinger as a friend, or at least be on friendly terms with them.

    STEELSINGERS IN THE GAME
    The Steelsinger is an excellent improvement on the bard, and can give the fighter some magical talent if he needs it. They make a good sixth member to add to any group. They don't make good party leaders for the long term, as their search always comes to the forefront sooner or later, and can conflict with others' interests, but in the short term, they can provide discipline and drive.
    Adaptation: The Steelsingers can be inserted wholesale into a game for the most part, though if the DM wants, membership could be limited to only those of a certain region or race. They could also be made into a mystic order rather than simple wanderers if need be.
    Encounters: An encounter with a Steelsinger can be anything that is required. Need a random encounter? Done, an evil Steelsinger views the party as a challenge worth his time. Need a plot hook that involves music or a battle? Done, Steelsingers are drawn to both. With a little creativity, A Steelsinger can come into contact with the party in many ways.

    Sample Encounter
    Jerith wanders the lands in search of those that burned down her village and in search of the great truth that all Steelsingers seek, which she believes will be revealed in full when she catches up with them. Until then, she hires out her skills to those she deems worthy, and sometimes seeks to hone her skills on those who look capable, though rarely lethally unless she is attacked first.
    EL 12: Jerith could encounter the PCs in any number of ways, from hired mercenary that has been ordered to stop them to mysterious ally.


    Jerith the Solitary Sword
    Chaotic Neutral Female Elf Fighter5/Rogue3/Steelsinger5
    Init +4, Senses: Listen +9, Spot +10,
    Languages Common, Elven
    ------------------------------------------------
    AC 24, touch 20, flat-footed 14()
    hp 5d10 + 3d6 + 5d8 +12 (55 HP )
    Fort +9, Ref +5, Will +8
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +15 melee (1d8+7/19-20/x2, +3 longsword), +14 ranged (1d8+2/x3, +1 Might Composite Longbow)
    Base Atk +9, Grp +11
    Atk Options Full Atk: +15/+10 melee, +14/+9 ranged.
    Spells Prepared None
    Supernatural Abilities Pierce the Soul, Riddle of Steel 1/day
    -----------------------------------------------
    Abilities Str 15, Dex 18, Con 12, Int 10, Wis 14, Cha 12
    SQ Sneak Attack +2d6, Evasion, trapfinding, trap sense +1, Bardic Music, Second Sight
    Feats Quick Draw, Weapon Focus (longsword), Iron Will, Combat Focus**, Eyes in The Back of Your Head*, Weapon Specialization (longsword), Einhander**, Close-Quarter Fighting*, Combat Vigor**
    Skills +7 Balance, +7 Gather Information, +11 Intimidate, +8 Listen, +9 Perform(singing), +12 Sense Motive, +11 Sleight of Hand, +10 Spot, +14 Tumble (with ability modifiers added)
    Possessions +3 longsword, Armor of the Unending Hunt*, Winged Boots, Amulet of Natural Armor +3, Glove of Storing, Ring of Sustenence, +1 Mighty Composite Longbow (+2)

    Truth of Battle/Music Abilities:

    Steel Hands I
    Steel Whisper

    *Complete Warrior Feat or Item
    ** Player's Handbook II Feat or Item
    Lao Tzu
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    Nature never hurries, yet everything is accomplished.
    A good traveler has no fixed plans and is not intent upon arriving.

    Samurai, Anachronisms, and Swords
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    Builder of the:

    Jomei, Wandering Miner (Now an avatar thanks to Nevitan)

    Avatar: The Last Airbender fanfiction:
    Scorched Earth


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