Hobgoblin
12-12-2008, 05:22 PM
everything is subject to change of course, but i figure i would put everything in one spot to make it easier to find
Barbarian : so far it is only the beserker
Now, on to the Prestige Enhancement iself:
Barbarian Frenzied Berserker I
Prereqs: Level 6 Barbarian, Power Attack, Cleave, Barbarian Damage Boost II, Barbarian Power Attack I, Barbarian Power Rage I.
Cost: 4 AP
Benefit: You gain the effects of the diehard feat while raging, and your glancing blows have a chance of applying magical weapon effects. You also gain the ability to expend 10 hit points to enter a frenzy, which increases your strength by 2 and adds the 'Vicious' property to your melee weapons.
An interesting Berserker that came up in playtest was a Ranger/Barbarian archer that used the Frenzy abilities with a bow, gaining the benefits of the increased strength, ignoring the Vicious aspect that only affects melee weapons.
Barbarian Frenzied Berserker II
Prereqs: Level 12 Barbarian, Barbarian Frenzied Berserker 1, Barbarian Damage Boost III, Barbarian Power Attack II, Barbarian Power Rage II.
Cost: 2 AP
Benefit: While raging, increases the critical multiplier of all weapons you use by 1 when you roll a natural 19 or 20. Your two handed weapon glancing blows have an increased chance of applying magical weapon effects. You also gain the ability to expend 10 hp to Supreme Cleave.
Supreme Cleave:
Benefit: Expend 10 hit points to attack all nearby enemies.
Supreme Cleave has no cooldown other than a standard 1 second global cooldown for attack actions. As long as you've got the hit points, you can continue to bring the pain.
Barbarian Frenzied Berserker III
Prereqs: Level 18 Barbarian, Barbarian Frenzied Berserker 2, Barbarian Damage Boost IV, Barbarian Power Attack III, Barbarian Power Rage III.
Cost: 2 AP
Benefit: While raging, increases the critical multiplier of all weapons you use by an additional 1 when you roll a natural 19 or 20, bringing the total bonus to 2. Your two handed weapon glancing blows have an increased chance of applying magical weapon effects. You also gain the ability to expend 20 hit points to enter a death frenzy (which can stack with your basic rage and frenzy), increasing your strength by 4 and adding the 'Greater Vicious' property to your melee weapons. (+4d6 damage / +1d3 damage to self)
The Frenzied Berserker focuses on dealing tremendous amounts of damage to its enemies, punctuated with absolutely devastating criticals. Whether dual wielding heavy picks with a x6 critical multiplier, or using a two handed weapon that's producing magical weapon effects on glancing blows backed by their incredible strength, they dish out the damage (to their enemies, and if they choose, to themselves).
The Berserker can stack both of their Frenzy abilities to increase their strength by 6 and add an additional 6d6 damage to each of their swings at the cost of 2d3 damage reflected back upon them, or become a whirlwind of destruction using Supreme Cleave at will, as long as a friendly healer is willing to keep them going.
Edit: Minor clarification to FB3 - the critical multiplier increases stack.
Edit 2: Added the "when you roll a natural 19 or 20" section, which dramatically affects those DPS charts later on in this thread
Fighter: Kensi, Stalwart Defender
Fighter Kensai I
Cost: 4 AP
Prereqs: Level 6 Fighter, Fighter Attack Boost II, Fighter Critical Accuracy II, any Weapon Specialization feat.
Benefit: You are the unrivaled master of your chosen weapon. Your focus and training grant you a +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating. You can select a single weapon type as your signature weapon.
Kensai <Specific Weapon> Mastery I
Cost: 1 AP
Prereqs: Level 6 Fighter, Fighter Kensai I, Weapon Specialization: <appropriate weapon type>
Benefit (One handed, ranged, or thrown weapons): You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a <weapon>.
Benefit (Two handed weapons): You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have a chance of applying magical weapon effects when using a <weapon>.
---
The kensai masters body, mind, weapon, and will. The "ki projection" ability of the prestige class has been changed into a passive ability, and we've given the kensai a number of passive combat bonuses to reflect their mastery of their chosen weapon. The base prestige class requires a specific weapon, but we've expanded that as well to all longswords instead of just "the one given to me by my lord".
We also chose to give it some synergy with the monk class. The base prestige class possesses a strong Eastern warrior-monk philosophy to it, so it seemed natural to make this a potentially desirable multiclass option.
Fighter Kensai II
Cost: 2 AP
Prereqs: Level 12 Fighter, Fighter Kensai I, Fighter Attack Boost III, Fighter Critical Accuracy III, any Greater Weapon Specialization feat.
Benefit: Your focus and training improve, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating.
Kensai Power Surge
Benefit: You may expend a Fighter attack boost to focus your energy and spirit, gaining a +8 Insight bonus to strength for a short period of time. If you possess the ability to generate Ki, you generate an additional 2 ki on successful attacks during your surge.
Kensai <Specific Weapon> Mastery II
Cost: 1 AP
Prereqs: Level 12 Fighter, Fighter Kensai II, Fighter <Specific Weapon> Specialization I, Kensai <Specific Weapon> Mastery I, Greater Weapon Specialization: <appropriate weapon type>
Benefit (One handed, ranged, or thrown weapons): You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a <weapon>.
Benefit (Two handed weapons): You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have an increased chance of applying magical weapon effects when using a <weapon>.
Power surge is one of the defining abilities of the kensai.
Fighter Kensai III
Cost: 2 AP
Prereqs: Level 18 Fighter, Fighter Kensai II, Fighter Attack Boost IV, Fighter Critical Accuracy IV, any Superior Weapon Focus.
Benefit: Your focus and training are complete, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating.
Kensai <Specific Weapon> Mastery III
Cost: 1 AP
Prereqs: Level 18 Fighter, Fighter Kensai III, Fighter <Specific Weapon> Specialization II, Kensai <Specific Weapon> Mastery II, Superior Weapon Focus: <appropriate weapon type>
Benefit: You gain +1 critical threat range with your signature weapon.
---
Critical threat range increases will be rarer in the future, but we thought it appropriate that the undisputed master of a specific weapon would have access to such a powerful ability. Precision is the mark of a true swordmaster.
Edit:
Since it came up in the discussion, the Two Handed Fighting chain of feats has also been changed to increase (from zero) the chance of glancing blows producing magical weapon effects
Fighter Stalwart Defender I
Cost: 4 Action Points
Prereqs: Level 6 Fighter, Fighter Skill Intimidate 2, Fighter Armor Boost 1, Toughness, and any one of: Shield Mastery, Combat Expertise, Diehard, Dodge, or Least Dragonmark of Sentinel.
Benefit: While the flesh may be weak, you place your trust in the strength of steel. This prestige enhancement increases your armor class by 1, grants +2 to intimidate, increases your maximum dexterity bonus allowed by shields, and grants additional armor class and damage reduction when blocking with a shield. You may expend a use of Fighter action boost to to enter a defensive stance. When using a shield, you possess DR 2/-.
House Deneith runs the Defender's Guild. We thought it appropriate to let dragonmarked members of the house bypass some of the restrictions for the prestige enhancement line most closely associated with them.
Stalwart Defender I: Defensive Stance
You may expend a Fighter armor boost to become a bastion of defense, gaining a +2 Competence bonus to Strength and Constitution, a +1 Competence bonus on all saves, a +2 Dodge bonus to Armor Class, and produce 50% more hate with your melee attacks. While in this stance, you move at one quarter speed.
The Stalwart Defender is based on the Dwarven Defender prestige class from pen and paper, and may end up available to dwarves (similar to how elves can acquire the Arcane Archer prestige enhancement line). The various Defender prestige classes require a Lawful alignment - a restriction we've waived in DDO.
All Defensive Stances, however, whether they be from the Defender of Siberys or the Stalwart Defender, are not compatible with various "enrage" effects. (Rage effects do not permit "any abilities that require patience or concentration", which is pretty much a description of Defensive Stance.) Rather than kicking you out of your Defensive Stance if a friend casts Rage on you, we chose to instead make you immune to the Rage spell while in a Defensive Stance. If you're enraged when you enter Defensive Stance, the enrage effect will be removed.
Fighter Stalwart Defender II
Cost: 2 Action Points
Prereqs: Level 12 Fighter, Fighter Stalwart Defender I, Fighter Item Defense I, Fighter Armor Boost II, and any one of: Fighter Toughness II, Fighter Armored Agility II, Fighter Armor Mastery II, Fighter Tower Shield Mastery II, or Lesser Dragonmark of Sentinel.
Benefit: Your defensive mastery continues to grow. This prestige enhancement increases your armor class by 1, grants +2 to intimidate, increases your maximum dexterity bonus allowed by heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. You may expend a use of Fighter action boost to to enter a defensive stance. When using a shield, you possess DR 4/-.
Stalwart Defender II: Improved Defensive Stance
You may expend a Fighter armor boost to become a bastion of defense, gaining a +3 Competence bonus to Strength and Constitution, a +2 Competence bonus on all saves, a +3 Dodge bonus to Armor Class, and produce 100% more hate with your melee attacks. While in this stance, you move at one third speed.
Fighter Stalwart Defender III
Cost: 2 Action Points
Prereqs: Level 18 Fighter, Fighter Stalwart Defender II, Fighter Item Defense II, Fighter Armor Boost III, and any one of: Fighter Toughness III, Fighter Armored Agility III, Fighter Armor Mastery III, Fighter Tower Shield Mastery III, or Greater Dragonmark of Sentinel.
Benefit: Your defensive mastery is complete. This prestige enhancement increases your armor class by 1, grants +2 to intimidate, increases your maximum dexterity bonus allowed by medium or heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. You may expend a use of Fighter action boost to to enter a defensive stance. When using a shield, you possess DR 6/-.
Stalwart Defender III: Superior Defensive Stance
You may expend a Fighter armor boost to become a bastion of defense, gaining a +4 Competence bonus to Strength and Constitution, a +3 Competence bonus on all saves, a +4 Dodge bonus to Armor Class, and produce 200% more hate with your melee attacks. While in this stance, you move at half speed.
Paladin : 3 so far Knight of the chalice, Hunter of the dead and the defender
Paladin Knight of the Chalice I
Cost: 4 Action Points
Prereqs: Paladin Level 6, Paladin Courage of Good I, Paladin Energy of the Templar I, Paladin Extra Smite Evil II, and any one of: Paladin Divine Sacrifice I, Paladin Divine Might I, or Paladin Exalted Smite I.
Benefit: You are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +1 to attack Evil Outsiders and deal 1d6 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by Evil Outsiders.
Despite their anti-demon focus, the Knights of the Chalice aren't that picky when it comes to killing Evil Outsiders...
Paladin Knight of the Chalice II
Cost: 2 Action Points
Prereqs: Paladin Level 12, Paladin Knight of the Chalice I, Paladin Courage of Good II, Paladin Energy of the Templar II
Benefit: You are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you now have +2 to attack Evil Outsiders and deal 2d6 additional damage with melee and unarmed attacks against them, replacing your earlier bonuses. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by Evil Outsiders. You also gain the ability to Censure Demons.
Knight of the Chalice II: Censure Demons
Benefit: You may expend a turn undead attempt to stun a targeted demon or other Chaotic Evil outsider. A successful Will save DC: 10 + Paladin Level + Charisma Modifier negates this effect. The target gains repeated saves to break free of this effect. Non-Chaotic Evil outsiders are unaffected by this ability.
...but they are better trained at taking out demons.
Paladin Knight of the Chalice III
Cost: 2 Action Points
Prereqs: Paladin Level 18, Paladin Knight of the Chalice II, any Paladin Faith II enhancement
Benefit: You are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you now have +4 to attack Evil Outsiders and deal 4d6 additional damage with melee and unarmed attacks against them, replacing your earlier bonuses. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by Evil Outsiders.
Who wants a free Greater Evil Outsider Bane added to all of their weapons? What if I told you that it stacks with an actual Greater Evil Outsider Bane enchantment?
Paladin Hunter of the Dead I
Prereqs: Level 6 Paladin, Paladin Extra Turning I, Paladin Improved Turning I, and any one of Paladin Divine Light I or Paladin Extra Lay on Hands I
Benefit: Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and all of your attacks are considered Ghost Touch, ignoring the chance to miss incorporeal creatures. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Lesser Restoration effect.
Paladin Hunter of the Dead II
Prereqs: Level 12 Paladin, Paladin Hunter of the Dead I, Paladin Extra Turning II, Paladin Improved Turning II, and any one of Paladin Divine Light II, Paladin Extra Lay on Hands II, or Paladin Redemption I
Benefit: Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and your spirit is sealed - you are now immune to energy drain from any source. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Restoration effect.
Paladin Hunter of the Dead III
Prereqs: Level 18 Paladin, Paladin Hunter of the Dead II, Paladin Extra Turning III, Paladin Improved Turning III, any Paladin Faith II enhancement
Benefit: Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and all attacks you make have a chance of destroying undead instantly on what would be a Vorpal strike. (Natural 20 followed by confirmation, Will DC: 30 partial, deals Light damage to targets immune to instant destruction effects* or those that save.) Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Greater Restoration effect.
Note: The cost of Improved Turning has dropped for both Paladins and Clerics to be a 1/2/3 AP line. As usual, this is all still extremely subject to change before it goes live, and is just what I've currently got in development.
* Like bosses, for instance.
Defender of Siberys I
Prereqs: Level 6 Paladin, Paladin Bulwark of Good I, Paladin Resistance of Good I, Paladin Courage of Good I, Paladin Focus of Good I, Paladin Paladin Armor Class Boost I, and any one of the following: Tower Shield Proficiency, Shield Mastery, or Combat Expertise.
Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you 2 additional Turn attempts, additional armor class when blocking with a shield, increases the maximum dexterity bonus allowed by tower shields by 1, and the ability to enter a defensive stance or to create a Magic Circle Against Evil effect.
Defender of Siberys I: Defensive Stance
You may expend a Paladin armor boost to become a bastion of defense, gaining a +2 Sacred bonus to Strength and Constitution, a +1 Sacred bonus on all saves, a +2 Dodge bonus to Armor Class, and produce 50% more hate with your melee attacks. While in this stance, you move at one quarter speed.
Defender of Siberys I: Magic Circle
You may expend a turn attempt to produce a Magic Circle Against Evil effect.
Paladin Defender of Siberys II
Prereqs: Level 12 Paladin, Defender of Siberys I, Paladin Bulwark of Good II, Paladin Resistance of Good II, and any of: Paladin Rally I, Paladin Divine Righteousness I, Paladin Toughness II
Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you an additional Lay on Hands use per rest, 25% increased hate generation, increases the maximum dexterity bonus allowed by tower shields and heavy armor by 1, and the ability to enter an improved defensive stance or to produce a Mass Shield of Faith effect.
Defender of Siberys II: Improved Defensive Stance
You may expend a Paladin armor boost to become a bastion of defense, gaining a +3 Sacred bonus to Strength and Constitution, a +2 Sacred bonus on all saves, a +3 Dodge bonus to Armor Class, and produce 100% more hate with your melee attacks. While in this stance, you move at one third speed.
Defender of Siberys II: Mass Shield of Faith
You may expend a turn attempt to produce a Mass Shield of Faith effect.
Paladin Defender of Siberys III
Prereqs: Level 18 Paladin, Defender of Siberys II, Paladin Bulwark of Good III, Paladin Resistance of Good III, and any Paladin Faith II enhancement.
Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement increases the strength of all of your defensive auras, increases the maximum dexterity bonus allowed by tower shields and medium or heavy armor by 1, and grants the ability to enter a superior defensive stance or to defy your enemies in a glorious stand against evil.
Defender of Siberys III: Superior Defensive Stance
You may expend a Paladin armor boost to become a bastion of defense, gaining a +4 Sacred bonus to Strength and Constitution, a +3 Sacred bonus on all saves, a +4 Dodge bonus to Armor Class, and produce 200% more hate with your melee attacks. While in this stance, you move at half speed.
Defender of Siberys III: Glorious Stand
You may expend a turn attempt to make a glorious stand against your enemies. For a short duration of time, you gain DR 20/epic, take reduced damage from elemental and negative energy, receive double healing from positive energy, and are immune to secondary effects of attacks such as 'wounding' or 'vorpal'. Each time you take damage, you gain the effects of a Cure Light Wounds spell.
Ranger
Ranger Tempest I
Prerequisites: Ranger level 6, Dodge, Mobility, Spring Attack, Two Weapon Fighting, Improved Two Weapon Fighting
Cost: 4 AP
Benefit: Your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed and a +2 shield bonus to armor class when two weapon fighting.
The bonus to armor class now also actually only applies when you're dual wielding. Both of the bonuses granted by Tempest I have been "typed", to clarify stacking questions that constantly arose.
Ranger Tempest II
Prerequisites: Ranger level 12, Tempest I, Ranger Dexterity II, Greater Two Weapon Fighting
Cost: 2 AP
Benefit: Your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed, a +3 shield bonus to armor class when two weapon fighting, and your penalty to hit has been reduced by 1.
Since the initial prerequisites for Tempest I are pretty steep, we made the additional prerequisites for Tempest II (and III) on the cheap side. Remember that Rangers get Greater Two Weapon Fighting for free.
Ranger Tempest III
Prerequisites: Ranger level 18, Tempest II, and any one of: Two Weapon Blocking, Two Weapon Defense, Oversized Two Weapon Fighting, or Lightning Reflexes.
Cost: 2 AP
Benefit: Your skill with two weapons is unequaled - your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed, a +4 shield bonus to armor class when two weapon fighting, your penalty to hit has been reduced by 2, and you gain additional attacks when two weapon fighting.
The additional attacks gained at tier III are identical to what we originally had planned for (the not-in-the-game) Superior Two Weapon Fighting.
I've combined these two into one post since Mechanic's changes in the upcoming module are an addition to Mechanic II rather than an extension to the Prestige Enhancement line. I didn't think anyone would mind me releasing it early.
Rogue
The names of Rogue prestige enhancements have been shortened to "Assassin", "Mechanic", and "Thief-Acrobat", to match the naming style of prestige enhancements of other classes.
Rogue Assassin now grants +2 to Fortitude saves vs. Poison at each tier instead of +1.
Rogue Assassin III:
Prereqs: Rogue level 18, Rogue Assassin II, Sneak Attack Accuracy IV, Sneak Attack Training IV
Cost: 2 Action Points
Benefit: Your lethality is unmatched in battle. Grants an additional +2 bonus to damage on critical hits (before multipliers), +2 bonus to Bluff, Hide, and Move Silently skills and Fortitude saves against poison. Also, any sneak attack that also counts as a vorpal strike (natural 20 followed by critical confirmation) that you make has a chance of producing a lethal strike will kill most living targets.
I've heard rumors that people like vorpal weapons. Even a Moldy Quarterstaff can be a lethal weapon in the hands of a Master Assassins. Things like Deathblock and Death Ward do protect against this death effect.
Rogue Mechanic II now grants the following active ability in addition to all of its other effects:
Mechanic: Smite Construct
Benefit: Your mechanical knowledge grants you the ability to deal devastating blows in melee to constructs and living constructs. You gain twice your Intelligence bonus to your attack roll and a damage bonus based on your rogue level. Smites return at a rate of one every 90 seconds.
Mechanics have a cap of three Smite Constructs that regenerate like Paladin Smite Evils do. All of the smite bonuses are calculated in a similar manner as the Paladin smite bonus, but replacing Charisma with Intelligence as the associated ability score and Rogue levels replacing Paladin. None of the Paladin modifiers to Smite Evil affect Smite Construct.
so far that is it!!
Barbarian : so far it is only the beserker
Now, on to the Prestige Enhancement iself:
Barbarian Frenzied Berserker I
Prereqs: Level 6 Barbarian, Power Attack, Cleave, Barbarian Damage Boost II, Barbarian Power Attack I, Barbarian Power Rage I.
Cost: 4 AP
Benefit: You gain the effects of the diehard feat while raging, and your glancing blows have a chance of applying magical weapon effects. You also gain the ability to expend 10 hit points to enter a frenzy, which increases your strength by 2 and adds the 'Vicious' property to your melee weapons.
An interesting Berserker that came up in playtest was a Ranger/Barbarian archer that used the Frenzy abilities with a bow, gaining the benefits of the increased strength, ignoring the Vicious aspect that only affects melee weapons.
Barbarian Frenzied Berserker II
Prereqs: Level 12 Barbarian, Barbarian Frenzied Berserker 1, Barbarian Damage Boost III, Barbarian Power Attack II, Barbarian Power Rage II.
Cost: 2 AP
Benefit: While raging, increases the critical multiplier of all weapons you use by 1 when you roll a natural 19 or 20. Your two handed weapon glancing blows have an increased chance of applying magical weapon effects. You also gain the ability to expend 10 hp to Supreme Cleave.
Supreme Cleave:
Benefit: Expend 10 hit points to attack all nearby enemies.
Supreme Cleave has no cooldown other than a standard 1 second global cooldown for attack actions. As long as you've got the hit points, you can continue to bring the pain.
Barbarian Frenzied Berserker III
Prereqs: Level 18 Barbarian, Barbarian Frenzied Berserker 2, Barbarian Damage Boost IV, Barbarian Power Attack III, Barbarian Power Rage III.
Cost: 2 AP
Benefit: While raging, increases the critical multiplier of all weapons you use by an additional 1 when you roll a natural 19 or 20, bringing the total bonus to 2. Your two handed weapon glancing blows have an increased chance of applying magical weapon effects. You also gain the ability to expend 20 hit points to enter a death frenzy (which can stack with your basic rage and frenzy), increasing your strength by 4 and adding the 'Greater Vicious' property to your melee weapons. (+4d6 damage / +1d3 damage to self)
The Frenzied Berserker focuses on dealing tremendous amounts of damage to its enemies, punctuated with absolutely devastating criticals. Whether dual wielding heavy picks with a x6 critical multiplier, or using a two handed weapon that's producing magical weapon effects on glancing blows backed by their incredible strength, they dish out the damage (to their enemies, and if they choose, to themselves).
The Berserker can stack both of their Frenzy abilities to increase their strength by 6 and add an additional 6d6 damage to each of their swings at the cost of 2d3 damage reflected back upon them, or become a whirlwind of destruction using Supreme Cleave at will, as long as a friendly healer is willing to keep them going.
Edit: Minor clarification to FB3 - the critical multiplier increases stack.
Edit 2: Added the "when you roll a natural 19 or 20" section, which dramatically affects those DPS charts later on in this thread
Fighter: Kensi, Stalwart Defender
Fighter Kensai I
Cost: 4 AP
Prereqs: Level 6 Fighter, Fighter Attack Boost II, Fighter Critical Accuracy II, any Weapon Specialization feat.
Benefit: You are the unrivaled master of your chosen weapon. Your focus and training grant you a +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating. You can select a single weapon type as your signature weapon.
Kensai <Specific Weapon> Mastery I
Cost: 1 AP
Prereqs: Level 6 Fighter, Fighter Kensai I, Weapon Specialization: <appropriate weapon type>
Benefit (One handed, ranged, or thrown weapons): You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a <weapon>.
Benefit (Two handed weapons): You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have a chance of applying magical weapon effects when using a <weapon>.
---
The kensai masters body, mind, weapon, and will. The "ki projection" ability of the prestige class has been changed into a passive ability, and we've given the kensai a number of passive combat bonuses to reflect their mastery of their chosen weapon. The base prestige class requires a specific weapon, but we've expanded that as well to all longswords instead of just "the one given to me by my lord".
We also chose to give it some synergy with the monk class. The base prestige class possesses a strong Eastern warrior-monk philosophy to it, so it seemed natural to make this a potentially desirable multiclass option.
Fighter Kensai II
Cost: 2 AP
Prereqs: Level 12 Fighter, Fighter Kensai I, Fighter Attack Boost III, Fighter Critical Accuracy III, any Greater Weapon Specialization feat.
Benefit: Your focus and training improve, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating.
Kensai Power Surge
Benefit: You may expend a Fighter attack boost to focus your energy and spirit, gaining a +8 Insight bonus to strength for a short period of time. If you possess the ability to generate Ki, you generate an additional 2 ki on successful attacks during your surge.
Kensai <Specific Weapon> Mastery II
Cost: 1 AP
Prereqs: Level 12 Fighter, Fighter Kensai II, Fighter <Specific Weapon> Specialization I, Kensai <Specific Weapon> Mastery I, Greater Weapon Specialization: <appropriate weapon type>
Benefit (One handed, ranged, or thrown weapons): You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a <weapon>.
Benefit (Two handed weapons): You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have an increased chance of applying magical weapon effects when using a <weapon>.
Power surge is one of the defining abilities of the kensai.
Fighter Kensai III
Cost: 2 AP
Prereqs: Level 18 Fighter, Fighter Kensai II, Fighter Attack Boost IV, Fighter Critical Accuracy IV, any Superior Weapon Focus.
Benefit: Your focus and training are complete, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating.
Kensai <Specific Weapon> Mastery III
Cost: 1 AP
Prereqs: Level 18 Fighter, Fighter Kensai III, Fighter <Specific Weapon> Specialization II, Kensai <Specific Weapon> Mastery II, Superior Weapon Focus: <appropriate weapon type>
Benefit: You gain +1 critical threat range with your signature weapon.
---
Critical threat range increases will be rarer in the future, but we thought it appropriate that the undisputed master of a specific weapon would have access to such a powerful ability. Precision is the mark of a true swordmaster.
Edit:
Since it came up in the discussion, the Two Handed Fighting chain of feats has also been changed to increase (from zero) the chance of glancing blows producing magical weapon effects
Fighter Stalwart Defender I
Cost: 4 Action Points
Prereqs: Level 6 Fighter, Fighter Skill Intimidate 2, Fighter Armor Boost 1, Toughness, and any one of: Shield Mastery, Combat Expertise, Diehard, Dodge, or Least Dragonmark of Sentinel.
Benefit: While the flesh may be weak, you place your trust in the strength of steel. This prestige enhancement increases your armor class by 1, grants +2 to intimidate, increases your maximum dexterity bonus allowed by shields, and grants additional armor class and damage reduction when blocking with a shield. You may expend a use of Fighter action boost to to enter a defensive stance. When using a shield, you possess DR 2/-.
House Deneith runs the Defender's Guild. We thought it appropriate to let dragonmarked members of the house bypass some of the restrictions for the prestige enhancement line most closely associated with them.
Stalwart Defender I: Defensive Stance
You may expend a Fighter armor boost to become a bastion of defense, gaining a +2 Competence bonus to Strength and Constitution, a +1 Competence bonus on all saves, a +2 Dodge bonus to Armor Class, and produce 50% more hate with your melee attacks. While in this stance, you move at one quarter speed.
The Stalwart Defender is based on the Dwarven Defender prestige class from pen and paper, and may end up available to dwarves (similar to how elves can acquire the Arcane Archer prestige enhancement line). The various Defender prestige classes require a Lawful alignment - a restriction we've waived in DDO.
All Defensive Stances, however, whether they be from the Defender of Siberys or the Stalwart Defender, are not compatible with various "enrage" effects. (Rage effects do not permit "any abilities that require patience or concentration", which is pretty much a description of Defensive Stance.) Rather than kicking you out of your Defensive Stance if a friend casts Rage on you, we chose to instead make you immune to the Rage spell while in a Defensive Stance. If you're enraged when you enter Defensive Stance, the enrage effect will be removed.
Fighter Stalwart Defender II
Cost: 2 Action Points
Prereqs: Level 12 Fighter, Fighter Stalwart Defender I, Fighter Item Defense I, Fighter Armor Boost II, and any one of: Fighter Toughness II, Fighter Armored Agility II, Fighter Armor Mastery II, Fighter Tower Shield Mastery II, or Lesser Dragonmark of Sentinel.
Benefit: Your defensive mastery continues to grow. This prestige enhancement increases your armor class by 1, grants +2 to intimidate, increases your maximum dexterity bonus allowed by heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. You may expend a use of Fighter action boost to to enter a defensive stance. When using a shield, you possess DR 4/-.
Stalwart Defender II: Improved Defensive Stance
You may expend a Fighter armor boost to become a bastion of defense, gaining a +3 Competence bonus to Strength and Constitution, a +2 Competence bonus on all saves, a +3 Dodge bonus to Armor Class, and produce 100% more hate with your melee attacks. While in this stance, you move at one third speed.
Fighter Stalwart Defender III
Cost: 2 Action Points
Prereqs: Level 18 Fighter, Fighter Stalwart Defender II, Fighter Item Defense II, Fighter Armor Boost III, and any one of: Fighter Toughness III, Fighter Armored Agility III, Fighter Armor Mastery III, Fighter Tower Shield Mastery III, or Greater Dragonmark of Sentinel.
Benefit: Your defensive mastery is complete. This prestige enhancement increases your armor class by 1, grants +2 to intimidate, increases your maximum dexterity bonus allowed by medium or heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. You may expend a use of Fighter action boost to to enter a defensive stance. When using a shield, you possess DR 6/-.
Stalwart Defender III: Superior Defensive Stance
You may expend a Fighter armor boost to become a bastion of defense, gaining a +4 Competence bonus to Strength and Constitution, a +3 Competence bonus on all saves, a +4 Dodge bonus to Armor Class, and produce 200% more hate with your melee attacks. While in this stance, you move at half speed.
Paladin : 3 so far Knight of the chalice, Hunter of the dead and the defender
Paladin Knight of the Chalice I
Cost: 4 Action Points
Prereqs: Paladin Level 6, Paladin Courage of Good I, Paladin Energy of the Templar I, Paladin Extra Smite Evil II, and any one of: Paladin Divine Sacrifice I, Paladin Divine Might I, or Paladin Exalted Smite I.
Benefit: You are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +1 to attack Evil Outsiders and deal 1d6 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by Evil Outsiders.
Despite their anti-demon focus, the Knights of the Chalice aren't that picky when it comes to killing Evil Outsiders...
Paladin Knight of the Chalice II
Cost: 2 Action Points
Prereqs: Paladin Level 12, Paladin Knight of the Chalice I, Paladin Courage of Good II, Paladin Energy of the Templar II
Benefit: You are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you now have +2 to attack Evil Outsiders and deal 2d6 additional damage with melee and unarmed attacks against them, replacing your earlier bonuses. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by Evil Outsiders. You also gain the ability to Censure Demons.
Knight of the Chalice II: Censure Demons
Benefit: You may expend a turn undead attempt to stun a targeted demon or other Chaotic Evil outsider. A successful Will save DC: 10 + Paladin Level + Charisma Modifier negates this effect. The target gains repeated saves to break free of this effect. Non-Chaotic Evil outsiders are unaffected by this ability.
...but they are better trained at taking out demons.
Paladin Knight of the Chalice III
Cost: 2 Action Points
Prereqs: Paladin Level 18, Paladin Knight of the Chalice II, any Paladin Faith II enhancement
Benefit: You are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you now have +4 to attack Evil Outsiders and deal 4d6 additional damage with melee and unarmed attacks against them, replacing your earlier bonuses. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by Evil Outsiders.
Who wants a free Greater Evil Outsider Bane added to all of their weapons? What if I told you that it stacks with an actual Greater Evil Outsider Bane enchantment?
Paladin Hunter of the Dead I
Prereqs: Level 6 Paladin, Paladin Extra Turning I, Paladin Improved Turning I, and any one of Paladin Divine Light I or Paladin Extra Lay on Hands I
Benefit: Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and all of your attacks are considered Ghost Touch, ignoring the chance to miss incorporeal creatures. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Lesser Restoration effect.
Paladin Hunter of the Dead II
Prereqs: Level 12 Paladin, Paladin Hunter of the Dead I, Paladin Extra Turning II, Paladin Improved Turning II, and any one of Paladin Divine Light II, Paladin Extra Lay on Hands II, or Paladin Redemption I
Benefit: Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and your spirit is sealed - you are now immune to energy drain from any source. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Restoration effect.
Paladin Hunter of the Dead III
Prereqs: Level 18 Paladin, Paladin Hunter of the Dead II, Paladin Extra Turning III, Paladin Improved Turning III, any Paladin Faith II enhancement
Benefit: Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and all attacks you make have a chance of destroying undead instantly on what would be a Vorpal strike. (Natural 20 followed by confirmation, Will DC: 30 partial, deals Light damage to targets immune to instant destruction effects* or those that save.) Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Greater Restoration effect.
Note: The cost of Improved Turning has dropped for both Paladins and Clerics to be a 1/2/3 AP line. As usual, this is all still extremely subject to change before it goes live, and is just what I've currently got in development.
* Like bosses, for instance.
Defender of Siberys I
Prereqs: Level 6 Paladin, Paladin Bulwark of Good I, Paladin Resistance of Good I, Paladin Courage of Good I, Paladin Focus of Good I, Paladin Paladin Armor Class Boost I, and any one of the following: Tower Shield Proficiency, Shield Mastery, or Combat Expertise.
Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you 2 additional Turn attempts, additional armor class when blocking with a shield, increases the maximum dexterity bonus allowed by tower shields by 1, and the ability to enter a defensive stance or to create a Magic Circle Against Evil effect.
Defender of Siberys I: Defensive Stance
You may expend a Paladin armor boost to become a bastion of defense, gaining a +2 Sacred bonus to Strength and Constitution, a +1 Sacred bonus on all saves, a +2 Dodge bonus to Armor Class, and produce 50% more hate with your melee attacks. While in this stance, you move at one quarter speed.
Defender of Siberys I: Magic Circle
You may expend a turn attempt to produce a Magic Circle Against Evil effect.
Paladin Defender of Siberys II
Prereqs: Level 12 Paladin, Defender of Siberys I, Paladin Bulwark of Good II, Paladin Resistance of Good II, and any of: Paladin Rally I, Paladin Divine Righteousness I, Paladin Toughness II
Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you an additional Lay on Hands use per rest, 25% increased hate generation, increases the maximum dexterity bonus allowed by tower shields and heavy armor by 1, and the ability to enter an improved defensive stance or to produce a Mass Shield of Faith effect.
Defender of Siberys II: Improved Defensive Stance
You may expend a Paladin armor boost to become a bastion of defense, gaining a +3 Sacred bonus to Strength and Constitution, a +2 Sacred bonus on all saves, a +3 Dodge bonus to Armor Class, and produce 100% more hate with your melee attacks. While in this stance, you move at one third speed.
Defender of Siberys II: Mass Shield of Faith
You may expend a turn attempt to produce a Mass Shield of Faith effect.
Paladin Defender of Siberys III
Prereqs: Level 18 Paladin, Defender of Siberys II, Paladin Bulwark of Good III, Paladin Resistance of Good III, and any Paladin Faith II enhancement.
Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement increases the strength of all of your defensive auras, increases the maximum dexterity bonus allowed by tower shields and medium or heavy armor by 1, and grants the ability to enter a superior defensive stance or to defy your enemies in a glorious stand against evil.
Defender of Siberys III: Superior Defensive Stance
You may expend a Paladin armor boost to become a bastion of defense, gaining a +4 Sacred bonus to Strength and Constitution, a +3 Sacred bonus on all saves, a +4 Dodge bonus to Armor Class, and produce 200% more hate with your melee attacks. While in this stance, you move at half speed.
Defender of Siberys III: Glorious Stand
You may expend a turn attempt to make a glorious stand against your enemies. For a short duration of time, you gain DR 20/epic, take reduced damage from elemental and negative energy, receive double healing from positive energy, and are immune to secondary effects of attacks such as 'wounding' or 'vorpal'. Each time you take damage, you gain the effects of a Cure Light Wounds spell.
Ranger
Ranger Tempest I
Prerequisites: Ranger level 6, Dodge, Mobility, Spring Attack, Two Weapon Fighting, Improved Two Weapon Fighting
Cost: 4 AP
Benefit: Your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed and a +2 shield bonus to armor class when two weapon fighting.
The bonus to armor class now also actually only applies when you're dual wielding. Both of the bonuses granted by Tempest I have been "typed", to clarify stacking questions that constantly arose.
Ranger Tempest II
Prerequisites: Ranger level 12, Tempest I, Ranger Dexterity II, Greater Two Weapon Fighting
Cost: 2 AP
Benefit: Your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed, a +3 shield bonus to armor class when two weapon fighting, and your penalty to hit has been reduced by 1.
Since the initial prerequisites for Tempest I are pretty steep, we made the additional prerequisites for Tempest II (and III) on the cheap side. Remember that Rangers get Greater Two Weapon Fighting for free.
Ranger Tempest III
Prerequisites: Ranger level 18, Tempest II, and any one of: Two Weapon Blocking, Two Weapon Defense, Oversized Two Weapon Fighting, or Lightning Reflexes.
Cost: 2 AP
Benefit: Your skill with two weapons is unequaled - your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed, a +4 shield bonus to armor class when two weapon fighting, your penalty to hit has been reduced by 2, and you gain additional attacks when two weapon fighting.
The additional attacks gained at tier III are identical to what we originally had planned for (the not-in-the-game) Superior Two Weapon Fighting.
I've combined these two into one post since Mechanic's changes in the upcoming module are an addition to Mechanic II rather than an extension to the Prestige Enhancement line. I didn't think anyone would mind me releasing it early.
Rogue
The names of Rogue prestige enhancements have been shortened to "Assassin", "Mechanic", and "Thief-Acrobat", to match the naming style of prestige enhancements of other classes.
Rogue Assassin now grants +2 to Fortitude saves vs. Poison at each tier instead of +1.
Rogue Assassin III:
Prereqs: Rogue level 18, Rogue Assassin II, Sneak Attack Accuracy IV, Sneak Attack Training IV
Cost: 2 Action Points
Benefit: Your lethality is unmatched in battle. Grants an additional +2 bonus to damage on critical hits (before multipliers), +2 bonus to Bluff, Hide, and Move Silently skills and Fortitude saves against poison. Also, any sneak attack that also counts as a vorpal strike (natural 20 followed by critical confirmation) that you make has a chance of producing a lethal strike will kill most living targets.
I've heard rumors that people like vorpal weapons. Even a Moldy Quarterstaff can be a lethal weapon in the hands of a Master Assassins. Things like Deathblock and Death Ward do protect against this death effect.
Rogue Mechanic II now grants the following active ability in addition to all of its other effects:
Mechanic: Smite Construct
Benefit: Your mechanical knowledge grants you the ability to deal devastating blows in melee to constructs and living constructs. You gain twice your Intelligence bonus to your attack roll and a damage bonus based on your rogue level. Smites return at a rate of one every 90 seconds.
Mechanics have a cap of three Smite Constructs that regenerate like Paladin Smite Evils do. All of the smite bonuses are calculated in a similar manner as the Paladin smite bonus, but replacing Charisma with Intelligence as the associated ability score and Rogue levels replacing Paladin. None of the Paladin modifiers to Smite Evil affect Smite Construct.
so far that is it!!