Title: A couple of PrCs
Sethran - November 1, 2007 10:42 PM (GMT)
Shielding Master
The Shielding Master focuses on the primary defence of themselves and their allies. At early stages, they appear to be a buffed up green mage, though in later levels, they become more efficient- at a cost.
Requirements:
2 proctection spells. (Any sort fo spell that produces a shield, reflects a spell, etc.)
1 piece of armour
Skills: Armor, Knowledge (arcana)
Level Costs:
Level One: 120 gold
Level Two: 120 gold
Level Three: 140 gold
Level Four: 160 gold
Level Five: 160 gold
Level Six: 200 gold
Level One:
Your body's natural defence improves. this makes it harder for you to scar, bruise, etc.
Multi-Protection- You may cast physical protection spells upon a maximum of four targets without weakening the magical strength of each sheild.
Level Two:
Mystical Reflection:- This ability will allow you to bounce back a magic spell at your opponent. This ability cannot bounce Epic spells. Only usable 3 times per day.
Level Three:
At this stage, the Shielding Master is efficient at casting protective spells, and can even apply magic shielding to allies around him/her.
Brute Reflection:- Similar to the Mystical Reflection ability, except instead of bouncing magic, you can bounce a melee attack back at the opponent. Unfortunatly, ranged attacks cannot be bounced back to the opponent. It may only be used 3 times per day.
Level Four:
Physical Immunity- For a maximum of 15 seconds, you are immune to physical attacks. This can only be cast upon yourself, and while this spell is in effect, you cannot attack physically.
Minor Magic Immunity- For 15 seconds you are immune to most magic. Mind spells still can effect you. This may only be cast upon yourself, and while it is in effect, you may not cast any other magic.
(Note: these two skills canno tbe used together. Only one cna be used at a time.
Level Five:
Karma- This is the only attack skill for the Shielding master. For 2 minutes, you are slightly more prone to attacks. Your attacks will be less effective in this time. A restraint is put upon your opponent that disables teh use of instant killing moves, spells, and the like. After the 2 minutes has ended, you release an attack equal to twice the damage you recieved. (This attack can take any form you wish.) The attack is unblockable.
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(Feel free to comment, give suggestions, additions, and anything else. And yes, I know the Name Shielding Master is sorta cruddy..I'm willing to change it. Just give me a suggestion. Hope you enjoy!)
Vernon - November 2, 2007 12:28 AM (GMT)
I was hoping that the Shielding Master would be a bit more than just a simple mage as I see, but meh I'm not entirely sure I would have liked that much. If the necro lord gets approved I could actually use the general concept of the Shielding Master to make a protective and healing class that goes along the same basis of the necro lord and won't be completely available for all of the celestial infused.
Nevertheless, I'll remark on what I didn't like.
As far as requirements go Cloaks are not armor. Unless you have some magical protective cloak, but there aren't many of those floating about. Sheilds are protective armor that most simple can be used to protect yourself or another which was a very important concept back when swords, spears and sheilds were used (just watch 300). Helms, bracers, Plates/mails, and gauntlets are also Armor. Cloaks can be used in a defensive manner, but it is a tricky skill that few master. Skills should also be added to Requirments, currently this is angled towards more a mage class and would require only Knowledge Arcana, but if you wanted a peice of armor as a requirment then Armor obviously also has to be a requirment.
Magic Layer- Armor normal protects your from magical attacks, an orb of Ice striking your bare chest is gonna hurt a bit more than an orb of Ice strking your chest protected by Plate mail. Armor similarly helps prtect against other such projectile attacks. Aside from that there is also the Barrier Armor enchantment which would help protect against some other magical effects. In conlcusion this should be scratched paticularly since you aren't focused on one peice of armor.
Reflection- PrC abilites are not spells. Other than that it should probably just be magical and start off with a lower use/day like three. This abiltiy could be later expanded to also reflect physical force, though it would be rather inneffective with ranged weaponry.
Physical immunity and Greater magical immunity are simply just too powerful even if only one or the other were offered. It essentially makes the person a virtual god for 20 minute and is wholely unfair. Ultimately I think they should be scrapped. Even coming for a few seconds they seem too powerful.
Karma is useless. If you can't defend yourself in any way or attack for ten minutes then you will be dead before the time comes to use the ablity. All really takes is a few seconds to dispose of a helpless victim. (watch more horror flicks .:vampire:. XP) In conclusion you need to rework the mechanics, making oneself so helpless is rather useless, paticularly when it is before the attack.
I like the Idea of the Hunter class, but I dislike how it was done. I'll go ahead and get started on the Slayer Class I was wornking on which is simple a nastier name for hunter. My Slayer class actually can be taken several times because each time it is taken it reffers to only one Creature type. With that said I'll point thinks that erk me.
Requirment- Not only fighters are hunters, mages can be hunters. In D&D Rangers are the offical 'hunters' and while their magic is minimal the ranger class does have access to magic. Rangers are actually a fairly balance class in D&D, balanced between fighting, magic, and stealth. Track is also an obvious must have skill.
Maksman- Use weapon skills instead. I'm guessing in this case you were meaning only the marsmanship skill.
Detect beast- If it's not a 'magical' PrC you certianly have to give some sort of description as to how these beasts are detected. You don't just know where the creatures are you know how to find them and how to tell if they have been through the area. You also have to define the area covered.
Ellude Sense- Once again how is this done, what sense are avoided, can the sense you telepathically, can they sense you magically?
Hunter's Reflex- Not seeing this as being to good, namely because Hunters are more likely to sneak up and finish it all in one blow, leaving no need for other blows. Besides Reflex is only dealing with reactions, not 'actions' such as normal attacks.
Strengthen- I suggest removing. Hunters are more likely to take their enmies down with a skill full blow rather than try to overpower their prey. Must hunters use projectiles (*Imagines a hunter tring to catch huntes with broadsword*) or projectile magic and well stealth.
Deathblow- In two minutes your prey would have either left or if in battle you'd likely be dead if the prey didn't run away. Battles progess in seconds and alot can happen in one minute alone. You also have to take consideration to what you are charging your weapon with. Is it general magical enegy? Is it Holy energy? Is it the almighty force of nature? Is it the force of your Devotion? This skill should probably also be used against favored enemies.
Humanoids-Please tell me what humaniods you know of that aren't races. Aside from that the list is a bit incomplete, but meh I'll fix it when I make My Slayer class.
Sethran - November 2, 2007 02:00 AM (GMT)
OK..did some editing with the Sheilding Master, and scrapped the Hunter class for now...
And for the record, Humanoids usually are some sort of beast that have a shape resemblign that of a human. Alongside that, they usually don't fit in another category...for instance, a golem, troll, or an orc could be considered humanoid.
Vernon - November 2, 2007 02:49 AM (GMT)
The Class doesn't truly have much to offer and I consider condesing to five levels. Other six level classes have a lot of little changes through their levels like infusement.
Brute Reflection- Ranged attacks aren't too fast, it's just not feasible to have them deflected directly back to where they came from. They are more likely to be deflected along another path. Melee attackers are holding their weapon and can easily have their force turned against them by such an effect.
Karma- I said you should change the mechanics of the ability and by that I didn't mean just the time. You need to alter the whole way it works. I said before, fights are measured in seconds. If you are helpless for any lony duration, there's not much stoping one from lopping your head off, cutting your throat, and so forth.
Humanionds- golems and animated objects are constructs, and Trolls/goblins/orcs are actual races.
Sethran - November 2, 2007 02:59 AM (GMT)