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I know that Paizo already converted the dwarven defender and renamed him into stalwart defender...but i didn't like it so i made my own. I also converted the Achmage to be a 10-level prestige class and converted the Frenzied berserker. Tell me what you think. I will put each class into a separate post for ease of scrutiny.
The Archmage
Hit Die: d6.
Requirements
To qualify to become an archmage, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 12 ranks, Spellcraft 12 ranks.
Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic.
Spells: Ability to cast 7th-level arcane spells, knowledge of 5th level
or higher spells from at least five schools.
Class Skills
The archmage’s class skills (and the key ability for each skill) are
Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Perception (Wis), and
Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int modifier.
Level Bab F/R/W Special
1 +0 1/1/2 High Arcana + 1 level of Arcane spellcasting class
2 +1 1/1/3 Arcane Fire + 2d6 + 1 level of Arcane spellcasting class
3 +1 1/1/3 High Arcana + 1 level of Arcane spellcasting class
4 +2 2/2/4 Arcane Fire + 4d6 + 1 level of Arcane spellcasting class
5 +2 2/2/4 High Arcana + 1 level of Arcane spellcasting class
6 +3 2/2/5 Arcane Fire + 6d6 + 1 level of Arcane spellcasting class
7 +3 3/3/5 High Arcana + 1 level of Arcane spellcasting class
8 +4 3/3/6 Arcane Fire + 8d6 + 1 level of Arcane spellcasting class
9 +4 3/3/6 High Arcana + 1 level of Arcane spellcasting class
10 +5 4/4/7 Arcane Fire + 10d6 + 1 level of Arcane spellcasting class
Class Features
All the following are class features of the archmage prestige class.
Weapon and Armor Proficiency: Archmages gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, 2 new spells if he was a wizard and so on). If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.
High Arcana: An archmage learns secret lore unknown to lesser wizards and sorcerers. He gains the opportunity to select a special ability from among those described below.
Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet.
Mastery of Counterspelling: When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning (for example, if it is a spell that affects an area), then it is merely counterspelled.
Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. For example, an archmage could cast a fireball that deals sonic damage instead of fire damage. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. The caster cannot alter the energy form of a spell being cast from a spell-completion item like a wand or scroll. Only his memorized spells can be altered this way.
Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. For example, an archmage could cast a fireball and leave a hole where his ally stands, preventing any fire damage. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Spell Power: This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).
Spell-Like Ability: An archmage who selects this type of high arcana can permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. Metamagic feats can be applied to this spell-like ability, but the casting time is increased to a full-round action.
Arcane recomposition: The archmage is a being so suffused by arcane magic, he can actualy use it to heal his wounds. As a standard action, an archmage can concentrate to heal himself of damage. Using this ability cures the archmage with a number of six-sided dice equal to his archmage level. He can use this ability 3+ his Int modifier times per day. Using this ability does not provoke an attack of opportunity.
The Archmage can, however choose to touch a divine spellcaster and deal the same amount of damage that he would heal had he used the ability himself. This is considered an armed attack and does not provoke attacks of opportunity. The divine spellcaster can attempt to halve the damage by succeeding on a will saving throw with a DC equal to 10 + one half of the archmage’s level + his Int modifier. For purposes of concentration treat this ability as a 6th level spell.
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The Defender
Hit Die: d12.
Requirements
To qualify to become a defender, a character
must fulfill all the following criteria.
Race: Any.
Alignment: Any lawful.
Base Attack Bonus: +7.
Feats: Dodge, Combat Reflexes, Stand still
Class Skills
The defender’s class skills (and the key ability for each skill) are Climb(Str)
Craft (Int), Knowledge(Dungeoneering)(Int), Knowledge(Engineering), Sense Motive (Wis),
Perception (Wis). Swim(Str)
Skill Points at Each Level: 2 + Int modifier.
Lvl Bab Fort Ref Will AC Bonus Special
1 +1 +2 +0 +2 +1 Defensive stance
2 +2 +3 +0 +3 +1 Uncanny Dodge, Stance Power
3 +3 +3 +1 +3 +1 Improved Dodge
4 +4 +4 +1 +4 +2 Stance Power
5 +5 +4 +1 +4 +2 Damage Reduction 3/-
6 +6 +5 +2 +5 +2 Stance Power
7 +7 +5 +2 +5 +3 Improved Uncanny Dodge
8 +8 +6 +2 +6 +3 Stance power
9 +9 +6 +3 +6 +3 Damage Reduction 6/-
10 +10 +7 +3 +7 +4 Stance Power, Greater defensive stance
Class Features
All of the following are class features of the defender
prestige class.
AC Bonus (Ex): The defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.
Weapon and Armor Proficiency: A defender is proficient with all simple and martial weapons, all types of armor, and shields, including tower shields.
Defensive Stance: When he needs to, a defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC.
The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position, such as Stealth or Acrobatics. A defensive stance lasts for a number of rounds equal to 4 + the character’s unmodified Constitution modifier. Each level after 1st of this prestiege class grants the defender additional two rounds. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter. Using the defensive stance takes no time itself, but a defender can only do so during his action. (A defender can’t, for example, use the stance when struck down by an arrow in order to get the extra hit points from the increased Constitution.)
Stance Powers(Ex): As a Defender gains levels, he learns to use her defensive stance in new ways. Starting at 2nd level, a gains a stance power. He gains another stance power for every two levels of defender attained after 2nd level. A defender gains the benefits of stance powers only while in the defensive stance, and some of these powers require the defender to take an action first. Unless otherwise noted, a defender cannot select an individual power more than once.
Widened stance(Ex): The Defender is considered as a large creature for purposes of determining space when in defensive stance, taking up four squares of space and threatening all adjacent squares. This power is always active.
Reaching hands(Ex): The Defender is treated as having a 10 foot reach. This power is always active.
Mobile Defense (Ex): A defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance. This Power is always active.
Rushing Bash(Ex): The defender can choose to bash an opponent who just missed her in melee with her shield. But instead of dealing damage to the opponent, the creature is subject to a bull rush combat maneuver. Use the improved CMB of the character when calculating the maneuver. If the manouver is a success, the opponent is pushed back five feet plus additional five feet for every five points that the combat manouver check exceeds the CMD of the opponent. This power is used as an immediate action when the opponent misses. It can be used once per stance.
Take Wound (Ex): The defender can choose to take damage in place of one of it’s allies who is adjacent to him. He has to roll his CMB against the CMD of the ally. If succesfull, the damage that should have been dealt to the ally is dealt upon the defender instead. And the defender and the ally change places. This ability can be used as an immediate action whenever an ally takes damage.
Unmovable (Ex): The defender can choose to take a +10 bonus to his CMD when subject to a trip or bull rush attempt as an immediate action. This can be done once per stance.
Protect (Ex): The defender can, as a standard action, transfer his bonus to AC, that he receives from his stance, to an ally. For the duration of that stance, the ally has a +4 dodge bonus to AC, but that bonus is not applied to the defender.
Uncanny Dodge (Ex): Starting at 2nd level, a defender gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class (such as rogue), the character automatically gains improved uncanny dodge (see below).
Improved Dodge(Ex): A defener ‘s dodge bonus is improved to 3.
Damage Reduction (Ex): At 5th level, a defender gains the ability to shrug off some amount of injury from each blow or attack. Subtract 3 points from the damage the defender takes each time he is dealt damage. At 9th level, this damage reduction rises to 6/–. Damage reduction can reduce damage to 0 but not below 0. (That is, the defender cannot actually gain hit points in this manner.)
Improved Uncanny Dodge (Ex): At 6th level, a defender can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the defender. The exception to this defense is that a rogue at least four levels higher than the defender can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class (such as rogue), the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Greater Defensive Stance (Ex): By 10th level, the defender has become an unmovable bulwark of defense, and he can use it to his full potential. Instead of standard bonuses, he receives a +4 bonus to str, +6 bonus to con (3 additional hp per level of the character) and a +3 bonus to all saving throws. His dodge bonus to AC remains the same +4.
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Frenzied Berserker
Hit Die: d12.
Requirements
To qualify to become a frenzied berserker, a character must
fulfi ll all the following criteria.
Alignment: Any nonlawful.
Base Attack Bonus: +6.
Feats: Cleave, Power Attack.
Rage special ablilty
Class Skills
The frenzied berserker’s class skills (and the key ability for
each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Ride
(Dex), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the frenzied berserkerprestige class.
Lvl Bab Fort Ref Will Special
1 +1 +2 +1 +1 Frenzy, Diehard
2 +2 +3 +1 +1 Supreme Cleave
3 +3 +3 +1 +1 Rage Power
4 +4 +4 +2 +2 Deathless Frenzy
5 +5 +4 +2 +2 Improved Power Attack
6 +6 +5 +2 +2 Inspire Frenzy
7 +7 +5 +3 +3 Rage Power
8 +8 +6 +3 +3 Greater Frenzy
9 +9 +6 +3 +3 Tireless Frenzy
10 +10 +7 +4 +4 Supreme Power Attack
Weapon and Armor Proficiency: Frenzied berserkers gaina no addional proficiency with any weapon or armor.
Frenzy (Ex): A frenzied berserker can enter a frenzy during combat. While frenzied, he gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, he also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 4 + the frenzied berserker’s Constitution modifier. Each level after first, the duration is increased by two additional rounds. To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have. The character can enter a frenzy as a free action. Even though this takes no time, he can do it only during his turn, not in response to another’s action. In addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters a frenzy at the start of his next action, as long as he still has at least one round of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC = points of damage taken since his last action) at the start of his next turn. While frenzied, the character cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Intimidate), the Concentration check, or any abilities that require patience or concentration, nor can he cast spells, drink potions, activate magic items, or read scrolls. He can use any feat he has except Combat Expertise, item creation feats, or metamagic feats.
He can use his special ability to inspire frenzy (see below) normally. During a frenzy, the frenzied berserker must attack those he perceives as foes to the best of his ability. Should he run out of enemies before his frenzy expires, his rampage continues. He must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or his own). When a frenzy ends, the frenzied berserker is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.
Diehard: A frenzied berserker gains Diehard as a bonus feat even if he does not meet the prerequisites. If he already possesses the feat, he adds 5 points to his constitution score when he determines the number of negative hit points he has to take to die.
Rage Power: At levels 3 and 7 the frenzied berserker gains a rage power. He can choose from the barbarian rage power list.
Supreme Cleave: At 2nd level and higher, a frenzied berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. He is still limited to one such adjustment per round, so he cannot use this ability during a round in which he has already taken a 5-foot step.
Deathless Frenzy (Ex): At 4th level and higher, a frenzied berserker can scorn death and unconsciousness while in a frenzy. As long as his frenzy continues, he is not treated as disabled at 0 hit points, nor is he treated as dying at negative hit points. Even if reduced to negative hit points amounting to his constitution score or less, he continues to fight normally until his frenzy ends. At that point, the effects of his wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects that do not deal hit point damage.
Improved Power Attack: Beginning at 5th level, a frenzied berserker gains a +3 bonus on his melee damage rolls for every –1 penalty she takes on her melee attack rolls when using the Power Attack feat (or +4 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit replaces normal effects of Power Attack.
Inspire Frenzy (Su): Beginning at 6th level, a frenzied berserker can inspire frenzy in his allies while he himself is frenzied. When he uses this ability, all willing allies within 10 feet of him gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for a number of rounds equal to 4 + the frenzied berserker’s Constitution modifier, regardless of whether they remain within 10 feet of him. A frenzied berserker gains one additional use of this ability per day for every two additional frenzied berserker levels he acquires, though the ability is still usable only once per encounter.
Greater Frenzy (Ex): Starting at 8th level, the character’s bonus to Strength during a frenzy becomes +10 instead of +6.
Supreme Power Attack: A 10th-level frenzied berserker gains a +4 bonus on hismelee damage rolls for every –1 penalty he takes on his melee attack rolls when using the Power Attack feat (or +6 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit replaces the effects of Power Attack or Improved Power Attack.
Tireless Frenzy: A 10th-level frenzied berserker no longer becomes fatigued after a frenzy, though he still takes the nonlethal damage for each round it lasts.