PRCs for the DM Team's Consideration
Apr 9, 2014 4:46:21 GMT
Post by quietwolf on Apr 9, 2014 4:46:21 GMT
dndtools.eu/classes/master-of-radiance/
Master of Radiance. Should probably be limited to Suriel, Mirthas, and SoN clerics/druids, lore wise. Though technically paladins can take it too.
And a warrior PRC that involves companionship with a beast, and learning from it's attack style. Needs polishing, but seems workable.
BEASTMASTER
Requirements:
BAB: +3
Alignment: Any Neutral
Skills: Know Nature 5, Handle Animal 6, Survival 4
Feats: Skill Focus [Handle Animal]
HD: d8
BAB: Fighter
SAVES: Fort, Reflex
SKILLS[4 + Int]/Level: Balance [Dex], Climb [Str], Escape Artist [Dex], Handle Animal [Cha], Heal [Wis], Hide [Dex], Intimidate [Cha], Jump [STR], Know Nature [Int], Listen [Wis], Move Silently [Dex], Ride [Dex], Search [Int], Spot [Wis], Survival [Wis], Swim [Str]
1.Wild Empathy, Animal Companion, Totem Ability
2. Alertness
3. Totem Ability
4. Low Light Vision
5. Totem Ability
Wild Empathy [Ex]
As per the druid ability. The character adds their class level plus their charisma modifier to this. If they already have wild empathy from another class, it stacks.
Animal Companion [Ex]
As per the Druid ability. The beastmaster's class level +3 is used as their effective druid level, unless they have another class that grants the animal companion ability. If they do, the classes stack to determine maximum effective druid level, and the +3 bonus also applies.
Totem Ability [Ex]
Beastmasters gain additional abilites based on what animal they choose. These abilities are
learned from their companions. Thus your totem powers must match your chosen animal
companion. The abilities below are samples. More totems can be created if the PRC is
approved.
Alertness
The beastmaster leans to sharpen their senses till they become as keen as that of their
companion animal.
Low Light Vision
The beastmaster gains the ability to see in low light, like animals, and can see twice as far as a
normal human in these conditions.
TOTEM ABILITIES
Ape Totem
Ability 1: +2 to hit with Thrown Weapons
Ability 2: Taunt [As per setting feat.]
Ability 3: Climb Speed [½ base land speed]
Bear Totem
Ability 1: Improved Unarmed Strike [As per the Feat]
Ability 2: Improved Grab [As per monster ability.]
Ability 3: Maul [1d8 +Strx1.5 with every successful grapple]
Boar Totem
Ability 1: Rage 1/day [As per Barbarian Ability]
Ability 2: Die Hard [As Per Feat]
Ability 3: Mad Foam Rager [As per Feat.]
Elk Totem
Ability 1: Bull Rush [As per feat.]
Ability 2: Improved Grapple [As per feat.]
Ability 3: Versatile Unarmed Strike [Unarmed strikes deal piercing, slashing, or bludgeoning damage.]
Eagle Totem
Ability 1: Skill Focus: Spot [As per Feat]
Ability 2: Improved Innitiative [As per Feat]
Ability 3: Jump Attack [As per complete warrior feat.]
Horse Totem
Ability 1: Run [Feat]
Ability 2: Fast Movement [+10 ft to Base Movement]
Ability 3: Improved Overrun [Feat]
Wildcat Totem
Ability 1: Stealthy [As per Feat]
Ability 2: Two Weapon Pounce [As per Complete Warrior Feat]
Ability 3: Two Weapon Rake [As per Complete Warrior Feat]
Wolf Totem
Ability 1: Improved Aid Another [Aid another bonuses are doubled.]
Ability 2: Trip [All attacks that hit trigger a trip check. The Beastmaster gains no bonus to this, but suffers no AoO in the attempt.]
Ability 3: Improved Flanking [As long as someone else is attacking his target, the beastmaster is considered flanking, even if they are not directly opposite him.]
Master of Radiance. Should probably be limited to Suriel, Mirthas, and SoN clerics/druids, lore wise. Though technically paladins can take it too.
And a warrior PRC that involves companionship with a beast, and learning from it's attack style. Needs polishing, but seems workable.
BEASTMASTER
Requirements:
BAB: +3
Alignment: Any Neutral
Skills: Know Nature 5, Handle Animal 6, Survival 4
Feats: Skill Focus [Handle Animal]
HD: d8
BAB: Fighter
SAVES: Fort, Reflex
SKILLS[4 + Int]/Level: Balance [Dex], Climb [Str], Escape Artist [Dex], Handle Animal [Cha], Heal [Wis], Hide [Dex], Intimidate [Cha], Jump [STR], Know Nature [Int], Listen [Wis], Move Silently [Dex], Ride [Dex], Search [Int], Spot [Wis], Survival [Wis], Swim [Str]
1.Wild Empathy, Animal Companion, Totem Ability
2. Alertness
3. Totem Ability
4. Low Light Vision
5. Totem Ability
Wild Empathy [Ex]
As per the druid ability. The character adds their class level plus their charisma modifier to this. If they already have wild empathy from another class, it stacks.
Animal Companion [Ex]
As per the Druid ability. The beastmaster's class level +3 is used as their effective druid level, unless they have another class that grants the animal companion ability. If they do, the classes stack to determine maximum effective druid level, and the +3 bonus also applies.
Totem Ability [Ex]
Beastmasters gain additional abilites based on what animal they choose. These abilities are
learned from their companions. Thus your totem powers must match your chosen animal
companion. The abilities below are samples. More totems can be created if the PRC is
approved.
Alertness
The beastmaster leans to sharpen their senses till they become as keen as that of their
companion animal.
Low Light Vision
The beastmaster gains the ability to see in low light, like animals, and can see twice as far as a
normal human in these conditions.
TOTEM ABILITIES
Ape Totem
Ability 1: +2 to hit with Thrown Weapons
Ability 2: Taunt [As per setting feat.]
Ability 3: Climb Speed [½ base land speed]
Bear Totem
Ability 1: Improved Unarmed Strike [As per the Feat]
Ability 2: Improved Grab [As per monster ability.]
Ability 3: Maul [1d8 +Strx1.5 with every successful grapple]
Boar Totem
Ability 1: Rage 1/day [As per Barbarian Ability]
Ability 2: Die Hard [As Per Feat]
Ability 3: Mad Foam Rager [As per Feat.]
Elk Totem
Ability 1: Bull Rush [As per feat.]
Ability 2: Improved Grapple [As per feat.]
Ability 3: Versatile Unarmed Strike [Unarmed strikes deal piercing, slashing, or bludgeoning damage.]
Eagle Totem
Ability 1: Skill Focus: Spot [As per Feat]
Ability 2: Improved Innitiative [As per Feat]
Ability 3: Jump Attack [As per complete warrior feat.]
Horse Totem
Ability 1: Run [Feat]
Ability 2: Fast Movement [+10 ft to Base Movement]
Ability 3: Improved Overrun [Feat]
Wildcat Totem
Ability 1: Stealthy [As per Feat]
Ability 2: Two Weapon Pounce [As per Complete Warrior Feat]
Ability 3: Two Weapon Rake [As per Complete Warrior Feat]
Wolf Totem
Ability 1: Improved Aid Another [Aid another bonuses are doubled.]
Ability 2: Trip [All attacks that hit trigger a trip check. The Beastmaster gains no bonus to this, but suffers no AoO in the attempt.]
Ability 3: Improved Flanking [As long as someone else is attacking his target, the beastmaster is considered flanking, even if they are not directly opposite him.]