Prestiqe Class Idea's (Just for fun)

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blazerules
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Re: Prestiqe Class Idea's (Just for fun)

Unread post by blazerules »

Here is my incredibly lame and bad class idea.

I have no idea what I was doing but it was a lot of fun.
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Mundane Master

Requirements

Base Attack Bonus: +6

Alignment: N/A

Feats: Weapon Focus in a melee weapon, Weapon Specialization in a melee weapon

Skills: N/A

Spell Casting: N/A

Other:


Class Features

Hit die: d10
Proficiencies: None

Skill points: 2 + Int modifier
Class skills: Athlete, Intimidate

Base attack bonus progression: High

Saving throws
high: Fortitude, Reflex
low: Will


Level:

1: Bonus Feat: Weapon of Choice, Bonus Feat: Bloody Fighter*

2: Bonus Feat: Greater Weapon Focus

3:

4: Bonus Feat: Greater Weapon Specialization

5: Bonus Feat: Superior Weapon Focus

6: Bonus Feat: Enhanced Power Attack

7: Bonus Feat: Fast Healing I

8: Bonus Feat: Weapon Supremacy

9: Bonus Feat: Supreme Power Attack

10: Bonus Feat: Bloody Blows*

Custom Feat
Bloody Fighter: Caps your AC at 40. (Prereq setup for Bloody Blows)
Bloody Blows: Provides you +X Vampiric Regen with the weapon you have Greater Weapon Specialization with. Doesn't work if you have a weapon in your off-hand.
Tanlaus
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Re: Prestiqe Class Idea's (Just for fun)

Unread post by Tanlaus »

selhan wrote: Wed Jul 20, 2022 2:05 pm no just no! no more class anything, can we first FIX current things first! lmao! :lol:
To be fair there is already work going on behind the scenes to evaluate existing PRCs. But it's slow, and tedious, and not so clear cut. I'll take a PRC and build it 4 or 5 different ways to see how it synergizes with other classes/prcs. You'd be surprised how often things work out differently than what you'd expect.

Like some things aren't the greatest on their own but how they are implemented can provide synergy with other PRCs to create some OP builds. Some PRCs are kind of terrible. People complain about some being terrible but they hold up quite well both on their own and/or in a group. There are a lot of variables to consider so there's never really a clear cut answer to what is 'balanced.'

One of the big problems right now is people tend to equate 'balanced' with 'being able to solo all the epic content on the server.' Not saying that's what everyone thinks but it's definitely a thing.

It's really a never ending process. So cutting off any new content until all of the old content is perfectly balanced means there will never be new content.

I think this thread is cool. It's interesting to read people's ideas, and like Dalo said, it doesn't mean they're going to be implemented. So there's no reason not to discuss for the fun of discussing. I also thinks it helps people understand what can be done and what just seemingly cannot (unless Dae finds some genius work around) because of engine limitations.
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Planehopper
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Re: Prestiqe Class Idea's (Just for fun)

Unread post by Planehopper »

Master of Trade
(Inspired by Merchant Prince from Powers of Faerun)

Requirements

Alignment: Any
Feats: Skill Focus Appraise
Skills: Appraise 8, Bluff 4, Diplomacy 4, Sense Motive 4
Other: ?


Class Features

Hit die: d6
Proficiencies: Simple Weapons, Light Armor
Skill points: 6+INT
Class skills: Appraise, Bluff, Concentration, Craft (all), Diplomacy, Gather Information, Linguistics, Lore (all), Profession (all), Ride, Sense Motive, Spellcraft, Survival, Use Magical Device

Base attack bonus progression: Medium

Saving throws
high: Reflex
low: Fort, Will


Level 1:
  • Business Acumen - Bonus Feat (Any Skill Focus) x2
  • Mercantile Knowledge - Levels of Master of Trade and Bard stack for the purpose of using Bardic knowledge
Level 2:
  • Stand Firm - character gains +2 vs Saves vs mind affecting, and immunity to fear.
Level 3:
  • Master of Commerce - character gains Reputation feat, granting 10% discount at merchants and +2 on Bluff, Intimidate, and Diplomacy
Level 4:
  • Business Acumen II - Bonus Feat (Any Skill Focus) x2

Level 5:
  • Bonus Feat - Well Traveled - Linguistics skill bonus +5 (or just extra language feat to earn a new language)
  • Bonus Feat - Negotiator - +2 Bonus to Diplomacy and Bluff
Spellcasting - spellbook similar to that of Assassin, with similar calculations

Level 1
Alarm, Comprehend Languages, Disguise Self, Expeditious Retreat, Stabilize Portal

Level 2
Invisibility, Knock, Protection from Arrows, Silent Alarm, Whisperwind

Level 3
Analyze Portal, Heroism, Non-Detection, Remove Curse, Tongues
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Ithilan
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Re: Prestiqe Class Idea's (Just for fun)

Unread post by Ithilan »

(here we go, shameless copy paste from the SIlverymoon source book)
The Order of Moonknights
The Order of Moonknights is a lay order of fighters, warriors, rangers and some militant clerics who act as the defensive arm of the Selûnite faith, particularly in the North. Their primary foes are the People of the Black Blood, a group of malevolent lycanthropes who worship Malar and are very active in the Moonwood area. Recent events in Amn have seen the establishment of a second major cell of Moonknights around the city of Murann. This port city, which has recently fallen under the rule of the Sythillisian Empire, holds a large temple to Selûne that her faithful very much want to see returned to their control. The Moonknights also act as explorers, mappers and guides to folks within the Silver Marches. This goes hand in hand with their goal to further explore and map the new nation and its surroundings. Followers of the order, though not the Moonknights themselves, may be engaged as scouts and guides by the Selûnite faithful for 3 sp per day, while others may hire them at twice this amount, or one electrum moon. This helps them to raise the capital used to fund their expeditions.

Requirements
To qualify to become a Moonknight, a character must fulfill all the following criteria.

Patron Deity: Selûne

Alignment: Any Good

Base Attack Bonus: 5

Feats: Weapon Focus (Heavy Mace), Track

Skills: Knowledge (Local): 2 ranks
Knowledge (Religion): 2 ranks
Wilderness Lore: 2 ranks

Class Features

Hit die: d8
Proficiencies: Simple & Martial, Light & Medium armor.

Skill points: 4+ int
Class skills: Climb (Str), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Use Rope (Dex), Wilderness Lore (Wis)

Base attack bonus progression: Medium

Saving throws
high: Fortitude & Will
low: Reflex


Image

1: Selûne's Blessing: The Moonknight can draw upon the power of Selûne to better perform tasks. If the moon is visible to the Moonknight, he may apply a divine bonus equal to his Wisdom modifier to any one roll. He must decide to use this ability before the die is rolled. He may call upon this ability once per night per Moonknight level.

Moon's Hand: The Moonknight receives a +1 bonus to attack and damage rolls with the smooth headed mace that is the signature weapon of the ordained and lay clergy of the Moon Maiden.

2: Eyes of the Moon: At 2nd level a Moonknight gains Low Light Vision. In addition, he suffers no penalty while Tracking by moonlight.

Favored Enemy: Upon reaching 2nd level, the Moonknight gains lycanthropes as a favored enemy. This ability works exactly like the ranger ability.

3: Smite Lycanthrope: Starting at 3rd level the Moonknight gains the supernatural ability to deal crushing blows to lycanthropes. Once per day per level the Moonknight may add his Charisma modifier to his attack and damage rolls against a lycanthrope. He must declare the smite attempt before rolling the attack. If he accidentally smites a non-lycanthrope, the attempt still counts toward his total for the day.

Pure Blood: The Moonknight is immune to the curse of lycanthropy.

4: Moon Path: The Moonknight can cast moon path once per day as a 9th level cleric

Kiss of the Moonmaiden: Once per month during the full moon the Moonknight may pray over someone afflicted with the curse of lycanthropy. The afflicted being gets an immediate Will save (DC 20) to break the curse. Whether successful or not, that person may never receive the Kiss of the Moonmaiden more than once.

5: Selûnes Vengeance: Starting at 5th level, the Moonknight can turn or destroy lycanthropes as a good cleric turns or destroys undead. He may use this ability a number of times per day equal to three + his charisma modifier

Moonknight Spell List:
1st
- detect lycanthropes*, expeditious retreat,
faerie fire, light, moonbeam, sanctuary
2nd- cure light wounds, locate object, moon
blade, moonbow*, protection from elements,
shield other
3rd- cure moderate wounds, endurance, fly,
freedom of movement, resist elements

Some of this would need adjusting to our mechanics and game, like the Pure Blood could just be curse immunity, which is perhaps a bit too broad to fit the bill. Moonshand we already have through Silverstars and that would be a copy paste pretty much. I think theres a lot of similarities between the two and since we already have one Selune specific class, id never push for this. But its an old dream and what I originally made my main character to be.
Shandril Brightmantle
"Life is but a mystery to revel in, let the stars guide you through the mist."
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Ewe
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Re: Prestiqe Class Idea's (Just for fun)

Unread post by Ewe »

I could add a new nwscript command, something like,

newConcentrationRule(nFeatID, nAmount)

Intended to be called once during module load (or similar place) to enact a new engine rule which would apply nAmount bonus concentration at the time of the concentration check if oTarget has nFeatID.

However, a flat concentration bonus is something we could already do today and probably close enough to the spirit of the class feature.
AKA Dae-Glyth
Discord: Dae-Glyth#1759
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ZabelSword
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Re: Prestiqe Class Idea's (Just for fun)

Unread post by ZabelSword »

https://forgottenrealms.fandom.com/wiki/Soulknife

The soulknife would be a base class. If duergar aren't the only race allowed to use this base class then they should at least get some sort of bonus or synergy since they are the only psionic race available. The time of troubles led to wild psionic zones which could cause a greater number of people developing psionic abilities. The ToT can also open the door to other psionic classes as well.

Sigil has this base class implemented but it'd be way too powerful for this server.
Main PC: Drinmar Ironfaar
Other PC's: Tublin Ironfaar, Caldur Pein
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