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Title: A few PrCs
Description: Comments welcome


Master Ace - September 18, 2007 03:10 AM (GMT)
Here are my three PrC ideas. Sure I have my own misc suggestion elsewhere waiting approval or disapproval, but PrCs are quite large and deserved there own space. Currently I have the Solar Seeker which is a good counter to the Shadow Dancer Class.

Update: Added Pure Soul which will hopefully make it's appearance soon. Also added My revamped old Stone Fist Class which was meant to counter the windbow.

I do hope you enjoy. ^_^
(I am going to edit this periodically with new PrCs.)



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Solar Seeker

It is said that the first Solar Seeker was a sun elf that could see for miles and hear the grass grow. While Solar Seekers in the present time are not so strong, Sun elves still adamantly believe this. Solar Seekers are masters of perception. They use the power of light to empower their senses in a similar fashion to the way a Shadow Dancer uses the power of shadow to hide themselves. Solar Seeker rarely attempt to make use of deceitful means or stealth.


Requirements:

You can not have any levels in the Shadow Dancer PrC

Skills:
Search (Adept)
Listen (Novice)

Training Costs:
Level One: 150 Gold
Level Two: 150 Gold
Level Three: 250 Gold
Level Four: 250 Gold
Level Five: 300 Gold

Level One - The Solar Seeker's first supernatural skill is having the ability to surround themselves in an aura of light 10 ft around them. This light pierces through shadows and can even dispel the spell the Cloak of shadows, but can not affect other forms of magical or supernatural darkness. The light is dim and can not harm those sensitive to light nor can it blind people.

Level Two – The Solar Seeker’s eyes glow eternally with a soft light and the Solar Seeker gains heightened senses. They can hear farther and better, smells are more distinctive, and they gain visual clarity that bests their race by far with colors being brighter and small details being easier to spot. Additionally your eyes can not be blinded by light.

Level Three - At this level, the Solar Seeker’s aura strengthens, extending to 30 ft. It pierces through even magical darkness and dispels visual illusions.

Level Four – The Solar seeker’s eyes gains the ability to detect illusions that that they see or hear. They can see through them as if a detect illusions spell was cast. You can also see darkness, both magical and mundane, as if it were in broad daylight. You can still tell the difference between light and dark areas. You can spot a hiding Shadow Dancer, but only if you have a higher level, otherwise you can only sense there is a presence lurking in the darkness.

Level Five - Now the Solar Seeker can actually teleport using the power of light. They do not need to see the place they are teleporting to, the place only must be illuminated by the same light source as the place they are presently in, though moonlight and starlight are not strong enough.


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Pure Soul

Pure Souls are masters of healing and protective magic. Some seek the destruction of undead, while most are more concerned with helping others.


Requirements:
• Must have the following skills: Knowledge: Arcana at Adpet level or higher and Heal at Journeyman level or higher.
• Must be able to cast two Life Spells
• Race: To get to level Four and above you must not previously have been undead
• Prestige class: You can not have any levels in Necro Lord and to get to Level Four and above you can not be infused (Celestial or Demonic)

Training Costs:
Level One: 150 Gold
Level Two: 200 Gold
Level Three: 200 Gold
Level Four: 300 Gold
Level Five: 350 Gold
Level Six: 400 Gold




Level One:

Gentle Repose- You may touch a corpse and protect it wit positive energy. The corpse doesn’t decay and is immune to necromancy spells and abilities.

Consecrate- You can make circle out of some sort of material, often salt and empower it with positive energy when it is complete. It can’t have more than a fifteen foot radius. Unintelligent undead can not enter the circle, but can exit if it was made around them. Undead within the circle are weakened as well as necromancy. Life spells are empowered within the circle. The effect ends when the circle is disrupted. The circle can not be disrupted until after a minute after being created and undead beings can disrupt the circle, but find doing so a difficult test of their will power.

Level Two:

Aura Sight: You gain a divine sight, which you can switch out for your normal sight and vice versa at any time, similar to heat vision only instead of seeing traces of heat you see traces of positive energy (present in living things and holy/healing spells) and negative energy (present in undead and necromancy spells). Dying creatures have a dimly lit aura, but healthy creatures have a bright and vibrant aura.

Aura of life: You are surrounded by an aura of positive energy that causes spell, abilities, and undead to detect you as living even if you are undead. You aren’t otherwise affected by spells targeting living creatures unless you are one. Living creatures within 20 ft of you are also strengthened, though this effect counters and is countered by Unholy aura.

Level Three:

Turn Undead- You can gain the ability to repel undead creatures within 30 feet by creating a pulse of positive energy. The undead are not harmed by this effect in the process. Intelligent undead can resist the effect and undead controlled by Necro Lords can also resist the effect though the movement of those resisting this power are slowed.

Life Bond- You gain a special bond with your familiars. If they are within 30 feet you may have attacks aimed at you damage your familiar instead or attacks aimed at your familiar harm you instead. You may also draw upon your own life force to heal your pets and if they are within range they may do the same for you. You are also are aware when one of your familiars is harmed and by how much.

Ward of Karma- Once per day you may subject a touched target with a powerful ward. Whenever the target attacks or casts a spell, he damages and targets himself at the time equally. Whenever the target is damaged or affected by magical spells, the attacker or caster is also damaged and affected by the attack or spell equally.

Level Four:

The Pure Soul transcends beyond life and purifies his soul to become a Deathless being. Deathless beings are rare beings of spiritual life. They have a many similarities to undead, yet are powered by positive energy and are treated like living beings rather than being powered by negative energy like undead beings. You must choose whether to become a Saint, a Spirit, or a Warder. Those interested in becoming Saints must be Lawful good. All three Deathless are immune to non-magical poisons.

Spirits: Spirits beings of elemental power and life. They appear occasionally in myths and legends, but are sometimes mistakes for ghosts and elementals. Spirits appear as they did before they became deathless. They however, give up a truly material form for their immortality and arcane power. Their immaterial form allows them to float around devoid of gravity. Spirits can not hold material objects, with the exception of Blessed/cursed items or items enchanted with ghost touch. Spirits can die, but reform later. Necromacny spells are the only ways to truly vanquish a Spirit, though its immaterial form can be hurt by spells and blessed weapons also well as weapons enchanted with Ghost touch. Spirits must also choose a type of element to specialize in. They may choose Fire, Water, Earth, Wind or Holy. Those seeking to become Holy spirits must be good in alignment. They gain a weakness to their opposing energy Ice, Fire, Electricity, Acid, and Darkness respectively as well a weakness to Necromancy spells.

Saints: Saints are paragons of good and justice rewarded for their deeds with holy powers and a higher state of being. They appear unchanged, but have heightened powers that aid in seeking out evil and delivering justice. Saints sense evil within 30 feet. They have the ability to unerringly detect the alignment of a creature they can see up to 10 feet away. If a saint is killed, he comes back to life fully restored a day later. Few are knowledgably in the ways of truly destroying a saint.

Stigmatic Warden: Stigmatic Wardens are protective defenders of life who take on a curse in order to aid them in protecting others. They appear unchanged until seen in the light of the moon. In the moonlight they appear to have all the scars and wounds that they healed and prevented others from having. Most often this leaves the Stigmatic Wardens looking like walking skeletons. The light of a full moon also weakens them, but is otherwise harmless. It is believed that dismembering Stigmatic wardens with cursed weapons in the light of a full moon is the only way to prevent them from later returning to life. Stigmatic Wardens are resistant to cold and heat.

Level Five:

Exorcism- Once per day you can focus holy energy to empower your Aura of life. For up to a minute your aura extends to 50 feet, but you must maintain concentration and avoid making attacks. Undead and evil beings with malignant intent within 50 feet experience searing pain and forced to try and exit the aura. Weaker undead are destroyed. Those with strong will can resist the effects, but find it difficult to do so. Necromancy spells cast within the aura are countered and dispelled.

Spirit:
All your life spells and spells of your specialization become stronger.
Elemental Materialization- You can materialize and dematerialize freely as well as travel through the ethereal plane with similar ease. You can be hurt normally when materialize, but can still float. You can not partially materialize or dematerialize. Your Materialized form however is different and shows off your element or may be composed mostly of your element. Spirits of fire have a damaging aura of fire and become immune to fire. Spirits often have a damaging aura of ice in addition to a watery appearance and become immune to ice as well as able to breathe underwater. Spirits of earth often have a hard spiked earthen body, a body of thorny plants and gain immunity to poisons and acids. Spirits of wind often appear wispy or cloud like and have an aura of electricity. Holy spirits have an aura of divine light that damages evil beings. All damaging auras have the same range as the aura of life and can be made harmless to prevent the harming of friends.


Saint:
You become physically stronger and more resistant to attacks from unenchanted weapons.

Holy Touch- You can empower your spells and attacks with holy energy and a divine light causing them to be more effective against undead, evil, and chaotic. Those that are

Stigmatic Warden:
You become swifter and your life spells become more powerful.

Ward of Innocence- You can render yourself or a visible willing target immune to all damage and effects to long as the target makes no offensive action. The ward also prevents the target from taking offensive action for at least two posts in a fight. The ward ends when the target attempts to attack or harm someone even if it is with the intention of helping another. The Stigmatic Warden may only use one ward at a time and may only have one target at a time.

Level Six:

Spirit:

Elemental Rebirth- Once per day when you die you may call upon element power to restore you to life rather than slowly reforming. Energy similar to your damaging aura erupts up to 30 feet outward as you are restored to health. Spirits of earth may have spires of earth jut out from the earth beneath them or a large plant spontaneously grow beneath them entangling foes with vines or damaging them with piercing branches. When ever you return a creature from death you may revive them in this manner. When ever you heal a creature beside yourself you may have elemental energy extend 5 feet outward without harming the target.

Elemental Vibes- You sense all magic of your specialization used within 30 ft and can engage the caster in a contest of magical energy in order to gain control of a spell, absorb the spell’s energy and prevent it’s casting, or cause it to back fire on the caster.

Saint:

Purifying Radiance- In the place of Exorcism, Twice per day you can focus holy energy to empower your Aura of life. For up to a minute your aura extends to 50 feet, but you must maintain concentration and avoid making attacks. Demons, undead, evil beings with malignant intent, and creatures from planes of darkness within 50 feet experience searing pain and forced to try and exit the aura. Weaker demons and other dark outsiders are banished to the abyss or their home plane, and weaker undead are destroyed. Those with strong will can resist the effects, but find it difficult to do so. Dark and necromancy spells cast within the aura are countered and dispelled.

Wages of Sin- Once per two minutes you may turn the devious thoughts of creatures within 30 feet of you against them. Only evil creatures and chaotic creatures are affected. Evil creatures begin to suspect other evil doers and even friends of trying to commit sinister attacks upon them. The suspicion quickly blooms to the point where the being thinks its allies no longer need him and intend to destroy him at any moment. Evil creatures are compelled to attack their evil friends with a higher priority than other creatures nearby. Most pets are considered neutral in alignment. Chaotic creatures begin to suspect other chaotic beings and their friends of trying to double cross them. They feel compelled to help the saint bring retribution upon his friends, though not necessarily by attacking. Chaotic evil beings experience both effects. The effect lasts for a minute, though it is possible its effects might linger longer.

Stigmatic Warden:

Mystic Veil- You may empower your aura of life with arcane energy and use it also as a large magical shield against magical and supernatural effects. Damage and healing aren’t prevented but all other lingering magical effects are dispelled and countered. Summoned creatures are banished back to where they came from when the aura touches them.

Aura of Warding- Attacks and negative effects within your aura or lessened, even those of your allies. Your attacks and abilities are unaffected. The aura negates abilities and spells that instantly kill living creatures, even if those attacks are made by you. Attacks are also made guided away from vital organs, lessening bleeding and lowering the severity of attacks that might otherwise prove fatal.


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The Stone Fist



Stone Fists are in tune with the earth and the art of unarmed combat. They prefer to make use of their fists which can be far more deadly than most weapons. Drawing power from the spirits of earth they have fused their own martial art form with the hardy power of the earth.





Requirements:
  • Element: Element must be Earth
  • Skills: Brawl (Novice), Unarmed Fighting (Adept)
  • Feat: Endurance
Training Costs:
  • Level One: 200
  • Level Two: 150
  • Level Three: 200
  • Level Four: 200
  • Level Five: 200
  • Level Six: 200



Abilities by Level

Level One:
Earth Dependency:
All of a Stone Fist's abilities can only be used when he is in contact with the ground.

Sandstorm Flurry: The Stone Fist can deliver a swift series of punches and kicks with blinding speed around you. Evading the attack is difficult. The blows really sting, but are much weaker than normal punches and attacks. The attack can only be maintained for a few seconds, though that is plenty enough time to hurt your foes more than if you had given a few simple punches and kicks. This ability can be used three times per day.





Level Two:
Pulse of the Earth:
Twice per day a Stone Fist can strike the ground so hard that ground around him shakes. Those within 20 feet on the ground are often knocked off balance.




Level Three:
Tremor Sense:
A Stone Fist may sense disturbances on the earth surface within 20 feet, to gain a strange way of seeing without sight. Using this ability you can fight enemies without seeing or hearing them. You can tell how they are attacking by noticing the shifting of their weight. It’s near impossible to tell if creatures are casting magic or using ranged weapons from this ability alone.




Level Four:
Stone Skin:
Stonfist's skin gets tougher. It is harder to break the skin, but the skin still seems as soft as it once was. Metal weapons, particularly blades, are notably less effective against you.


Improved Pulse of the Earth: The Stone Fist’s Pulse of the earth ability strengthens, knocking most off of their feet with the initial shockwave and then and after shock continues to ripple from where the ground was struck for bout half a minute, making it difficult maintain balance and harder to perform basic actions.



Level Five:
Earth Stride:
The Stone Fist may pass through ground as if it were water and still retain the ability to stand on solid ground when desired.


Earthly Weight: The Stone Fist doubles in weight but neither feels a difference nor is slowed by the extra weight. It is harder for the Stone Fist to be knocked down or picked up off of the ground. The Stone fist also learns how to use their weight to their advantage and increase the force behind their attacks.




Level Six:
Brilliant Fist:
Stone Fist's hands can pass through items made of minerals or metal such as metal weapons and metal armor. (Goes through chain mail, but not Dragon hide or wood)

DeathBlow: Twice per day a Stone Fist may strike an opponent with a Deathblow using pressure points. This deadly strike can kill, paralyze the victim for thirty seconds, or disable a limb for an hour or until healed. The Stone Fist chooses which of the three effects to go for. This can only be used against humanoid creatures.


Stay tuned for the reworking of the Elemental infused and redo of the summoner which adds slightly more variety

Lánilmathién - September 22, 2007 06:08 AM (GMT)
[[Hope I am allowed to post for ideas like this? Never did it before. XD]]

I kinda like all three, but...

Resiliant Knight reminds me of a Paladin/Shadow Paladin, especially when you say they can devout themselves to a God...Just my only real big observation 'bout it. I kinda like it. ^^

I LOVE the Necro Lord, even though I can't get it... XD

I like the Animal Charmer, too, but I think that most people are going to choose the Summoner over this class, and it'll be overlooked majorly. Kind of like the decision between the Arcane Archer and the Windbow...

If that makes any sense ^^:

Master Ace - September 22, 2007 03:51 PM (GMT)
Don't worry. It's okay ^_^

The Resilient knight is quite designed with that in mind, and I'm glad that it's visible to others.

You actually could take the first three levels of the Necro Lord. I added the requirment for the last three because it would simply too much to be a level six Necrolord and Level six infused, because it actaully alters one's soul on the fourth level, and because I have no intention of balancing the class as of yet.

Animal Chamrer is mostly a huge overhaul of the Snake charmer class made by Laoura and meant to give more variety. The class differes from the summoner class not like Windbow vs. Arcane Archer, but more so Windbow Vs. Storm Kindler. Animal charmer is for the most part non-magical with completely different prequistes and offers bonds with animals, pets, and animalistic changes. The summoner class is purely magical and simply adds a bunch of summons and only a few of the summons are indeed animals.

Thanks for your thoughts. ^_^

Aether Draka - October 28, 2007 05:53 AM (GMT)
I like the first two ideas (as I haven't finished the others yet), but there seems to be a typo in the Necro Lord, first level you have 'Undead servants' hanging out on the end of the discription of the Undead Servants! The Vampire Lords' discription also reads odd and may need some editing... also, how is Malignant Aura really different then the spell Fear?

Gregory Faust - October 28, 2007 06:33 AM (GMT)
I do so like the Idea for the Beast Charmers, as I found that Snakecharmer was a bit.. Odd, considerring how little snakes are even alluded to in the site in general.

The resilient knights seems okay aswell, though as It's followings are optonal it makes it a bit excessive with Lux Lucis Censura and Rothy's Holy order. Perhaps if it were more angled towards a dark cause, or a neutral cause then it would serve better and be less, excessive.

I do so like the berserker class, and think it's about time we stop getting those limp-wristed sword-dancing vampirs in here and start getting some over-sized steroid monster fist-fighters!~

And the Necromancer PrC I do enjoy sooo much! Nasya would simply hate it~! Muahaa!

Rothardan - October 28, 2007 08:34 AM (GMT)
I like all four of the ideas, they're perfect. Personally, I'd just go ahead and copy + paste them into new topics now since they don't need editing at all in my opinion.

Master Ace - October 28, 2007 02:04 PM (GMT)
O.o must of got there when I edited undead Servants to be more like the summoner class. Anywho that part is Fixed.

I'll also straighten up Vampire lord's description, though I could only guess at what part of it read strangely.

Malignant Aura is supposed to be simmilar to Cause Fear, but a permanent effect. I edited both abilities slightly to clarify better, and fix the gap between the phantom abilites and the other two.

Gregory: Resilient knight is available to some of those that will join Lux Lucis Censura, but not all of LLC will have to be Lawfull good. Resilient Knight has the alignment requirment of only being Lawful. This means that while paladins may enjoy this class in aiding their cause, simmilarly so can the lawful forces of Evil that dedicate their self to a cause. Resilient knight in truth is not angled towards any cause, but allows the player to choose which cause they pledge fealty to and hold as their code of conduct.

Ornell - October 30, 2007 11:01 PM (GMT)
QUOTE
Vampire Lords: Vampire Lords while undead, look very much alive, though their skin is paler than normal. Vampire Lords maintain their immortality and heal themselves by feeding on blood. Like most undead they lack the ability to make their own Blood, but blood still supports most of the Vampire Lord's normal functions. Blood is also what fuels a Vampire Lord’s rapid regeneration. While they require no sustenance aside from blood, they also can a terrible weakness. Vampire Lords gain the Flaw Deadly Bane (Sun) and will be rapidly destroyed when exposed to direct sunlight. Wooden stakes also have the ability to destroy a Vampire Lord if driven through the heart. Any other methods of destroying the Vampire Lord fail and the Vampire Lord regenerates swiftly over the next 24 hours. Vampire Lords also gain all the abilities of the cloak of Bat kind as natural abilities.


I think it's supposed to be either "this can be a terrible weakness" or "they also have a terrible weakness", I'm not sure exactly what it should say.

Master Ace - October 30, 2007 11:11 PM (GMT)
Fixed. >.< Can't beleive I missed that.

Ornell - October 30, 2007 11:41 PM (GMT)
I really like the Raging Berserker! ^_^ *is going to post it somewhere the other admins will notice it to see if it can be posted*

The Animal Charmer (Beast Charmer) is rather hard to understand and the "Other Animal Charmer" stuff not only seems rather weak, but I think should be moved to the top of the list and called something more like "General Animal Charmer" or just "Animal Charmer" as at first I thought that it was an additional ability, but there were abilities everyone gets at the top.

I also think the second part of the class, the Beast Charmer etc. should be a different PrC that requires the stuff above it like the Snake Charmer and Snakewalker do.


Edit: I don't want to bombard them with all four, so I've kidnapped Raging Berserker first to get opinions.

Master Ace - October 31, 2007 12:26 AM (GMT)
Hmm... General Animal Charmer does sound better

I'll redo the general Animal charmer abilites a bit. I was just trying to make them a little more focused in animal charming rather than animal transformation, and propbably paid more attention to all of the secrets.

No matter which way you look at it Beast Charmer, Snakewalker, etc are all additonal purchases. You don't really gain any levels. I merely did that way because I thought it would make more sense to have the additional purchases in a second post much like the beastiary for the Summoner Class. It of course wouldn't be of to much concern to anyone not concerned with the Animal charmer/Snake Charmer Class, seeing as you have to be a master Animal Charmer/snake Charmer to get any Beast Charmer/Snakewalker. Ultimatelty it's structured so that once the descion is made it can be posted either way.

And I don't mind. I understand that the four of these stacked together is very intimidating. I think I went over half of the character limit per post O.o .

Edit: I Added a bit more to the Animal Charmer evening out the playing feild. They still don't get any physical changes still they get to additional purchases I think makes it a good bit nicer. I also updated skills for that that class alone, to fill the gap that was there. I'll propably fix the rest later.

Alis Sprick - September 7, 2008 04:45 AM (GMT)
I would like to voice my opinion.

Well, I like the Necro Lord PrC, because it will benefit Alis in some way, and also for those more interested in necromancy. And also, seeing that almost half the population on Imythess either have Pit Fiends and Kytons, it can get a little boring seeing everyone with a Demonic Infused. I think it would give others a chance to be a bit more creative than seeing everyone with Pit Fiend and such. It just seems like people have this idea that a Demonic Infused makes them more evil while having one, and that you arent that evil without it.




Bastian - September 7, 2008 02:08 PM (GMT)
I aggree with Alis. Nercro lord looks great and interesting. Most of the vilains are demons infused, and this would be a nice way to put this up. And not necessaliy all ncro lord could be evil also, just...different XD




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