Lazarus
05-20-2008, 03:13 PM
this are just some prestige class like enhancements that i have been kicking around and would like to see implamented in game.
couple of things before i start though, i welcome all constructive feedback and critisism as well as welcome others to share their ideas as well, but lets keep it civil and realistic. try to think with in the confines of what is in game already and what would be balanced and/or what is even codeable.
also i didn't bother to write in any paladin, ranger, bard or rogue ones becuase they have some or will soon (as confirmed by devs for pallys), so i chose to try to flesh out the classes that don't have any yet. that all being said here goes.
Barbarian:
-Frenzied Berzerker:
Requirements: Barbarian Rage, Barbarian lvl 6, Extend Rage II, Power Rage II, Hardy Rage II
Special Ability: Frenzy-Gain the ability to frenzy half as many times per rest as the number of times you can rage, while in a frenzy you gain +6 str and attack speed boost but suffer -4 to ac and slowly take hp damage (think viscious or like acid arrow) until the rage ends. These bonuses and penalties stack with barbarian rage and other similar boosts.
-Dervish:
Requirements: Barbarian Rage, Barbarian lvl 6, Weapon focus: any, Dodge, Mobility, (maybe Spring attack but then only human or multi class barbarians could take at 6th or 7th level, all others would have to wait till 9th)
Special Ability: Dervish Dance- Gain the ability to dervish dance half as many times per rest as your barbarian rage. while in a dervish dance you gain a +1 to attack, +2 to damage and ac while the dance lasts as well as an attack and movement speed boost. This boost stacks with other similar boosts.
Having trouble coming up with a third one for barbs.
Fighter:
-Spellsword:
Requirements: Fighter lvl 6, mental toughness, weapon focus: any
Benefits: Reduction of arcane spell failure by 10% and the ability to channel spells (channel spell would have a slot on the spell memorization page that any non persistant damage spell (except acid arrow) or target spell (such as hold person, charm person)could go into, you could only change this on rest like wizards change spells, and only memorized spells can go into the slot) To channel a spell you would hit a spelcial attack similar to smites or trips (normal spell cool down timer) that would cast the spell on hit spending the sp required for the spell but only hitting the target (in the case of area spells like fireball) and doing damage if applicable as well as weapon damage.
-Weapon Master:
Requirements: Fighter lvl 6, Weapon Focus: any, power critical, weapon specialization: any (same as focus), fighter critical accuracy II
Benefits: Weapon mastery (when taking this enhancment you choose a weapon type that meets the requirements above and gain the benefit of weapon mastery with that type of weapons) you gain a +1 to attack, +2 to damage, +1 to the critical threat range of those weapons. Also gain an attack called ki strike (similar to smites and such) that when used does max damage on succesful hit.
-Tactical Soldier:
Requirements: Fighter lvl 6, any two of these feats {improved trip, stunning blow, improved sunder}, any one of these enhancement lines {Fighter Strategy Stunning Blow I and II, Fighter Strategy Trip I and II, or Fighter Sunder I and II} and Fighter Flanking Mastery I
Benefit: Gain +1 to attack and +2 to damage while flanking, and +4 to the dc of all your fighter special attacks (sunder, stunning blow, and trip).
::Now i have a few racial fighter enhancemens that require you to be a certain race, not sure whether they should also be open to all fighters and also the specific race or if they should be exclusive to fighters of a certain race, but for my purposes here i will assume only fighters of a specifc race.::
-Dwarven Defender:
Requirements: Fighter lvl 6, race: dwarf, dodge, toughness, diehard, shield masery
Benefits: add str bonus (or half str bonus not sure) to intimidate checks and +2 to ac. also gain the ability to go into a defensive stance which give +2 str, +4 con, +2 to all saves and ac and +3 to blocking dr, but his movement speed it reduced to half (or 1/3).
-Elven Bladesinger:
Requirements: Fighter lvl 6, race: elf (maybe drow not sure, prefer not), elf melee attack I, elf melee damage I, mental toughness, weapon finesse
Benefits: Bladesong style- gain +100 sp and add int bonus to ac as long wearing light or no armor and not carrying a tower shield.
-Drow Scorpion Guard:
Requirements: Fighter lvl 6, race: drow, drow melee attack I, drow melee damage I, fighter flanking mastery I, weapon finesse.
Benefits: +1d6 sneak attack (this stacks with rogue sneak attack), also gain the scorpion strike stance which does 1 point of con damage on any strike that would be a sneak attack in addition to sneak attack damage but also take 1d6 damage to the drow scorpian guard for each such successful strike. (essentialy gives all weapons the wounding and vicous property whenever you would deal sneak attack damage).
-Warforged Jaugernaut:
Requirements: Fighter lvl 6, Race: warforged, adamantine body, warforged construct thinking II, warforged damage reduction II
Benefits: your max dex for adamantine body raises by +2 and you gain the warforged juggernaut stance, your mind begins to fade away and you become more consturct like, you gain heavy fortification, immunity to death effects and your dr increases by +2 but you become immune to healing spells (you can still be repaired by arcane casters) while in the stance.
::at this time i have been unable to come up with a prc like enhancment for halflings (besides halfling outriders which require mounted combat which isn't likely to happen) and humans::
Wizards:
-Specialist:
Requirements: Wizard lvl 6, Spell focus: any, Spell penetraion, greater spell focus: any (same as spell focus)
Benefit: upon taking this enchancment you choose a specific school and you gain a +2 to save dcs and spell pen checks for that school as well as a reduction in meta magic feat sp costs (not sure on amount of reduction yet).
-Meta Magician:
Requirements: Wizard lvl 6, any two meta magic feats, any two of the following ehanment lines (Wizard Improved Empowering I and II, Wizard Improved Enlarge I and II, Wizard Improved Heightening I and II, Wizard Improved Maximizing I and II, Wizard Improved Quickening I and II) and mental toughness
Benefit: gain a +100 sp bonus and all metamagic feats sp costs are further reduced.
-Elemental Savant:
Requirements: Wizard lvl 6, one of (Wizard Lineage of Elements I or Wizard Lineage of Energy I), one of the following lines (Wizard Elemental Manipulation I and II orWizard Energy Manipulation I and II) and one of (Wizard Lineage of Deadly Elements I or Wizard Lineage of Deadly Energy I)
Benefit: upon choosing this enhancement you must choose an element which corresponds with the prerequisite enhanmanets you have taken (fire, electricity, acid, or cold), once chosen you gain a +1 to the save dcs of those spells as well as some new spells added to your spell list (when ever you learn a new elemental spell you also gain a different spell that is in always the same as the original except that it now does your chosen type of elements damage. for example if you chose cold as your chose focus than you would gain a cold fireball, cold acid arrow, cold firewall, etc...)
thats it for now, i'll try to update the rest latter as well as give my reasons for certain choices as well as some reasons why i think they would or wouldn't be easy to implament.
couple of things before i start though, i welcome all constructive feedback and critisism as well as welcome others to share their ideas as well, but lets keep it civil and realistic. try to think with in the confines of what is in game already and what would be balanced and/or what is even codeable.
also i didn't bother to write in any paladin, ranger, bard or rogue ones becuase they have some or will soon (as confirmed by devs for pallys), so i chose to try to flesh out the classes that don't have any yet. that all being said here goes.
Barbarian:
-Frenzied Berzerker:
Requirements: Barbarian Rage, Barbarian lvl 6, Extend Rage II, Power Rage II, Hardy Rage II
Special Ability: Frenzy-Gain the ability to frenzy half as many times per rest as the number of times you can rage, while in a frenzy you gain +6 str and attack speed boost but suffer -4 to ac and slowly take hp damage (think viscious or like acid arrow) until the rage ends. These bonuses and penalties stack with barbarian rage and other similar boosts.
-Dervish:
Requirements: Barbarian Rage, Barbarian lvl 6, Weapon focus: any, Dodge, Mobility, (maybe Spring attack but then only human or multi class barbarians could take at 6th or 7th level, all others would have to wait till 9th)
Special Ability: Dervish Dance- Gain the ability to dervish dance half as many times per rest as your barbarian rage. while in a dervish dance you gain a +1 to attack, +2 to damage and ac while the dance lasts as well as an attack and movement speed boost. This boost stacks with other similar boosts.
Having trouble coming up with a third one for barbs.
Fighter:
-Spellsword:
Requirements: Fighter lvl 6, mental toughness, weapon focus: any
Benefits: Reduction of arcane spell failure by 10% and the ability to channel spells (channel spell would have a slot on the spell memorization page that any non persistant damage spell (except acid arrow) or target spell (such as hold person, charm person)could go into, you could only change this on rest like wizards change spells, and only memorized spells can go into the slot) To channel a spell you would hit a spelcial attack similar to smites or trips (normal spell cool down timer) that would cast the spell on hit spending the sp required for the spell but only hitting the target (in the case of area spells like fireball) and doing damage if applicable as well as weapon damage.
-Weapon Master:
Requirements: Fighter lvl 6, Weapon Focus: any, power critical, weapon specialization: any (same as focus), fighter critical accuracy II
Benefits: Weapon mastery (when taking this enhancment you choose a weapon type that meets the requirements above and gain the benefit of weapon mastery with that type of weapons) you gain a +1 to attack, +2 to damage, +1 to the critical threat range of those weapons. Also gain an attack called ki strike (similar to smites and such) that when used does max damage on succesful hit.
-Tactical Soldier:
Requirements: Fighter lvl 6, any two of these feats {improved trip, stunning blow, improved sunder}, any one of these enhancement lines {Fighter Strategy Stunning Blow I and II, Fighter Strategy Trip I and II, or Fighter Sunder I and II} and Fighter Flanking Mastery I
Benefit: Gain +1 to attack and +2 to damage while flanking, and +4 to the dc of all your fighter special attacks (sunder, stunning blow, and trip).
::Now i have a few racial fighter enhancemens that require you to be a certain race, not sure whether they should also be open to all fighters and also the specific race or if they should be exclusive to fighters of a certain race, but for my purposes here i will assume only fighters of a specifc race.::
-Dwarven Defender:
Requirements: Fighter lvl 6, race: dwarf, dodge, toughness, diehard, shield masery
Benefits: add str bonus (or half str bonus not sure) to intimidate checks and +2 to ac. also gain the ability to go into a defensive stance which give +2 str, +4 con, +2 to all saves and ac and +3 to blocking dr, but his movement speed it reduced to half (or 1/3).
-Elven Bladesinger:
Requirements: Fighter lvl 6, race: elf (maybe drow not sure, prefer not), elf melee attack I, elf melee damage I, mental toughness, weapon finesse
Benefits: Bladesong style- gain +100 sp and add int bonus to ac as long wearing light or no armor and not carrying a tower shield.
-Drow Scorpion Guard:
Requirements: Fighter lvl 6, race: drow, drow melee attack I, drow melee damage I, fighter flanking mastery I, weapon finesse.
Benefits: +1d6 sneak attack (this stacks with rogue sneak attack), also gain the scorpion strike stance which does 1 point of con damage on any strike that would be a sneak attack in addition to sneak attack damage but also take 1d6 damage to the drow scorpian guard for each such successful strike. (essentialy gives all weapons the wounding and vicous property whenever you would deal sneak attack damage).
-Warforged Jaugernaut:
Requirements: Fighter lvl 6, Race: warforged, adamantine body, warforged construct thinking II, warforged damage reduction II
Benefits: your max dex for adamantine body raises by +2 and you gain the warforged juggernaut stance, your mind begins to fade away and you become more consturct like, you gain heavy fortification, immunity to death effects and your dr increases by +2 but you become immune to healing spells (you can still be repaired by arcane casters) while in the stance.
::at this time i have been unable to come up with a prc like enhancment for halflings (besides halfling outriders which require mounted combat which isn't likely to happen) and humans::
Wizards:
-Specialist:
Requirements: Wizard lvl 6, Spell focus: any, Spell penetraion, greater spell focus: any (same as spell focus)
Benefit: upon taking this enchancment you choose a specific school and you gain a +2 to save dcs and spell pen checks for that school as well as a reduction in meta magic feat sp costs (not sure on amount of reduction yet).
-Meta Magician:
Requirements: Wizard lvl 6, any two meta magic feats, any two of the following ehanment lines (Wizard Improved Empowering I and II, Wizard Improved Enlarge I and II, Wizard Improved Heightening I and II, Wizard Improved Maximizing I and II, Wizard Improved Quickening I and II) and mental toughness
Benefit: gain a +100 sp bonus and all metamagic feats sp costs are further reduced.
-Elemental Savant:
Requirements: Wizard lvl 6, one of (Wizard Lineage of Elements I or Wizard Lineage of Energy I), one of the following lines (Wizard Elemental Manipulation I and II orWizard Energy Manipulation I and II) and one of (Wizard Lineage of Deadly Elements I or Wizard Lineage of Deadly Energy I)
Benefit: upon choosing this enhancement you must choose an element which corresponds with the prerequisite enhanmanets you have taken (fire, electricity, acid, or cold), once chosen you gain a +1 to the save dcs of those spells as well as some new spells added to your spell list (when ever you learn a new elemental spell you also gain a different spell that is in always the same as the original except that it now does your chosen type of elements damage. for example if you chose cold as your chose focus than you would gain a cold fireball, cold acid arrow, cold firewall, etc...)
thats it for now, i'll try to update the rest latter as well as give my reasons for certain choices as well as some reasons why i think they would or wouldn't be easy to implament.