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Prestige Classes
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PostPosted: Sun May 10, 2015 5:50 am 
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Once a character reaches 10th level, their advancement in their normal progression stops, and they instead take on a number of different paths and abilities. These are represented by prestige classes of a sort.

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Fearless Rescuer
PostPosted: Sun May 10, 2015 6:09 am 
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Fearless Rescuer
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Hit Dice: d10
Saves: All good
BAB: Good
Skills: 2+int

The hero, the champion, the savior. The one who gives their all to save those in need, never mind the cost to themselves. A Fearless Rescuer will accept any mission, no matter how dangerous or fearsome, for all that matters is the rescuing of innocents from harm.

Fearless (Ex): At first level, the fearless rescuer is immune to fear effects.

Eye for Danger (Ex): Also at first level, the Fearless Rescuer gains the benefit of a Status effect on any creature within line of sight medium range.

Healer (Su): A fearless rescuer may create a Heal effect 1/day per level of Fearless Rescuer with a caster level equal to their character level.

Interception (Su): At second level as a swift or immediate action, a Fearless Rescuer may exchange places with a willing creature within medium range. Once used, this cannot be used again for 1 hour.

Protector (Su): Also at second level, a Fearless Rescuer may touch a creature and grant grant them resistance to a type of their choice. This lasts for 1 round per level and may be used 3/day.

Revenge (Ex): At third level, Attacking one of the Fearless Rescuers allies provokes an attack of opportunity from the Rescuer. This attack deals an extra 5d6 damage and forces the target to make a fort save (DC10+1/2level+Str) or be stunned for 1 round, negating it's attack.

Reactive Healing: Also at third level, the Fearless Rescuer may use Heal as an immediate action.

Wide Guard: At fourth level, 3/day, the Fearless Rescuer may create a Wall of Force with a caster level equal to their level.

Endless Life: At fifth level, the Fearless Rescuer gains Fast Healing 10. All allies within 30 feet gain Fast Healing 5.

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Scholar of Ancient Lore
PostPosted: Mon May 11, 2015 9:44 pm 
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Scholar of Ancient Lore
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Hit Dice: D4
BAB: Poor
Saves: Good Will
Skills: 6+Int

The hermit in the lonely tower, the headmaster of the adademy, the archeologist. All these and more could be the Scholar of Ancient Lore. A Scholar seeks and prizes knowledge above all else, though their motivations for seeking it can vary. Some believe knowledge to be the ultimate good in the world, defining right from wrong. Some seek knowledge as the path to riches or power. Others simply seek knowledge for it's own sake, out of curiosity. Whatever the motivation, the Scholar is privy to ancient secrets and powers of the like rarely seen in the world.

Loremaster (Ex): The Scholar gains a +5 bonus to all Knowledge checks, Decipher Script, and Gather Information. They also gain Bardic Knowledge if they didn't have it already. If they did, then they gain a +5 bonus to this check as well.

Time to Think (Ex): If the scholar fails a Knowledge check, with a minute of concentration, they can retry it once.

Scholar's Insight (Ex): If the scholar succeeds on a Knowledge check by 5 or more, they gain additional knowledge, insight, or revelation related to the situation at hand.

Relevant Knowledge: At second level, the Scholar gains a bonus feat, this may be any feat they meet the prerequisites for. Also, they may count as any other Type for the purpose of taking this feat. All other prerequisites must be met though. They recieve another such feat at fourth level.

Expose Weakness (Ex): As a standard action, a second level Scholar may designate an enemy. All allies within hearing range of the Scholar gain +3 bonus to hit that enemy and +3d6 damage against them for the rest of the encounter.

Mystical Ability: Strange secrets lie within the depths of old tombs and temples. Third level Scholars may make use of these secrets to gain strange powers and abilities. The scholar gains two spell like abilities chosen of the Wizard, Druid, or Cleric spell list of 5th level or lower, each usable 3/day. (Work with your DM to determine these abilities typing).

Reveal Protections (Ex): At fourth level, allies gain a +3 bonus to saving throws and a +2 bonus to AC against a creature that is the subject of Expose Weakness.

Dread Secret (Su): At fifth level, 1/day the Scholar may whisper a secret so terrible, no mortal soul can withstand it's comprehension. All enemies within close range must make a will save or be feebleminded, suffer dimentia and be driven insane for 24 hours. Success causes them to instead take 1d4 damage to intelligence and wisdom, and be confused for 1 round.

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Explorer of the Deep
PostPosted: Mon May 11, 2015 10:44 pm 
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Explorer of the Deep
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Hit Die: D8
BAB: Average
Saves: Good Fort and Reflex
Skills: 8+int

The adventurer who plumbs the depths of the world in search of wealth and treasure. The veteran who rescues lost Pokemon from Mystery Dungeons. The Explorer of the Deep is a seasoned adventurer, who understands the dungeon environment better than anyone.

Night-Sight (Ex): An Explorer gains the ability to see perfectly in any kind of darkness (even magical darkness). If they already had this ability, then they gain a +5 bonus to spot checks in pitch darkness.

Trap Sense (Ex): An Explorer gains a +5 bonus to detect and disable traps, and gains a +3 bonus to saves against them.

Depth Sense (Ex): An explorer can automatically intuit how far beneath the earth they are.

Evasion (Ex): A 2nd level Explorer gains Evasion. If they already had evasion, this stacks to improved evasion.

Resistance: Also at second level, an Explorer's may increase their susceptibility to a Type by one degree. A type that is super-effective against them is reduced to normally effective. A type that is normally effective is reduced to not very effective, and a type that is not very effective is reduced to immunity. They may apply this to another type at 4th level.

Relevant Technique: At 2nd level, the Explorer gains a bonus feat. This may be any feat they meet the prerequisites for.

Adaptable Technique: At 3rd level, the Explorer gains another bonus feat, with the same parameters as the other. This feat may however be changed with an hour of downtime.

Jack of All Trades: Also at 3rd level, an Explorer may use any skill untrained.

Destroyer of Fortifications (Ex): A third level explorer is a master of exploiting weak spots and destroying barriers. They ignore all DR and Hardness and deal double damage to objects. Additionally, if an attack of their would be reduced in damage due to typing, it's decreased by one stage. Immunity becomes not very effective, and not very effective becomes normally effective.

Crazy Prepared: Dungeons are dangerous places, and a fourth level Explorer must be ready for any threat that might burst out. 3/day, a Explorer of the Deep may produce any orb, seed, or berry, which is used immediately.

Master Technique (Ex): 1/day a 5th Explorer may choose to automatically succeed on any D20 roll they make. This roll is treated as a natural 20 in all aspects.

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Agent of Shadows
PostPosted: Thu Jun 25, 2015 12:12 am 
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Agent of Shadows
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Hit Die: d6
BaB: Average
Saves: Good Reflex and Will
Skills: 8+Int

The thief who spirits away the treasure of kings. The assassin who strikes and leaves without his enemies ever knowing. The terror that flaps in the night. The Agent of Shadows is the perfect master of stealth and secrecy, melding with the very shadows they cling to, appearing and disappearing, leaving legends in their wake.

Night-Sight (Ex): An Agent of Shadows gains the ability to see perfectly in any kind of darkness (even magical darkness). If they already had this ability, then they gain a +5 bonus to spot checks in pitch darkness.

Sneak Attack (Ex): At first, third, and fifth level, the Agent of Shadows gain's +1d6 to their sneak attack. If they already had sneak attack, this stacks with that.

Shadow Mastery (Ex): If both the Agent of Shadows and it's opponent are in less than bright illumination, the Agent gains a +3 bonus to attack and damage, it's opponent takes a -3 penalty to attack and damage against it and the Agent also has the Edge.

Shadow Cloak (Su): In areas of less than bright illumination, the Agent of Shadows gains concealment.

Obscuring Strike (Su): At second level, If the Agent of Shadows successfully sneak attacks an opponent, that opponent has it's vision partially obscured. Everything has concealment relative to them. This last for 1 round per character level of the Agent.

Shadow Leap (Su): While not on the Plane of Shadow, a 2nd level Agent of Shadows may teleport out to long range as a move action. There must be shadows at the beginning and end point (not their own shadow) and the teleport is dependent on the Plane of Shadow, not the Astral.

Evasion (Ex): Again at second level, the Agent of Shadows gains Evasion. If they already had evasion, this stacks to improved evasion.

Shadow Form (Su): At will as a standard action, a 3rd level Agent of Shadows can transform into a living shadow and back. In this form the Agent appears completely black. It cannot speak and does not make sound, as if it was under a silence effect. It may compress it's body until it is 2D, allowing it to appear as a simple shadow. It may shape this shadow in any way it wishes, provided the dimensions are no greater than it's natural reach. It gains a +10 competance bonus to hide checks and may hide in plain sight (usually by pretending to be an actual shadow). While in this form, a Agent may not use any of it's abilities or attack, and it takes double damage from [Fairy] type attacks.

Shadow Magic: At 3rd level, the Agent of Shadows gains the following spell-like abilities: 3/day: Shadow Cojuration, Shadow Evocation, 1/day: Greater Shadow Conjuration, Greater Shadow Evocation

Shadow Mirror: At fourth level, an Agent of Shadows may shift between the Plane of Shadows and the locations it corresponds to on other planes, ala Greater Plane Shift.

Deep Shadows: At fifth level, an Agent of Shadows may use Shades 1/day as a spell-like ability.

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Re: Prestige Classes
PostPosted: Sun Apr 03, 2016 4:28 am 
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Great Healer
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The saint who guides others to victory. The paragon who sacrifices themself for others. The savior who triumphs over death. All these and more are the Great Healer. A great healer focuses on restoring the strength of others. They are typically caring and compasionate, though there are others who take advantage of their powers, extorting favors from others in exchange for needed healing.

Hit Die: D6
Saves: Good Fort & Will
BAB: Average
Skills: 4+Int


Greater Heal Pulse (Su): The Great Healer may heal 1d6/level+Highest mental ability modifier in hit points to number of creatures within melee reach of them.

Healer (Su): A Great Healer may create a Heal effect 1/day per level of Fearless Rescuer with a caster level equal to their character level.

Life Tap (Su): A Great Healer is connected to the energy of all life, and understands how to manipulate that connection to better their allies, even at a cost to themselves. As a free action usable outside of their turn, the healer may reduce their hit points by any amount and heal a creature within close range by the same amount. It may also cure any fatigue or exhaustion they have, taking on the condition themselves.

Refresh (Su): As a standard action, a 2nd level Great Healer may create a Greater Restoration effect on a creature it touches.

Life Charge: A Great Healer may actually heal more hit points than a creature has. The creature gains any hit points healed in excess of it's maximum as temporary hit points (up to a maximum of 1/2 it's normal HP total, lasting 1 hour.

Enhancements (Su): A third level Great Healer can improve a creatures abilities. As a standard action, it can grant 1 of the following enhancements to a creature within close range. This lasts for 1 round/character level of the Healer unless stated otherwise.
Swords Dance: The target creatures natural weapons deal damage as if two sizes larger.
Iron Defense: The target creature gains DR15/-.
Bulk Up: The target creature grows 1 size category.
Tailwind: The target creature may take an extra move action on it's next turn.
Celebrate: The target creature gains fast healing 5.

Healing Wish (Su): As an immediate action 1/day, a Great Healer can reduce their hit points to -1. Any number of creatures within close range have their hit points restored to max, have any status conditions or penalties removed save for death and unconsciousness, and gain temporary hit points equal to their maximum hp total.

Triumph (Sp): 1/week a Great Healer may use True Resurrection as a spell-like ability.

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