Page 1 of 2
Prestiqe Class Idea's (Just for fun)
Posted: Wed Jul 20, 2022 12:13 pm
by Matherhorn
Requirements
Base Attack Bonus:
Alignment:
Feats:
Skills:
Spell Casting:
Other:
Class Features
Hit die:
Proficiencies:
Skill points:
Class skills:
Base attack bonus progression:
Saving throws
high:
low:
Level:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
Re: Prestiqe Class Idea's (Just for fun)
Posted: Wed Jul 20, 2022 12:32 pm
by Matherhorn
Nomad Wanderer
Requirements
Base Attack Bonus: +7
Alignment: Any non Lawful
Feats: Track, Sneak attack (1d6)
Skills: Survival 8: hide 8, Move Silently 8: History Nomad:
Spell Casting: Cast Level 3 Arcane Casting
Other:
Class Features
Hit die: D8
Proficiencies: None
Skill points: 4
Class skills: (Athlete)(Hide)(Move Silently)(Lore: geography)(Survival)
Base attack bonus progression: Medium
Saving throws
high: Will, Reflexes
low: Fortitude
Armor is cloth only as being a Magic Spell Caster
Level:
1: Sprint (gain 10% movement speed for 1 round per nomad level, gives 2d6 sneak while active, Use 1 at level 1,5,10)
2: Spell Casting Progression, level 2,4,7,9,10
3: Gain the Level 0 fire spell, can use once a round. Used by nomads to distract an apponent.
4: Bonus ability: Choose between one of these three skills. will also determine your later bonus feat
Hunter: Gain 1d6 sneak while in stealth mode, (Loose 1AC due to letting your exposing yourself for a better shot.)
Shadow shield: Cover yourself with a shield from the shadow world. This power is not evil or good, but comes from the shadow plane. offers + 3 AC for 1/round a level of nomad: while shield is active you loose 1AB due to being inside the darkness of the shadow.
Pyro Weapon: From the plane of fire you ignite your weapon with fire, dealing 1 fire damage, lasts until rest. but makes you 10% volerable to cold attacks.
5: Improved Taunt +2
6: Swift track
7: Improved Taunt + 4
8: Bonus feat, Fire Rune)
9: Bonus feat (Camoflage) Same as Ranger, no penelty to movement in stealth
10: Bonus feat (Master Hunter) Gain 2d6 sneak attack damage while sneaking. And do not loose 1AC
Arch Shadow Shield: Gain + 5Ac for 1/round a level of nomad. Due not loose 1AB after becoming a master at your skill.
Improved Pyro Weapon: Gain 1D4 fire damage, and do not become volerable to cold.
Maybe a little over powered but its all for fun, Im a DnD Dark Sun fan.
Re: Prestiqe Class Idea's (Just for fun)
Posted: Wed Jul 20, 2022 1:22 pm
by DaloLorn
Overpowered, not particularly... but it does bump up against a few technical limitations.
- The skill requirements are a little unclear. Could you rephrase those?
- Getting conditional sneak dice from Sprint and Hunter is going to be a pain in the neck, if even possible.
- What does Improved Taunt do?
- "Level 0 fire spell" is Flare?
- "Fire Rune" is Rune of Flames?
Re: Prestiqe Class Idea's (Just for fun)
Posted: Wed Jul 20, 2022 2:05 pm
by selhan
no just no! no more class anything, can we first FIX current things first! lmao!

Re: Prestiqe Class Idea's (Just for fun)
Posted: Wed Jul 20, 2022 4:13 pm
by Matherhorn
The skill requirements are a little unclear. Could you rephrase those?
The Lore skill of nature is what it should be.
Getting conditional sneak dice from Sprint and Hunter is going to be a pain in the neck, if even possible.
My understanding is, a player loads into the game, and all the feats are loaded which add properties to the character. The feat named Hunter, clickable feats like man of arms has, manyshot, bard songs etc. Hunter would, Condition, onclick, Increase Movement speed by 10%. Add 2d6 sneak damage with the condition of sprint being enabled for set amount of time, and to stop sprint with timeout and end 2d6 sneak attack bonus. This would reset the feat and would reset the condition of 2d6 sneak bonus to be under the condition of "Hunter feat" Being active.
What does Improved Taunt do?
Taunt is a skill and a function, the function might be set at skill level + 2 or + 4.
"Level 0 fire spell" is Flare?
Yes
"Fire Rune" is Rune of Flames?
Yes
Sorry about not being clear
Re: Prestiqe Class Idea's (Just for fun)
Posted: Wed Jul 20, 2022 5:52 pm
by AsuraKing
Re: Prestiqe Class Idea's (Just for fun)
Posted: Wed Jul 20, 2022 5:59 pm
by Hullack
Additional PrCs that have more than 2+Int skillpoints would be a welcome.
Re: Prestiqe Class Idea's (Just for fun)
Posted: Wed Jul 20, 2022 8:04 pm
by Matherhorn
I like the crossbowman with shield
My only thought, not a surjections but just an idea. with manyshot, instead give them the idea they they can rigg there crossbow to fire 2 arrows at once, (when you click the feat like many shot, the same AB rules apply. Its tricky cause what if they just find a crossbow, is it assumed to be rigged so fast. not perfect just a idea.)
either way just the way it is I would have fun with that PrC
Re: Prestiqe Class Idea's (Just for fun)
Posted: Wed Jul 20, 2022 9:20 pm
by Kayle Walker
This reminds me of Rhodoks in Mount&Blade, very nice!
Re: Prestiqe Class Idea's (Just for fun)
Posted: Wed Jul 20, 2022 11:37 pm
by Kayle Walker
Here's mine! Honestly, I'm tempted to bring forth something similar to this as a suggestion, but there's a lot of homebrew elements to it.
Blood Fencer
Requirements
Base Attack Bonus: none
Alignment: Any non-Lawful
Feats: Toughness, Martial Weapons Proficiency
Skills: Concentration 4
Spell Casting: Able to cast 3rd level arcane magic.
Other:
Class Features
Hit die: d6
Proficiencies: A Blood fencer gains no armor or weapon proficiencies.
Skill points: 2 + Int modifier
Class skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Heal, all Lore skills, Parry, Spellcraft
Base attack bonus progression: Medium
Saving throws
high: Fortitude
low: Reflex
Level: (8/10 Spellcasting progression)
1: Blood Drinker +1
2:
3: Durable Casting
4:
5: Blood Drinker +2, No Spellcasting progression
6:
7: Sanguine Shroud
8: No Spellcasting progression
9: Sacrificial Casting
10: Blood Drinker +3
Feats:
Blood Drinker: A Blood Fencer can imbue their main weapon with vampiric qualities, gaining +1 vampiric regeneration (does not stack with existing vampiric effects). Doing so expends some lifeblood, incurring a non-restorable 2 CON penalty until it is turned off. Both the regeneration and constitution penalty increases by 1 and 2 respectively on levels 5 and 10. (CON cannot go lower than 1. CON switching can put a Blood Mage into negative hitpoints, thereby incapacitating/killing them)
Durable Casting: When hit by damage that would interrupt spellcasting, a Blood Fencer may reduce the concentration check with their class level total. They will still get hit with the full damage, but is less likely to be interrupted.
Sanguine Shroud: When at full health, a Blood Fencer can channel siphoned lifeforce into a shield around them. This translates into a stacking temporary shield, up to 10 points, which is expended when a Blood Fencer is hit, incapacitated, or rests.
Sacrificial Casting: A level 9 Blood Fencer can sacrifice their blood or the blood of others to cast their spells. When targeted to self or allies, a Blood Fencer can freely cast a copy of their memorized spell for 2 CON damage per 3 spell levels (to a total of 6 CON damage for a level 9 spell). When targeted to an opponent, the spell does an additional 1d6 damage per 3 spell levels (2 min cooldown). CON cannot go below 1. As with Blood Drinker, this ability can kill the Blood Fencer. Using this ability is implicit consent to be killed on sight.
Re: Prestiqe Class Idea's (Just for fun)
Posted: Thu Jul 21, 2022 3:50 am
by DaloLorn
I sort of feel like I might be dissecting these a little too much not to leave a disclaimer:
I am not saying these PRCs will be implemented, now or ever. Some of them are fairly simple to implement, but I do not feel comfortable unilaterally implementing them, and if you want to propose their implementation, the Suggestions: Mechanics subforum is thattaway. (... Not that that's helped Asura's proposal, I guess...)
Nomad Wanderer:
Matherhorn wrote: ↑Wed Jul 20, 2022 4:13 pmThe Lore skill of nature is what it should be.
... That didn't help much.
My understanding is, a player loads into the game, and all the feats are loaded which add properties to the character. The feat named Hunter, clickable feats like man of arms has, manyshot, bard songs etc. Hunter would, Condition, onclick, Increase Movement speed by 10%. Add 2d6 sneak damage with the condition of sprint being enabled for set amount of time, and to stop sprint with timeout and end 2d6 sneak attack bonus. This would reset the feat and would reset the condition of 2d6 sneak bonus to be under the condition of "Hunter feat" Being active.
None of what you said changes the fact that it's not very easy to add sneak dice on a whim, because of the way sneak dice stack (or rather, don't stack). In fact, your proposed implementation straight-up
doesn't work.
I
do see a way to maybe do this, but it's definitely the hardest part of your proposed PRC.
Taunt is a skill and a function, the function might be set at skill level + 2 or + 4.
So it's boosting your rolls for Demoralize Opponent by +2 or +4?
Largely doable, with the caveat that we can't (... easily?) grant base shield AC at the moment. (Abilities that tell you otherwise are filthy liars, and really give you Dodge AC.

)
Blood Fencer:
Kayle Walker wrote: ↑Wed Jul 20, 2022 11:37 pm
Blood Drinker: A Blood Fencer can imbue their main weapon with vampiric qualities, gaining +1 vampiric regeneration (does not stack with existing vampiric effects). Doing so expends some lifeblood, incurring a non-restorable 2 CON penalty until it is turned off. Both the regeneration and constitution penalty increases by 1 and 2 respectively on levels 5 and 10. (CON cannot go lower than 1. CON switching
can put a Blood Mage into negative hitpoints, thereby incapacitating/killing them)
Cool. Also probably doable, I think, given that we add other temporary properties to weapons already.
That being said, CON absolutely can go lower than 1, not that this has any
mechanical effect besides netting you a CON modifier of -5.
Durable Casting: When hit by damage that would interrupt spellcasting, a Blood Fencer may reduce the concentration check with their class level total. They will still get hit with the full damage, but is less likely to be interrupted.
Nope. You can get a Concentration boost across the board (albeit subject to the skill cap, which I think is +50?). We'd need Dae to externalize Concentration checks first.
Sanguine Shroud: When at full health, a Blood Fencer can channel siphoned lifeforce into a shield around them. This translates into a stacking temporary shield, up to 10 points, which is expended when a Blood Fencer is hit, incapacitated, or rests.
Not sure I understood this one.
Sacrificial Casting: A level 9 Blood Fencer can sacrifice their blood or the blood of others to cast their spells. When targeted to self or allies, a Blood Fencer can freely cast a copy of their memorized spell for 2 CON damage per 3 spell levels (to a total of 6 CON damage for a level 9 spell). When targeted to an opponent, the spell does an additional 1d6 damage per 3 spell levels (2 min cooldown). CON cannot go below 1. As with Blood Drinker, this ability can kill the Blood Fencer. Using this ability is implicit consent to be killed on sight.
Tricky, and requires a lot of changes to individual spell scripts to apply the damage boost, but sort of doable. I assume spell levels are rounded up to determine CON damage?
With Blood Drinker, my complaint is that external sources of CON damage can possibly leave you in a state you explicitly identified as illegal (using the ability when it would leave you at 0 CON). With Sacrificial Casting, my complaint is instead that there may be IC justification for using the ability when it would leave you at 0 CON. Maybe the Blood Fencer is willing to sacrifice their life to get this spell right?
IMO, the class is a little melee-heavy for an 8/10 progression... but most of its perks do come with tradeoffs, so maybe it's not that bad.
Re: Prestiqe Class Idea's (Just for fun)
Posted: Thu Jul 21, 2022 4:19 am
by Kayle Walker
Replies are in red text xD
DaloLorn wrote: ↑Thu Jul 21, 2022 3:50 am
Blood Fencer:
Kayle Walker wrote: ↑Wed Jul 20, 2022 11:37 pm
Blood Drinker: A Blood Fencer can imbue their main weapon with vampiric qualities, gaining +1 vampiric regeneration (does not stack with existing vampiric effects). Doing so expends some lifeblood, incurring a non-restorable 2 CON penalty until it is turned off. Both the regeneration and constitution penalty increases by 1 and 2 respectively on levels 5 and 10. (CON cannot go lower than 1. CON switching
can put a Blood Mage into negative hitpoints, thereby incapacitating/killing them)
Cool. Also probably doable, I think, given that we add other temporary properties to weapons already.
That being said, CON absolutely can go lower than 1, not that this has any
mechanical effect besides netting you a CON modifier of -5.
I was thinking that could be a mechanical CON floor, but if it can go lower, go ahead
.
Durable Casting: When hit by damage that would interrupt spellcasting, a Blood Fencer may reduce the concentration check with their class level total. They will still get hit with the full damage, but is less likely to be interrupted.
Nope. You can get a Concentration boost across the board (albeit subject to the skill cap, which I think is +50?). We'd need Dae to externalize Concentration checks first.
Then a simple Concentration bonus = class level works.
Sanguine Shroud: When at full health, a Blood Fencer can channel siphoned lifeforce into a shield around them. This translates into a stacking temporary shield, up to 10 points, which is expended when a Blood Fencer is hit, incapacitated, or rests.
Not sure I understood this one.
A 10 hit point shield max. So basically, any lifesteal effect that goes above maximum hp goes to this shield.
Sacrificial Casting: A level 9 Blood Fencer can sacrifice their blood or the blood of others to cast their spells. When targeted to self or allies, a Blood Fencer can freely cast a copy of their memorized spell for 2 CON damage per 3 spell levels (to a total of 6 CON damage for a level 9 spell). When targeted to an opponent, the spell does an additional 1d6 damage per 3 spell levels (2 min cooldown). CON cannot go below 1. As with Blood Drinker, this ability can kill the Blood Fencer. Using this ability is implicit consent to be killed on sight.
Tricky, and requires a lot of changes to individual spell scripts to apply the damage boost, but sort of doable. I assume spell levels are rounded up to determine CON damage?
With Blood Drinker, my complaint is that external sources of CON damage can possibly leave you in a state you explicitly identified as illegal (using the ability when it would leave you at 0 CON). With Sacrificial Casting, my complaint is instead that there may be IC justification for using the ability when it would leave you at 0 CON. Maybe the Blood Fencer is willing to sacrifice their life to get this spell right?
IMO, the class is a little melee-heavy for an 8/10 progression... but most of its perks do come with tradeoffs, so maybe it's not that bad.
So what I had in mind for Sacrificial Casting is that it stops being useable once you run out of CON (which is why I thought of a 1 CON floor.) And it being melee-heavy is kind of the flavor I had in mind for this PrC - a gishy blood mage that sacrifices overall tankiness for sustain and free casts via Sacrificial Casting.
Re: Prestiqe Class Idea's (Just for fun)
Posted: Thu Jul 21, 2022 4:38 am
by DaloLorn
Kayle Walker wrote: ↑Thu Jul 21, 2022 4:19 amI was thinking that could be a mechanical CON floor, but if it can go lower, go ahead
.
Probably the trickiest part here is disabling the ability if you go below 0...
A 10 hit point shield max. So basically, any lifesteal effect that goes above maximum hp goes to this shield.
... Maybe sort-of doable for actives like Vampiric Touch, but out of the question for Blood Drinker. Can't hook into vampiric regeneration like that.
So what I had in mind for Sacrificial Casting is that it stops being useable once you run out of CON (which is why I thought of a 1 CON floor.)
Yeah, that still works with 0 CON. Or maybe not at all. I'd have to check if we can get modified ability scores... I think we can, though.
And it being melee-heavy is kind of the flavor I had in mind for this PrC - a gishy blood mage that sacrifices overall tankiness for sustain and free casts via Sacrificial Casting.
What worries me a little is that it gets d6 HP, medium BAB, a pretty powerful toggleable ability (which
is hopefully counterebalanced by its CON penalty, but I'm not sure), and still qualifies for 8 levels of spell progression on top of all that.
Re: Prestiqe Class Idea's (Just for fun)
Posted: Thu Jul 21, 2022 4:45 am
by Kayle Walker
DaloLorn wrote: ↑Thu Jul 21, 2022 4:38 am
What worries me a little is that it gets d6 HP, medium BAB, a pretty powerful toggleable ability (which
is hopefully counterebalanced by its CON penalty, but I'm not sure), and still qualifies for 8 levels of spell progression on top of all that.
That's why I didn't want to put too much in it xD. The fact that it's d6 medium as an arcane is already pretty heavy.
Re: Prestiqe Class Idea's (Just for fun)
Posted: Mon Jul 25, 2022 9:32 pm
by Rask
selhan wrote: ↑Wed Jul 20, 2022 2:05 pm
no just no! no more class anything, can we first FIX current things first! lmao!
Right? We have so many broken PRC's already