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Campaign adapted PrC

abri

Mad Scientist
After 3 months in my second 3E campaign, it seems my players are going to qualify for PrC soon. But this world is quite different, so I decided to modify all PrC and create a bunch of new one (especially since I removed so many).
I need some comments on them though, as I'm worried about the power of certain classes. For the background:
1) War is an important force and a living entity (and they had war for a 1000 years).
2)The world is primitive, around dark ages.
3) a lot of races are extinct or almost.
So here comes the first:
Elven master of the bow (ancient):
Old elves like to tell to the children the tales of the grand elven warriors from ancient times. A popular tale among these is the tale of the masters of the bow: an ancient order of elven knights that fought with stealth and bow instead of raw strength. Little is known of what they were truly capable of though, but an elf that would exhibit these abilities know would be able to become a great leader.
Pre-requisite:
Elf, Luan or half-elf.
BAB +7
Move silently 6 ranks; hide 6 ranks, wilderness lore 6 ranks.
Point blank shot, forest archer, precise shot, weapon focus (any bow), long shot, rapid fire, improved critical (any bow).
Stats:
BAB: fighter
Hd: d8
Save: reflexes good

L1: running shots.
L2: deadly arrow (+2d6).
L3: blend with the trees.
L4: deadly arrow (+3d6).
L5: vengeful arrow.

· Running shots (ex): can walk or run, and use a full attack with a bow (but –4 if running).
· Deadly arrow (ex): like sneak attack but only with a bow AND range limit is 3 increments.
· Blend with the trees (ex): in forest, as long as not attacking he is invisible. After having attacked it takes a move equivalent action to become invisible again (and can’t attack for 1 round).
· Vengeful arrow (su): in forests, the crit multiplier of the bow becomes x4.

Please comment, this class seems maybe too specialized (archer in forests).
 

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abri

Mad Scientist
This one especially looks powerful, but is very hard to get into.
For info, might of the cause is a house feat, equivalent to divine might, but 1/day and doesn't use turn.

Mage-knight (ancient): This is an example of the ancient prestige classes, most are only legends and need to find ancient texts and/or ghosts to learn. This is the most famous one and still no one knows how to train into this prestige class.
It is rumored that during the age of light, some powerful warrior-mages were able to transcend all known limits of magic or combat. Their abilities were greatly exaggerated, but still historians agree that they were able to summon powerful armor; out of nowhere and that their weapons had all kind of unusual abilities. These abilities have been duplicated only a few times through history. But all those who have had one thing in common, they all held the common cause of countries in their heart. One of those founded the Elven fighter mage, which is a weaker variant of this ancient art.
Pre-requisite:
Combat casting, proficiency (any martial weapon), shield proficiency, spell penetration, quicken spell, might of the cause. Concentration 13 ranks. Cast arcane L4 spells
Features:
HD: d8
BAB: as cleric
Save: will good

L1: Knight’s arcane armor, Shield ignorance, +1 spellcasting level.
L2: Sword of the knight, +1 spellcasting level.
L3: +1 spellcasting level.
L4: Armor of the knight, +1 spellcasting level.
L5: +1 spellcasting level.
L6: Arcane mount, +1 spellcasting level.
L7: +1 spellcasting level.
L8: Blast of the mage, +1 spellcasting level.
L9: +1 spellcasting level.
L10: Inspire, +1 spellcasting level.

· Knight’s arcane armor: add as an armor bonus, the level of the highest spell level you can cast (constant effect).
· Shield ignorance: ignore arcane spell failure of a shield.
· Sword of the knight: sacrifice a spell as a free action (but once a round only), to give to your sword one enchantment effect equal to the level of the spell (but the spell must have something to do with the effect), for 1+ Int or Cha mod rounds. Example: you use a finger of death (L7) to give the vorpal ability (+5) to your sword, as well as +2 enhancement bonus.
Example 2: You use a burning hand (L1), to give the flaming ability (+1)
· Armor of the knight: As sword of the knight, but work on the arcane armor.
· Arcane mount: as a paladin call mount of total character level.
· Blast of the mage: cast lesser orb (choose one energy) as a spell like ability at will.
· Inspire: when he uses his might of the cause ability, all allies in 60ft radius get the bonus.
 

abri

Mad Scientist
And a third one:

Elven arcane fighter (master): The elves might have lost most of their civilization, but they have kept one of their ancient arts of war. They still practice the art of mixing sorcery with swordplay, able to achieve amazing effects, becoming faster or stronger than their adversary, as the need might be.

Pre-requisite:
Elf, Luan or half-elf, concentration 8 ranks, tumble 4 ranks, Able to cast L2 arcane spells, Proficiency with longsword, weapon focus (long sword), Combat casting, expertise, dodge. BAB +4
Features:
Hd: d8
BAB: fighter.
Save: good reflexes

L1: Arcane defense, +1 spellcaster level.
L2: Fighting boost.
L3: +1 spellcaster level.
L4: Arcane Armor.
L5: +1 spellcaster level.
L6: Arcane swordplay
L7: +1 spellcaster level.
L8: Spontaneous shield.
L9: +1 spellcaster level.
L10: Speed of Elves.

· Arcane defense: add your arcane spellcasting ability (Cha for sorcere, Int for Bard) to your AC (dodge bonus).
· Fighting boost: as a free action, sacrifice a spell to boost your stats by 2*spell Lv, distribute, as you wish. Last 1+Int or Cha mod.
· Arcane armor: add as an armor bonus, the level of the highest spell level you can cast (constant effect).
· Arcane swordplay: sacrifice a spell as a free action, to improve you BAB by the spell level, last Int or Cha mod round.
· Spontaneous shield: when you’re hit in HtH, you can sacrifice a spell to add the spell level to your AC against this attack.
· Speed of elves: you can haste yourself as a free action 3+Int or Cha mod rounds/day.
 

abri

Mad Scientist
And a 4th:

Drow seductress (master): It is not because drows are no longer a matriarchy that female drows are no longer feared. On the contrary, they have adapted. And some among them have found a new way to profit from their equal status. They have become the mistress of deceit and the bane of male, training for years in the art of pleasure and perversion.


Pre-requisite:
Bluff 8 ranks, perform (song and dance) 5 ranks, spell focus (enchantment), Able to cast Charm person.
Drow (or elf but will be harder) and female (Drow females won’t divulgate their secrets to their targets!)
Level/spells L1 L2 L3 L4 L5
1 4 2
2 4 3
3 5 4 2
4 5 4 3
5 6 5 3
6 6 5 4 2
7 6 6 4 3
8 6 6 5 3
9 6 6 5 4 2
10 6 6 6 4 4

Features:
Hd: d6
BAB: wizard
Save: will good
L1: Instinctive Charm, Still Charm.
L2: Dancing charm.
L3:
L4: Silent charm.
L5:
L6: Charm mastery
L7:
L8: Dance of seduction.
L9:
L10: Eyes of many promises.

Spell list (cast as a sorcerer, but knows ALL the following spell list):
L1: Charm, sleep, hypnotism.
L2: Commanding presence, Rend the sovereign soul, Cat grace.
L3: Suggestion, Spell enhancer, undetectable alignment
L4: Emotion, Lesser geas, Greater Charm (as charm but 1day/Lv).
L5: Dominate, Mind fog, Magic Jar.

· Instinctive charm: can apply metamagic feat to spell from his spell list as a standard action instead of full-round (and even if cast through the ability of another class).
· Still Charm: 1+Cha mod/day, can cast a spell from his list as if affected by the Still feat.
· Dancing charm: can cast spells from his list, while dancing.
· Silent Charm: 1+Cha mod/day, can cast a spell from his list as if affected by the Silent feat.
· Charm mastery: All her spells (from the above list) can affect ANY creature that can be affected by mind effects, not just humanoids.
· Dance of seduction: 1/day can use Dance of Seduction as a spell like ability.
· Eyes of many promises: Gain Gaze attack (Charm, DC 11+Cha mod).
 

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