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Hi!

Its always the small things, subtlety for the win!
Figure out what creeps out the player, as much as the PC, and make sure you start slow. At first give cursory descriptions of something which make things seem just not quite right, for instance how the smell of blood just won't go away after a fight. How that particular dude keeps looking oddly at the PC, the sound of spiders or other diminutive creeps moving about at night. >_>
When you got the player sufficiently hooked, and starting to get paranoid, then add some "accidents" involving the PCs party members in a fight. Angle it such as those accidents are viewed upon from the PCs view as possible deliberate acts, and from the party's view a request from/something stupid done by the PC. Or just a regular "whops, sorry" situation. It's especially fun if you get to make it so that they have to attack him at one time (illusions, anyone) to make it seem like they're saving his life. Of course, the PC shouldn't know about this, and be sufficiently paranoid beforehand. ;)

Never miss out on the details, whatever you do. Small things and subtlety for the win. :):) Oh, and take your time with it too! Patience is your friend.
Just think about the movie that scared you (or your friend, rather) the most: What did they use to get you so creeped out? :D

Warning: Don't ever be obvious about it! Always make it seem like it's a part of the normal descriptions. Once your friend picks up on what your doing to make him freak out, the illusion will be dispelled and make things way less enjoyable for everyone.
The best part is if the other players don't pick up on it either, imagine the surprise! :D:D:D


Hi, obviously my first post here, and my first proper attempt at creating a new PrC from the ground. Hope I can get some feedback on it here, especially balance and utility wise? All comments are welcome. :D But I hope for constructive ones. ;)

Going to playtest it soon too, but wanted to make sure everything looks reasonably OK before doing so. :)

That said, here's the PrC:

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Dawnblade Battledancer
Dawnblade Battledancers exist to root out irredeemable evil, as well as barter in conflicts where this can be done. Their main concern is fighting evil, redeeming souls, spreading the truth and ensuring that the opressed are freed. They are the protectors of the common folk, and those who cannot defend themselves.
They are the church of Sarenrae's elite troops, a dexterous fighter, fighting in the Healing Flame's honour. They follow her doctrine to the letter, and preaches temperance, patience, compassion and truth to those who needs it. Always patient, understanding and willing to help

In combat they use they display their terrifying, and beautiful, Dervish Battledance. Slicing through evil, in a dazzling display of skill and grace. They use the dance to constantly push their foes, looking for weaknesses in their defence, delivering brutal blows designed to end the fight as soon as possible. Rarely staying in one place, and even then constantly moving about, as they perform their fast-paced and lethal dance.
A Battledancer prefers light armour, which doesn't restrict movements

Role: A Dawnblade Battledancer is an excellent melee fighter, and a powerful opponent against single evil foes. Preferring to go toe-to-toe with their opponents, using their dance and Smite Evil to slay evil foes as quickly (and painlessly) as possible.
They are often sent to battle a known evil, or to protect those who needs protection, and often adventures with a party to fulfill these tasks. Preferring any decisions to me made as a whole, unless this conflicts with the Battledancer's goal.

Alignment: Any good.

Hit die: d10

-- Requirements
To qualify to become a Battledancer, a character must fulfil all the following criteria.
Feats: Dodge, Mobility, Quick Draw
Skills: Knowledge Religion 5 ranks, Perform Dance 5 ranks
Weapon Proficiency: Must be proficient with scimitars
Deity: Sarenrae
Special: Able to use either the Channel Divinity or the Lay on Hands class feature

-- Class Skills
The Battledancer’s class skills (and the key ability for each skill)
are Acrobatics (Dex), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge religion (Int), Perform: Dance (Cha), Ride (Dex), Sense motive (Cha), Sleight of Hand (Dex), Spellcraft (Int)
Skill ranks at each level: 2 + Int modifier.

Quote:

LVL -BAB- Fort- Ref- Will- Special _ _ _ _ _ - Spells per day

1 _ - +1 - +0 - +2 - +2 - Dervish Dance _ _ -
2 _ - +2 - +0 - +3 - +3 - _ _ _ _ _ _ _ _ _ - +1 level
3 _ - +3 - +1 - +3 - +3 - Dawnblade Dance _ - +1 level
4 _ - +3 - +1 - +4 - +4 - _ _ _ _ _ _ _ _ _ - +1 level
5 _ - +4 - +1 - +4 - +4 - Battledance _ _ _ - +1 level

-- Class Features

All of the following are class features of the Battledancer prestige class.
Weapon and Armor Proficiency: A Battledancer gain no proficiency with any weapon or armor.

Spells per Day: At the indicated levels, a Battledancer gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does also gain other benefits a character of that class would have gained, including additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Battledancer, he must decide to which class he adds the new level for purposes of determining spells per day.

Dervish Dance: Adds dex to Perform Dance, and allows the use of Perform Dance instead of Acrobatics to move through threatened squares.

Dawnblade Dance: You can use Perform Dance to feint and attack in combat, as a full round action. If you move during this action, you must either start or end your movement next to the target. If the Perform Dance check exceeds the target's check, the target is feinted as per the description under Bluff.
A Battledancer can only use this ability when wearing light or medium armour, and if wearing medium armour the Battledancer gets a -2 penalty to the attack rolls made using this ability.

Battledance: Allows you to use a full round attack as a part of the Dawnblade Dance. Using this ability costs 2 uses of Channel Divinity or Lay on Hands, depending upon your class.